#AREA Naraki Desert~ Florian~ desert of the four sands~ 10 0 0 #ROOMS #48000 At the Mouth of a Vast Desert~ To the east twist the corridors of an enormous canyon littered with sand. The climate here is hot and dry and the land appears extremely barren. Only the occasional swirl of dust breaks the monotony of the dry landscape. A single section of the merciless desert expands to the south down through the twisting canyon. You can see waves of heat visibly rising up from the desert sands continuously. ~ *CF ~ 301465608 10 9 0 D1 ~ ~ 0 -1 48001 10 10 5 D2 ~ ~ 0 -1 48005 10 10 5 A ~ ~ send_to_room( #here, find_room( 85 ) ); obj_to_room( oload( 2 ), find_room( 85 ) ); ~ E here~ Someone has entered the desert! ~ ! 1 0 2 A translate~ hieroglyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_tochar( #tmess, ch, obj ); act_notchar( #rtmess, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctrans, ch, obj, mob ); wait( 1 ); act_tochar( #trans1, ch, obj, mob ); } ~ E rctrans~ @b@GSuddenly, $p in $n's possession glows momentarily as $e examines a section of the hieroglyphs around the base of the statue. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E tmess~ @RWith $p in hand, you carefully begin to translate the hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E ctrans~ @GSuddenly, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rnotrans~ $n frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ E trans1~ @RHI im a phoney translation. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48001 Sand-Filled Canyon~ While the bottom of this canyon is filled with sand, it appears that such was not always the case. Piles of sands have been swept into the region, half-burying a few plants around them. It is as though a giant wind storm has filled the twisting canyon with sand. The air here is oppressively hot, making it difficult to breathe. As the canyon walls twist and turn like one of the tunnels in a rabbit's warren from east to west, the land between them becomes increasingly more barren. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 48188 10 10 5 D3 ~ ~ 0 62 48000 10 10 5 E twisting canyon walls~ To the north and south loom two walls of sandstone which twist about on an east-west course. These canyon walls seem to serve as natural barriers, keeping the sand within trapped. The sandstone walls are much too steep to climb, and doing so might prove more dangerous than it is worth. Rocks and boulders perch along the edge of the canyon walls and look capable of falling at any moment. ~ E sand~ The sand which fills the bottom of the canyon is so deep that you cannot feel the hard impact of the true ground below. Tan in color, the sand seems remarkably smooth. Much of the sand has come to gather in small dunes. ~ E half-bury few plants~ Up to their stems in sand, a few patches of hardy wild flowers grow here and there along the canyon floor. Judging from how green their stems are and how healthy their petals appear, it strikes you as unusual that the flowers would be doing so well, if the canyon had always been filled with sand. ~ A ~ ~ acode( find_room( 48248 ), 1 ); ~ ! 1 0 10 2942 17 1509949540 -2 0 -1 S #48002 Inside a Spiraling Tower of Sand~ The interior of the column of spiraling sand is actually part of a slender tower which extends upwards, into the spire of the sandy pillar. The floor consists of hard, packed sand and the walls of the tower are molded from black sand and coated with clear resins. A simple mat of woven grass lies on the floor and next to it there is a fat, tapered candle and a pile of sand about five feet wide. While there appears to be at least a second story to this odd tower, there is no way of reaching it. In front of a door-shaped depression in the wall is a straight row of pebbles. ~ *CF [Malissin] She...in the s desc of Dorgonnag should be Her ~ 301465600 3 9 0 D0 illisionary door~ illusionary door~ 235 -1 48149 10 10 5 D4 ~ ~ 0 -1 48003 10 10 5 D5 ~ ~ 227 -1 69039 10 10 5 E ladder~ Once you concentrate upon the room, you can easily see the ladder which leads to the second story of the tower. The ladder is made of dried reeds bound together with strips of hide. ~ E simple mat woven~ Woven from alternating colors of green and brown, a medium-sized round rug lies in the center of the room. The alternating colors of grass have been braided around a spiraling pattern that is half-hypnotic. ~ E fat tapered candle~ Poured from melted animal fat, this odorous yellow candle is about a foot thick at its base and stands more than four feet tall. As it rises from its iron cauldron holder, the candle twists and tapers to a fine point. ~ E pile sand~ Beside the round, woven mat of grass rests a pile of sand. The sand has multiple depressions in it, as though something had been resting on it. Flakes of chitin lie on the surface of the sandy pile. ~ E walls black~ Rather than being sculpted from red sand like most other structures here, the walls of the spiral tower are lined with black sand and covered with hardening resins. The black sand is not indigenous to this region of desert and hard toils must have been underwent to bring such a great amount of it to this tower. ~ E floor~ The floor of the tower consists of hard packed, red sand. Except for the pile of sand which lies next to the rug, the floor has been swept clean. ~ E door-like space depression~ The depression in the northern wall of the tower is about the size of a door though there is no door there. A row of pebbles lie in front of the depression. ~ A disbelieve~ ladder up~ if( cflag( 57, ch ) ) if( rflag( reset1, room ) ) { act_tochar( #concentrates, ch ); act_notchar( #rconcentrates, ch ); wait( 3 ); act_tochar( #illusion, ch ); act_notchar( #points, ch ); wait( 3 ); act_tochar( #allnotice, ch ); act_notchar( #notice, ch ); remove_rflag( reset1, room ); } else act_tochar( #already, ch ); else continue; ~ E dontknow~ <Type 'help' for help> ~ E already~ The illusion has already been dispelled about the ladder. ~ E notice~ As soon as $n points out the illusion, you can easily see the ladder leading up through the tower. ~ E allnotice~ As everyone around you notices the illusion surrounding the ladder, it snaps into visibility nearly audibly. ~ E illusion~ As you concentrate, you can see a ladder, partly veiled by illusion, snaking up into the heights of the tower. ~ E points~ $n shouts excitedly about a ladder and points at something in the middle of the room. After a few moments, you can see the edges of something wispy. ~ E concentrates~ With great effort, you stop all you are doing and begin to concentrate intently. ~ E rconcentrates~ $n suddenly stops all $e is doing and a look of intense concentration crosses $s features. ~ ! 0 0 0 A u up~ ~ if( !can_fly( ch ) ) if( !rflag( reset1, room ) ) { act_tochar( #climbup, ch ); continue; } else act_tochar( #noway, ch ); else { act_tochar( #flyup, ch ); act_notchar( #rflyup, ch ); continue; } ~ E climbup~ You climb up the ladder to the top of the tower. ~ E noway~ There does not seem to be a way up, unless you can fly. ~ E flyup~ You fly up to the top of the tower. ~ E rflyup~ $n flies up to the top of the tower. ~ ! 0 0 0 A ope open~ doo door ill illu illus illusi illusio illusion~ if( !rflag( status0, find_room( 48150 ) ) ) { act_tochar( #magicbarred, ch ); end; } if( !is_open( room, north ) ) { act_tochar( #passthru, ch ); act_notchar( #rpassthru, ch ); open( room, north ); } else act_tochar( #already, ch ); ~ E already~ You have already discerned that the illusionary door is no longer in place. ~ E magicbarred~ You sense that a strong field of magic surrounds the doorway to the north, barring you from passing through it. ~ E passthru~ With ease, your hand passes through the field of magic, indicating that it is possible to go through it. ~ E rpassthru~ With ease, $n's hand passes through the field of magic, indicating that it is possible to go through it. ~ ! 0 0 0 A pla plac place~ peb pebb pebbl pebble~ if( rflag( status0, find_room( 48150 ) ) ) if( has_obj( 78, ch ) ) { act_tochar( #placepebble, ch ); act_notchar( #rplacepebble, ch ); obj = has_obj( 78, ch ); junk_obj( obj, 1 ); remove_rflag( status0, find_room( 48150 ) ); wait( 3 ); set_rflag( reset0, room ); close( room, north ); act_room( #shimmers, ch ); } else act_tochar( #nopebble, ch ); else act_tochar( #already, ch ); ~ E already~ The door has already been magically barred. ~ E nopebble~ You do not have a pebble. ~ E placepebble~ Bending down, you insert a pebble into the line of pebbles lying across the threshold of the doorspace. ~ E rplacepebble~ $n bends down a places a pebble on the floor, on the threshold of the doorway. ~ E shimmers~ The doorway shimmers as it becomes magically barred against intrusion. ~ ! 0 0 0 A get tak take gra grab~ peb pebb pebbl pebble nic nice~ if( !rflag( status0, find_room( 48150 ) ) ) if( rflag( reset0, room ) ){ act_tochar( #getpebble, ch ); act_notchar( #rgetpebble, ch ); obj_to_char( oload( 78 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #cantget, ch ); end; } else { act_tochar( #magicflare, ch ); end; } if( !is_open( room, north ) ){ wait( 3 ); act_room( #dispelled, ch ); set_rflag( status0, find_room( 48150 ) ); } else act_room( #slightshimmer, ch ); ~ E magicflare~ The edge of the door shimmers and flares, but not in a way to indicate that the passage north is barred. ~ E cantget~ You cannot seem to pick up any of the pebbles. They are fused into the sandy earth. ~ E slightshimmer~ The doorway in the wall shimmers slightly. ~ E dispelled~ Before your eyes, a doorway appears in the side of the tower and the barring magic surrounding it is dispelled. ~ E rgetpebble~ $n reaches down and gets a nice-looking pebble. ~ E getpebble~ You reach down and get a nice-looking pebble. ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ You climb down through the hole using the ladder. ~ E to_room~ $n climbs down through the floor using the ladder in the hole. ~ ! 3 0 32 2365 17 1509949443 -2 0 1555 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48003 At the Top of the Tower~ As you gaze around in the upper part of the spiraling tower, the first thing you notice is there floor. There is not one! Or at least, not a visible one. Like the illusions cast to protect the crabman village from intrusion, it appears some magic has been cast on the floor, turning it invisible. A single table with an angular chair behind it rests on the invisible floor, towards the back of the tower room. Shelves made from sand and coated with a thick, hardening resin stick out from the walls of the tower. On the shelves, there is a large collection of scrolls and tomes which look remarkably well preserved for being in a desert climate. ~ *CF *library here ~ 301465608 3 9 0 D5 ~ ~ 0 -1 48002 10 10 5 E ladder~ The ladder itself, once illusion is not masking it, looks quite ordinary. It has evenly spaced rungs that are durably fastened together to the frame of the ladder. Though a bit wider than most ladders, it looks like it could easily support your weight. ~ E scrolls~ A few of the scrolls resting atop the shelves are parcially open, allowing you to catch a glimpse of their contents. Universally, the scrolls' contents are detailed pictograms. No words to read, no hieroglyphics to translate. Just a bunch of pictures with crabmen in them. The great pyramid also figures into the scrollwork quite heavy as well. Browsing through all the scrolls would take a lifetime. ~ E tomes~ Bound in red, blue, and green leather hide, many of the volumes look extremely ancient and would probably fall apart at the slightest touch. Currently, you have no use of anything you might find in this library. Browsing through all the tomes would take a lifetime. ~ E shelves~ Sculpted from sand and layered with hardening resin, the shelves themselves are an artistic creation. They have filigree along the edges and curls along the sides. And they are still remarkably level and flat. A number of scrolls and tomes rest along the various shelves. ~ E table~ The table which stands towards the back of the room has a relatively small surface top. It, like most of the furniture in this odd little settlement, is sculpted from sand and coated with a resin to preserve its shape. Atop the table, there are several claw marks, which appear to be little more than a crabman's nervous scrapings. ~ E angular chair~ Much to wide for a normal person, this chair looks to have been made especially for a crabman. Sculpted from sand and coated with a hardening resin, the chair as a slick look to it. ~ A disbelieve~ ladder~ if( cflag( 57, ch ) ) if( rflag( reset1, find_room( 48002 ) ) ) { act_tochar( #concentrates, ch ); act_notchar( #rconcentrates, ch ); wait( 3 ); act_tochar( #illusion, ch ); act_notchar( #points, ch ); wait( 3 ); act_tochar( #allnotice, ch ); act_notchar( #notice, ch ); remove_rflag( reset1, find_room( 48002 ) ); } else act_tochar( #already, ch ); else act_tochar( #dontknow, ch ); ~ E dontknow~ (Type help for help.) ~ E already~ The illusion has already been dispelled about the ladder. ~ E notice~ As soon as $n points out the illusion, you can easily see the ladder leading down through the tower. ~ E allnotice~ As everyone around you notices the illusion surrounding the ladder, it snaps into visibility nearly audibly. ~ E illusion~ As you concentrate, you can see a ladder, partly veiled by illusion, snaking down into the depths of the tower. ~ E points~ $n shouts excitedly about a ladder and points at something in the middle of the room. After a few moments, you can see the edges of something wispy. ~ E concentrates~ With great effort, you stop all you are doing and begin to concentrate intently. ~ E rconcentrates~ $n suddenly stops all $e is doing and a look of intense concentration crosses $s features. ~ ! 0 0 0 A d do dow down~ ~ if( !can_fly( ch ) ) if( !rflag( reset1, find_room( 48002 ) ) ) { act_tochar( #climbdown, ch ); continue; } else act_tochar( #noway, ch ); else { act_tochar( #flydown, ch ); act_notchar( #rflydown, ch ); continue; } ~ E climbdown~ You climb down the ladder to the bottom of the tower. ~ E noway~ There does not seem to be a way down, unless you can fly. ~ E flydown~ You fly down to the bottom of the tower. ~ E rflydown~ $n flies down to the bottom of the tower. ~ ! 0 0 0 A l lo loo look~ floor~ if( find_skill( ch, detect invisible ) > 0 ) act_tochar( #see, ch ); else act_tochar( #nosee, ch ); ~ E nosee~ You don't see that here. (It IS invisible, remember?) ~ E see~ On second glance, you can see a transparent, glass floor below your feet. ~ ! 0 0 0 A browse~ scrolls~ if( rflag( reset0, room ) ) { act_tochar( #browse, ch ); act_notchar( #rbrowse, ch ); i = random( 1, 5 ); wait( 2 ); if( i == 1 ) act_tochar( #info1, ch ); if( i == 2 ) act_tochar( #info2, ch ); if( i == 3 ) act_tochar( #info3, ch ); if( i > 3 ) { remove_rflag( reset0, room ); act_tochar( #done, ch ); } } else act_tochar( #bored, ch ); ~ E bored~ Glancing at the piles of dusty scrolls, you give up browsing through them. It's a hopeless task. ~ E browse~ You dig through the scrolls, looking for something interesting, and find one! ~ E rbrowse~ $n reads through one of the scrolls in the room. ~ E info1~ Upon the scroll, you find detailed information about a complex ritual of summoning. You see a diagram of nine standing stones, with a shadow of the seven stone falling across the middle marker. Though much of the scroll is too old to read, you see mention of needing a cauldron, spider's eye, and a horse's horn. ~ E info2~ Upon the scroll is a drawing of the desert as it must have looked quite some time ago. You can see the great pyramid at its center, btu around it are three obelisks. The obelisks stand to the east, north, and south of the great monument. At the bottom of the scroll, there is a note: @RThe eastern obelisk is liable to collapse at anytime. The underground water there is weakening its foundation. ~ E done~ You give the scroll a glance. There doesn't appear to be anything here you want to know about. ~ E info3~ On the surface of an ebony scroll, you see a picture of a fairy creature, possibly a pixie. She wears a circlet upon her head as well as a fine chain. The borders of the scroll are etched with chains of lightning. ~ ! 0 0 0 A browse~ tomes~ if( rflag( reset1, room ) ) { act_tochar( #browse, ch ); act_notchar( #rbrowse, ch ); i = random( 1, 5 ); wait( 2 ); if( i == 1 ) act_tochar( #info1, ch ); if( i == 2 ) act_tochar( #info2, ch ); if( i > 2 ) { remove_rflag( reset1, room ); act_tochar( #done, ch ); } } else act_tochar( #bored, ch ); ~ E browse~ You find an interesting tome and browse through it. ~ E rbrowse~ $n finds an interesting tome and browse through it. ~ E info1~ The large tome you've selected mentions something about magic fruit growing from strange trees. A note beside the passage about the fruit mentions that the fruit no longer exists because the grove it grew in has been lost. ~ E info2~ Within the book, you find a few passages which tell of a magic obelisk guarded by a powerful golem. Faded hieroglyphics, much too old to decipher, rim the edges of the page. ~ E done~ You find nothing of interest in the tome. In fact, there doesn't look to be anything among any of them that will further interest you. ~ E bored~ You decide that you'd rather do anything but go through the boring old tomes. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48004 An Underground Pool~ Hidden far below the blazing sands of the Naraki desert lies a large, underground pool of water. The clear, cool water covers the entire floor of the non-descript cavern of limestone. The air here is cool and crisp and the faintest aroma of fresh herbs and spices hangs in the air. Around the eastern edge of the pool, there is a rich shore of black earth. Huge clumps of reeds grow along the shore, blocking out all but the sight of the pool. The center of the underground oasis bubbles and gurgles from being fed by a further underground source of water. ~ *CF ~ 301465600 3 9 0 D4 ~ ~ 235 -1 48205 10 10 5 D5 ~ ~ 163 -1 48245 10 10 5 E reeds~ Along the edges of the shore grows a variety of aquatic sedge. The tall, bamboo-like plant has thin, leafy shoots jutting out from the water. Each shoot is segmented and has a strong, musky scent. ~ E pool~ Cool and refreshing, a pool of deep blue water stretches before you. While the center of its surface is broken by the upwelling of an underground spring, the rest of the pool's surface is calm and placid. An abundance of tall, papyrus sedges grow along the edges of the pool's inviting waters. ~ E shore earth~ Black as night, the soil around the underground pool is very rich in minerals. It is unsurprising to see that a host of sedges have taking root along its edges. ~ E 1 up cavern limestone 1 west~ Along the surface of the west wall of this cavern are a series of hand holds. The holds are crudely carved into the rock, but nevertheless, they look adequate enough to facilitate a climb upwards, through the crevice. ~ A move press~ up slab stone~ acode( find_room( 48205 ), 2 ); ~ ! 0 0 0 A climb~ handholds wall west up~ if( mob_in_room( 1808, room ) ) { act_room( #depart, ch ); mob = mob_in_room( 1808, room ); transfer( mob, find_room( 48245 ) ); wait( 1 ); } if( is_open( room, up ) ) if( find_skill( ch, climb ) > 0 ) if( random( 1, 4 ) == 1 ) { act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 48205 ) ); if( cflag( 45, ch ) ) { act_tochar( #melt, ch ); wait( 1 ); update_quest( ch, 60 ); remove_cflag( 45, ch ); } } else { act_tochar( #slip, ch ); act_notchar( #rslip, ch ); } else { act_tochar( #cant, ch ); act_notchar( #rslip, ch ); } else act_tochar( #closed, ch ); ~ E climb~ You dig into the walls and climb up the handholds. ~ E rclimb~ $n climbs up the western wall and disappears. ~ E slip~ Unable to get a good handhold, you slip and fall. ~ E rslip~ $n slips and falls off the handholds in the west wall. ~ E cant~ You find it difficult to climb when you don't know how. ~ E closed~ Climbing up before the slab covering the hole in the ceiling has been moved would serve no purpose. ~ E melt~ As you climb up out of the hole, the voice of Proditoris whispers into your mind: 'You have my eternal thanks for returning the sword to Jergault. Perhaps in time he will understand.' ~ E depart~ @CThe zombie disappears back under the surface of the water.@n ~ ! 0 0 16 A toss throw make~ short sword alegra offering~ if( mob_in_room( 1808, find_room( 48245 ) ) ) { if( !mob_in_room( 1808, room ) ) { if( num_in_room( room ) == 1 ) { if( has_obj( 3175, ch ) ) { act_tochar( #toss, ch ); act_notchar( #rtoss, ch ); junk_obj( has_obj( 3175, ch ), 1 ); wait( 2 ); act_room( #mist, ch ); wait( 2 ); act_room( #rises, ch ); mob = mob_in_room( 1808, find_room( 48245 ) ); transfer( mob, find_room( 48004 ) ); wait( 2 ); mob = mob_in_room( 1808, room ); tell( mob, ch, #grave ); if( !done_quest( ch, 60 ) ) if( has_quest( ch, 60 ) ) set_cflag( 45, ch ); } else act_tochar( #donthave, ch ); } else act_tochar( #alone, ch ); } else act_tochar( #already, ch ); } else act_tochar( #already, ch ); ~ E toss~ @CGripping the short sword of Alegra in your hand, you kiss its hilt and cast it out into the pool.@n ~ E rtoss~ @CGripping a short sword in $s hand, $n kisses its hilt and casts it out into the pool.@n ~ E mist~ @yA thick, yellow mist swirls around the edges of the pool.@n ~ E rises~ @CA large zombie steps forth from the water and comes to stand at its edge. ~ E grave~ You have summoned me from my watery grave. What would you have of me? ~ E donthave~ You don't have the right object to cast into the pool. ~ E alone~ Sensing that you are not alone, you forgo the offering. ~ E already~ It appears as though someone has already made the offering. ~ ! 0 0 0 A ~ ~ wait( 1 ); if( mob_in_room( 1808, room ) ) { act_room( #sink, ch ); mob = mob_in_room( 1808, room ); transfer( mob, find_room( 48245 ) ); } else continue; ~ E sink~ @yIn a cloud of mist, the strange zombie sinks back into the pool. ~ ! 1 0 16 A ~ ~ act_tochar( #climb, ch ); ~ E climb~ You will have to climb your way out of here it looks like. ~ ! 3 0 16 1388 17 1509949540 -2 0 2152 17 1509949540 -2 0 1526 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48005 Great Desert~ Though dunes of sand rise every now and again across the desert plain, for the most part, the land is flat and lifeless. With sand the color of dried dung and nothing but wind, rock, and the occasional corpse, the barren desert landscape leaves much to be desired. Far to the north, a large trail or road can be seen, bustling with traffic, while to the west and east the desert sands spread out through the rocky canyon. Southward though, the presense of steep mounds of sand make travel in that direction unlikely. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48000 10 10 5 D1 ~ ~ 0 -1 48007 10 10 5 D3 ~ ~ 0 -1 48006 10 10 5 A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1539 9 1509949540 3 0 1410 17 1509949445 -2 0 -1 S #48006 Great Desert~ Eastward the flat, sandy plain widens out into a broader stretch of traversable desert. Here, however, piles of sand form dunes three times the height of any ent or troll. Further progress through the sand-filled canyon is blocked by the surrounding sand dunes. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48005 10 10 5 A 1 north 1 west 1 south~ ~ act_tochar( #block, ch ); ~ E block~ Dunes of sand too tall to traverse stand in your way. ~ ! 0 0 0 1537 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48007 Great Desert~ To the west and east, the vast Naraki desert continues, its tan sands sweeping through the region between two craggy rock faces. The rocky canyon walls have been worn away considerably by the rough desert sands and possibly too, by desert rains. Any evidence suggesting that this part of the Naraki desert has ever been anything but a desert has been buried beneath the drifting sands. ~ *CF [Ssleestaq] nice alliteration ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48008 10 10 5 D3 ~ ~ 0 -1 48005 10 10 5 E craggy rock faces~ These two rock formations are part of a vast, convoluted canyon which winds its way through this particular section of the Narak desert. There is evidence embedded deep in the rocks on both the north and south parts of the canyon to suggest that at one time, there was water in abundance here. The canyon walls here are too steep to climb. ~ A 1 north 1 south~ ~ act_tochar( #cliff, ch ); ~ E cliff~ Canyon walls too steep to climb rise up in that direction. ~ ! 0 0 0 1410 17 1509949465 -2 0 1540 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48008 Great Desert~ To the north, a large rocky cliff rises, merging with the craggy rocks to the west, forming but a single section of a massive canyon wall. The wall twists and curves all throughout the desert, intent seemingly in keeping the desert held within trapped forever between the dauntless hard rock. In all other directions, the desert branches out, its tan sands kicking up now and again to form minor dust devils. ~ [Merior] lower lizard scales WAY down on skink - is part of custom *Done [Merior] didnt realize hyenas were desert dwellers - but i bet you know ;0 *some can be [Merior] lower skin reset on hyena and all your mobs *Aye Aye *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48009 10 10 5 D2 ~ ~ 0 -1 48012 10 10 5 D3 ~ ~ 0 -1 48007 10 10 5 E dust devils~ Although many of the dust devils appear to be just harmless swirls of sand and wind, some off in the distance seem to have a life of their own. They are much larger and more violent and twist about with almost malicious intent. ~ E cliff canyon~ The cliff here is but a part of a massive wall of rock that undulates in and around the desert. Here, the cliff is much too steep and inverted at the wrong angle to climb. Standing at least a hundred feet tall, whatever lies atop the cliff, if anything, is out of your reach. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1543 9 1509949445 3 0 1542 9 1509949540 3 0 1410 17 1509949540 -2 0 2942 17 1509949540 -2 0 -1 S #48009 Great Desert~ An almost sheer canyon wall runs along the northern edge of the desert, separating the near endless plains of sand almost completely from the outside world. The dried, dung-colored sands continue to the west and east; to the south, there is yet more desert, surrounded on two sides by steep rocky crags. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48010 10 10 5 D2 ~ ~ 0 -1 48011 10 10 5 D3 ~ ~ 0 -1 48008 10 10 5 E canyon wall~ The canyon wall which rises to the north is composed mainly of sandstone. The coarse rock surface has a few smooth patches where the restless desert winds have worn away at it. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48010 Great Desert~ The tall, impressive canyon winds its way around this portion of the desert, creating just a pocket of barren nothingness. The only way out of the dead-end canyon is back to the west, past two weathered rocks. ~ *CF ~ 301465600 10 9 0 D3 ~ ~ 0 -1 48009 10 10 5 E rocks weathered~ What you initially mistook for weathered rocks are indeed statues. Though the passage of time and intensity of the whipping, abrasive sand has marred their beauty, the figures of each statue can clearly be made out. ~ E figures~ The first figure is that of an overgrown cat, its muzzle raised in a soundless cry. The other figure, from base to neck, is that of a comely female. The head of the statue is missing though. ~ E base~ The base of the female body statue is engraved with a series of hieroglyphics which are impossible to translate. ~ E neck~ The neck of the statue is jagged and sharp, as though something heavy was struck against it, removing its head. ~ A l lo loo look~ base hieroglyphics~ if( !has_obj( 1549, ch ) ) send_to_char( #notrans, ch ); else { obj = has_obj( 1549, ch ); act_tochar( #circlet, ch, obj ); act_notchar( #rcirclet, ch, obj ); wait( 1); act_tochar( #trans1, ch , obj ); } ~ E circlet~ @R You are quite astonished when $p in your possession begins glowing faintly as you bend to translate the hieroglyphics. ~ E rcirclet~ Suddently, $p im $n's possession glows briefly as $e stoops over to examine something. ~ E trans1~ @b@G Guided by the mysterious circlet, you are finally able to fully understand the hieroglyphics here. The hieroglyphics along the base of the statue contain a series of references to a being with a cat's head and a woman's body. One portion of hieroglyphics, when directly translated, seems to be quite important: @n @b@B"Only with each of their favor, in turn, may you pass." ~ E notrans~ The base of the female body statue is engraved with a series of hieroglyphics which are impossible to translate. ~ ! 0 0 0 A translate~ base hieroglyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_tochar( #tmess, ch, obj ); act_notchar( #rtmess, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 1 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ @b@G With its aid, suddenly everything makes sense and you are able to decipher the hieroglyphics, at least in part. The hieroglyphics along the base of the statue contain a series of references to a being with a cat's head and a woman's body. One portion of hieroglyphics, when directly translated, seems to be quite important: @n @b@B"Only with each of their favor, in turn, may you pass." ~ E rctran~ @b@G Suddenly, $p in $n's possession glows momentarily as $e examines a section of the hieroglyphs around the base of the statue. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E tmess~ @R With $p in hand, you carefully begin to translate the hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E ctrans~ @b@G Suddenly, $p becomes warm and begins to glow as you examine the hieroglyphics carved into the base of the feminine statue. ~ E rnotrans~ $n frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A l lo loo look~ fig figu figur figure figures~ if( rflag( reset0, room ) ) act_tochar( #headless, ch ); else act_tochar( #headfigure, ch ); ~ E headfigure~ @b@B The first figure is that of an overgrown cat, its muzzle raised in a soundless cry. The other figure, from base to neck, is that of a comely female. From the head up, her features are those of a ferocious, but calm hunting cat. ~ E headless~ @b@B The first figure is that of an overgrown cat, its muzzle raised in a soundless cry. The other figure, from base to neck, is that of a comely female. The head of the statue is missing, though. ~ ! 0 0 0 A l lo loo look~ nec neck~ if( rflag( reset0, room ) ) act_tochar( #headless, ch ); else act_tochar( #neck, ch ); ~ E neck~ @b@B Where once the neck of this statue was jagged and broken, it is now attached to a graceful...yet somehow ferocious head of a woman with extremely feline features. ~ E headless~ @b@B The neck of the statue is jagged and sharp, as though something heavy was struck against it, removing its head. ~ ! 0 0 0 A attach place set replace reattach~ hea head~ if( has_obj( 1561, ch ) ){ obj = has_obj( 1561, ch ); act_tochar( #fixing, ch, obj ); obj = has_obj( 1561, ch ); act_notchar( #rfixing, ch, obj ); remove_rflag( reset0, room ); obj = has_obj( 1561, ch ); junk_obj( obj, 1 ); } else { act_tochar( #nofix, ch ); end; } wait( 4 ); act_room( #vision, ch ); wait( 5 ); act_tochar( #part1, ch ); act_notchar( #rpart1,ch ); wait( 4 ); act_room( #part2, ch ); wait( 4 ); act_room( #part3, ch ); wait( 3 ); act_room( #part4, ch ); wait( 4 ); if( doing_quest( ch, 32 ) ) i = 1; if( !has_quest( ch, 32 ) ) i = 2; if( done_quest( ch, 32 ) ) i = 3; if( i == 1){ act_tochar( #doingQ1, ch ); act_notchar( #rdoing, ch ); act_room( #vanish, ch ); end; } if( i == 3) { act_tochar( #doneQ1, ch ); act_notchar( #rdoneQ1, ch ); act_room( #vanish, ch ); end; } if( i == 2){ act_tochar( #assignQ1, ch ); act_notchar( #rassignQ1, ch ); } wait( 4 ); act_room( #assignQ2, ch ); wait( 4 ); act_tochar( #part7, ch ); set_cflag( 46, ch ); act_notchar( #part8, ch ); wait( 2 ); act_room( #vanish, ch ); wait( 2 ); act_room( #part9, ch ); assign_quest( ch, 32 ); ~ E fixing~ @b@G Carefully, you place $p onto the fractured neck of the lithesome stone statue of a woman. ~ E rfixing~ @r You watch as $n places $p on the weathered statue which has no head. ~ E nofix~ @b Unless you are a stone smith, there is nothing you can do for this statue. ~ E vision~ @b@B After a few moments, there is a flash of bright blue light. When you are next able to see, the feminine statue is no longer a concern. Next to it stands a woman dressed in a flowing gossamer gown. Like the statue, her body is firm and lithe and her head bears strong characteristics of a feline. About the woman there is a sense of presence. So strong is this presence, that you initially neglect the fact that you can see right through her. ~ E part1~ @b@B The translucent, cat-headed spirit begins to speak into your mind: @n@b@G "Well met, traveler. You have my deepest gratitude for restoring this statue, for only through it may I visit the mortal realm." ~ E rpart1~ @b@G The translucent, cat-headed spirit begins to speak into your mind: "Well met, traveler. Though your friend $n, here, is the one who truly restored my statue, to you I will also speak, for there may come a time when I might need your help as well. I am still quite grateful to you, for only through the completed statue may I visit the mortal realm." ~ E part2~ @b@G "Many years ago, the desert which stretches before you was a rich, fertile valley, surrounded entirely by mountainous walls. All varieties of plants and animals thrived here, including mighty dragons and any number of colorful and fragrant flowers which the world will never see again." ~ E part3~ @b@G "My people were a young culture then, barely past the point of tribal war. I brought them here, taking them across great distances, in hopes that they could escape the barbarisms of those nearest them and thus thrive in this valley." ~ E part4~ @b@R "And thrive they did for many, many years. Until I was betrayed." ~ E part5~ @r "I was once their goddess and for untold centuries they worshipped me. In turn, I bestowed upon them many gifts. But my gifts were not enough it seems. The leader of my people rose up and sought to take my place! Imagine, a mere mortal!" ~ E part6~ @b@B The translucent, cat-headed spirit shimmers and begins to fade. @n @b@B With extreme effort, the cat-headed spirit continues on with her tale:@b@G "Would that I have more time, but I fear that without my powers, I cannot project my essence onto this plane for long." ~ E assignQ1~ @b@G "Please, you must help me. If I am to reverse my foul betrayal, I must be allowed to regain my powers. Only you, the one who restored my statue, my link to the mortal realm, can do this." ~ E rassignQ1~ @b@G "Please, you must help me. If I am to reverse my foul betrayal, I must be allowed to regain my powers. But only $n, the one who restoredtatue, my link to the mortal realm, can do this. But aid $m in his task, so that it might be done all the more quickly." ~ E assignQ2~ @b@B "To the southwest stands a colossal monument, a tribute built to the despicable mortal who sought to replace me. Within it, there are artifacts that, when tossed into the Well of Souls, will release my spirit from the Land of the Dead. At least for a time. Only then will I be able to regain my powers fully." ~ E part7~ @b@G "Go now, please, with my blessing. But hurry, for if there is one thing I have learned for certain while in this dreaded Land is that..." ~ E part8~ @G "Go now, please, and aid $n in this task. But hurry, for if there is one thing I have learned for certain while in this dreaded Land is that..." ~ E vanish~ @b@B You watch as the spirit of the cat-headed goddess fades out of existence. ~ E part9~ @b@B As the cat-headed spirit shimmers out of sight, her last words reach you like a whisper in the wind: @G "...even a goddess may die..." ~ E doingQ1~ @b@G "Ah, another time you've heard my tell yet I am not free. Go, please! Hurry with your task, for I do not know how much longer I can stay the denizens in the Land of the Dead with my enfeebled powers. Find my artifacts and thrust them into the Well of Souls which rests within the great pyramid. " ~ E rdoing~ @b@G "Ah, I see that $e who has summoned me into this mortal realm is already charged with the task of restoring my power unto me. Help $m, for my rewards with be many. ~ E doneQ1~ @b@G "I am grateful that you have fulfilled the trust I placed in you. In summoning my spirit you have done me a great service. Go with my blessings." ~ E rdoneQ1~ @b@G "Though $n has already summoned my spirit from the Well of Souls I am sure I am not out of danger. My foul siblings will stop at nothing until I am forever banished from this realm." ~ ! 0 0 0 A 1 south 1 north 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1535 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48011 Barren Wasteland~ What time does not devour, the sands of the great desert and the carrion eaters will. A canyon wall blocks inside part of the desert to the east. Several dark, feathered creatures perch atop the wall, watching everything that passes through this part of the desert. Somewhere to the southwest, someone has taken the time to build a cairn of stones and to the far south rises an impossibly large megalith. The sands of the Naraki Desert continue ever onward. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48009 10 10 5 D2 ~ ~ 0 -1 48014 10 10 5 D3 ~ ~ 0 -1 48012 10 10 5 E dark creatures~ Before you can catch a look at the creatures perched high above, they disappear, ducking further back behind the ancient valley wall. ~ E megalith~ The gigantic megalith which stands far to the south has a pyramid shape and practically gleams. Its surface rock has been polished to a definite smoothness. Made of polished green limestone, it is quite possible that the pyramid is the largest structure ever built. ~ E cairn stones~ A cairn of stones has been piled up to the south. The stones look to be fragments of building or quarry stone and seem extremely old. From here, you cannot see much else. ~ A 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48012 Barren Wasteland~ A bleak, barren landscape stretches out in all directions but the west, where the sands of the desert collide with a twisting canyon wall. The tall, impenetrable canyon barrier continues to wind its way through the desert. Somewhere to the south, a cairn of rocks has been hastily stacked. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48008 10 10 5 D1 ~ ~ 0 -1 48011 10 10 5 D2 ~ ~ 0 -1 48013 10 10 5 E cairn~ In the distant south, a crude stack of rocks has been piled in the middle of the barren desert. Nothing especially noteworthy about the stone cairn can be seen from here. ~ E canyon barrier twisting wall~ Twisting through the desert, a steep, unclimbable canyon makes its way. The canyon wall turns abruptly in some places, and smoothly in others, creating natural barriers. Within the barriers sand both gathers in dunes and hollows out into bowls. ~ 1534 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48013 Barren Wasteland~ The tan-colored sand sweeps as far as the eye can see, great mounds of dunes to the north and east. Between two such dunes is a crudely stacked pile of rocks. Here, the imposing rocky barrier which is the canyon curves to the south, leaving only the north and east parts of the desert traversable. A few clumps of brown desert grass lay scattered about, clinging to life in the arid land. ~ *CF [Draynath] look remains, weathed should be weathered ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48012 10 10 5 D1 ~ ~ 0 -1 48014 10 10 5 E canyon rocks barrier stacks~ Though there are a few places where the sheer canyon walls may be climbed, this is not one of them. The canyon walls of the ancient sunken valley sweep from the north and turn eastward, forming a slight niche. ~ E grass clumps~ The clumps of desert grass grow in tiny patches strewn all throughout the desert. The patches of grass here are much too dry to offer any sustenance for either beast or man. ~ E niche~ Where the canyon rock formation corners, a small patch of desert has been trapped. This spot is both sheltered from the wind and the brunt of the sun's deadly heat. In the center of the patch of desert stands a cairn of stacked rocks. ~ E bones piles cairn~ Examining the cairn of stones, you notice that the crude pile of rocks is little more than a few scattered rocks which partly cover and house the remains of some humanoid creature whose flesh has long since disappeared (or has been torn) from its bones. It is not apparent how the person died, though most likely simple exposure was enough. ~ E person skeleton remains~ The pile of skeletal remains are fairly recent. Flakes of flesh and hair still cling to the corpse in many places. Also, much of the remains are still bound and covered with clothing. Tucked beneath a rock near a clearly visible skeletal hand, there is a small satchel whose leather surface is as weathed as the rocks piled atop it. ~ E leather satchel~ From what you can see of the contents of the small leather satchel, it appears that it was the carrier of this deceased adventure's supplies. A couple of torches, a tender box, and a thick candle jut out from its open mouth. The bag is clearly wedged in between the rocks and is not going anywhere. ~ A sea sear searc search~ sat satc satch satche satchel~ if( !is_player( ch ) ) { act_tochar( #notchar, ch ); end; } if( rflag( reset0, room ) ) if( find_skill( ch, searching ) > 1 ) if( random( 1, 13 ) == 1 ) { act_tochar( #findobj, ch ); obj_to_char( oload( 1553 ), ch ); remove_rflag( reset0, room ); act_notchar( #charfinds, ch ); } else acode( find_room( 48013 ), 2 ); else { act_tochar( #nohave, ch ); i = 2d3+2; dam_message( ch, i, "the tumbling rock" ); inflict( ch, mob, i, "falling rock" ); act_notchar( #rnohave, ch ); } else { act_tochar( #notthere, ch ); remove_rflag( reset0, room ); } ~ E nohave~ @b@R Searching crudely through the cairn and its remains, you manage only to dislodge a rock, which tumbles onto your foot painfully. ~ E notchar~ Searching through the old leather satchel you find nothing. ~ E findobj~ @b@G Searching through the old leather satchel, you find an unusual piece of broken stone. ~ E charfinds~ @b Soon after $n begins digging through the rock cairn, $e stops with a smile on $s face. ~ E emptyhanded~ @b@B After searching through the contents of the satchel, you find nothing of particular interest. @n ~ E remptyhanded~ @R $n grimaces in disgust, having defiled the remains in the cairn and found nothing. ~ E notthere~ @b@B After searching through the contents of the satchel, you find nothing of particular interest. ~ E rnohave~ @R $n howls in pain as $e ineptly knocks a cairn rock on $s foot. ~ E findobj2~ @b@G While searching the satchel, you find a piece of useful travelling equipment! ~ E findobj3~ @b@G After searching the satchel, you find a couple of pieces of useful travelling equipment. ~ ! 9 0 0 A #$^%$&#@~ ~ i = random( 1, 5 ); if( i == 1 ) { act_tochar( #findobj3, ch ); obj_to_char( oload( 26 ), ch ); obj_to_char( oload( 26 ), ch ); remove_rflag( reset0, room ); act_notchar( #charfinds, ch ); end; } if( i == 2 ) { act_tochar( #findobj2, ch ); obj_to_char( oload( 330 ), ch ); remove_rflag( reset0, room ); act_notchar( #charfinds, ch ); end; } if( i == 3 ) { act_tochar( #findobj2, ch ); obj_to_char( oload( 55 ), ch ); remove_rflag( reset0, room ); act_notchar( #charfinds, ch ); end; } if( i == 4 ) { act_tochar( #findobj3, ch ); obj_to_char( oload( 55 ), ch ); obj_to_char( oload( 26 ), ch ); remove_rflag( reset0, room ); act_notchar( #charfinds, ch ); end; } if( i == 5 ) { act_tochar( #emptyhanded, ch ); act_notchar( #remptyhanded, ch ); remove_rflag( reset0, room ); } ~ E charfinds~ @b Soon after $n begins digging through the rock cairn, $e stops with a smile on $s face. ~ E emptyhanded~ @b@B After searching through the contents of the satchel, you find nothing of particular interest. @n ~ E remptyhanded~ @R $n grimaces in disgust, having defiled the remains in the cairn and found nothing. ~ E findobj2~ @b@G While searching the satchel, you find a piece of useful travelling equipment! ~ E findobj3~ @b@G After searching the satchel, you find a couple of pieces of useful travelling equipment. ~ ! 0 0 0 A get tak take~ box ten tend tende tender~ if( rflag( reset1, room ) ) { act_tochar( "As you touch the tender box, it crumbles in your hands.", ch ); remove_rflag( reset1, room ); } else act_tochar( "You don't see that here.", ch ); ~ ! 0 0 0 A l lo loo look~ sat satc satc satche satchel~ if( rflag( reset0, room ) ) if( rflag( reset1,room ) ) act_tochar( #all, ch ); else act_tochar( #notender, ch ); else act_tochar( #nothing, ch ); ~ E notender~ From what you can see of the contents of the small leather satchel, it appears that it was the carrier of this deceased adventure's supplies. A couple of torches and a thick candle jut out from its open mouth. The bag is clearly wedged in between the rocks and is not going anywhere. ~ E all~ From what you can see of the contents of the small leather satchel, it appears that it was the carrier of this deceased adventure's supplies. A couple of torches, a tender box, and a thick candle jut out from its open mouth. The bag is clearly wedged in between the rocks and is not going anywhere. ~ E nothing~ From what you can see of the contents of the small leather satchel, it appears that it was the carrier of this deceased adventure's supplies. The bag is clearly empty now. ~ ! 0 0 0 1543 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48014 Barren Wasteland~ The tan-colored sand of the Naraki desert spreads ever onward through the twisted, rocky canyon. There are no visible signs of life in this part of the merciless desert and even if there were, they would probably turn out to be nothing but mere mirages. Expanding out in all directions, nothing mars the monotony of the flat, sandy terrain except a crudely stacked cairn of stones off to the west. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48011 10 10 5 D1 ~ ~ 0 -1 48015 10 10 5 D2 ~ ~ 0 -1 48016 10 10 5 D3 ~ ~ 0 -1 48013 10 10 5 E cairn stones~ A stack of small stones are lying in a crude pile to the west. The pale, grey stones, each larger than your head, stand out against an otherwise barren landscape. ~ E mirage megalith~ Hundreds, perhaps thousands of feet tall, a colossal structure made of polished limestone stands to the south. Shaped like a pyramid, the structure, if real, is probably the largest of its kind anywhere. More than likely, though, the structure is nothing more than a mirage. ~ A ~ ~ i = random( 1, 20 ); if( !mob_in_room( 1468, room ) ) if( rflag( reset0, room ) ) if( i == 20 ) { act_room( #worm, ch ); mload( 1468, room ); remove_rflag( reset0, room ); end; } if( rflag( reset0, room ) ) if( i < 4 ) send_to_room( #trembles, room ); ~ E worm~ The ground trembles and heaves as a gigantic sand worm rises up out of the ground. ~ E trembles~ The sands shift and tremble as somewhere, far below the desert, something massive moves through the ground. ~ ! 1 0 15 1517 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48015 Barren Wasteland~ Whether the heat, lack of water, or lack of food is the cause for this desert's formation, it is evident that not much in the way of life has lived within this area for some time - perhaps centuries. The tan desert sands are relatively flat and harbor only the occasional bush or patch of scrub. Off in the distance to the west, near the rocky canyon wall, stands a landmark of sorts in this otherwise featureless and barren desert. ~ *CF [Loxus] 'open hole' thingy ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48019 10 10 5 D3 ~ ~ 0 -1 48014 10 10 5 E rocky wall canyon~ Looming overhead stands part of the colossal canyon wall which twists and turns around the desert. High above, there is a particularly large cliff and beneath, under the overhang, there are a series of holes dug into the cliff's side. ~ E holes~ The holes in the side of the canyon wall are fairly deep and dark and too far apart to be used as foot holds for climbing. ~ E landmark~ To the far west stands a pile of crudely stacked stones. The cairn of rocks stands about two feet tall and provides a visual landmark throughout the otherwise barren desert. ~ E cliffs large~ Rising upward stands a tall cliff, whose surfaces are much too steep and smooth to climb. The cliff itself is formed of a light brown sandstone with flecks of black intermixed within it. ~ A 1 north 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1533 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48016 Barren Wasteland~ Sand. As far as the eye can see, there is only sand. Sand, and the occasional outcropping of rock which is part of the canyon. Nature as well as time seems to have forgotten about this expanse of barren terrain. The desolate land stretches out in all directions, with no more signs of life in any of them. The steep rocky walls of the canyon slope in from the west and east, forming a narrow pass to the south, in the general direction of a colossal stone creation. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48014 10 10 5 D1 ~ ~ 0 -1 48019 10 10 5 D2 ~ ~ 0 -1 48017 10 10 5 D3 ~ ~ 0 -1 48018 10 10 5 E pass~ Worm away due to erosion and harsh winds, a pass through the canyon lies to the south. The edges of the pass are smooth and even, which is an indication that nature and not man has cut this rocky channel. ~ E sand~ Tan in color, stretches of sand lie as far as the eye can see. In some places, the sand rises up to form large barchan dunes. ~ E stone creation~ To the south stands the tallest stone structure probably ever built. Pyramid-shaped, the structure's shadow alone could engulf several towns. ~ 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48017 Desert-Filled Canyon~ A continual series of barchan sand dunes act as both a southern and eastern boundary for this part of the Narak desert. Not much in the way of vegetation grows in the moistureless climate, nor are there many creatures in this arid land. The twisting desert continues far to the west. Here, the canyon turns to the north. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48016 10 10 5 D3 ~ ~ 0 -1 48021 10 10 5 A 1 south 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1540 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48018 A Rocky Canyon~ The maniacally twisting walls of the canyon surround this portion of the desert on nearly all sides. It is only to the east that the desert broadens into a wide, arid plain of nothingness. A tall, weathered rock whose apex comes to a sharp point stands in the middle of this dead-end canyon, half-buried in sand. ~ [Urtal] fake climb code for obelisk would be nice Obelisks generally are not the type of things you climb...try climbing Cleopatra's Needle. :) [Loxus] can't look/translate hieroglyphs ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48016 10 10 5 E weathered rock~ Probably close to fifty feet tall, a weathered rock stands before you, its surface worn down by the passing desert storms. The rock has roughly four sides and is perhaps three meters in width. Along the top, the rocky sides come together and form a point at their apex. ~ E apex~ As you glance up at the apex of the weathered rock, you can see that its tip comes to a distinct point that no amount of weathering could possibly form. In fact, as you look up at it from a different angle, it dawns on you that this is no ordinary rock but instead it is an obelisk. ~ E obelisk~ Though much of the obelisk's surface has eroded, series of hieroglyphs can barely be made out. ~ E hieroglyphs~ Many of the hieroglyphics are missing and worn away, but several remain. Out of those which remain, however, someone has taken great pains to alter their original form, a fact heralded by an obvious effort to paint over them with dark blue pigment. ~ A 1 north 1 west 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1535 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48019 Barren Wasteland~ The sands of the desert whip harshly against your skin as you are caught in a momentary gust of violent wind, an occurrence not uncommon in the arid wasteland. The fingers of the desert outstretch fully to the south, where massive sand dunes, too steep to climb, block passage in that direction. A giant whirlwind which has recently passed through this area has partly uncovered something previously buried in the sand. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48015 10 10 5 D1 ~ ~ 0 -1 48020 10 10 5 D3 ~ ~ 0 -1 48016 10 10 5 E tall steep sand dunes~ Massive barchan sand dunes rise up to the south, making travel in that direction impossible. ~ E partially uncovered something~ What the desert winds have left partly uncovered in the sands is indeed more than just a rock or piece of driftwood. As you examine the object, it turns out to be a series of bones. ~ E bones~ As you examine the bones superficially, you can tell they once belonged to an adventurer much like yourself, for the tattered remains of its leather armor still enfold portions of its body. The skull of the fleshless corpse, though, is notably missing. ~ A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1536 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48020 Featureless Desert~ Fringed by a tall rocky cliff to the north and a series of massive dunes to the south, the patch of desert here, little more than a hundred-yard wide swath of arid land, proceeds west to east. Not a single blade of grass nor the smallest of creatures spoils the emptiness of the barren wasteland. A path of sorts, bordered by small rocks placed at irregular intervals, can be seen to the east. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48215 10 10 5 D3 ~ ~ 0 -1 48019 10 10 5 E path~ A constant trail of miscellaneous tracks can be seen off to the east where the desert looks a bit more hospitable. In fact, things are actually growing over to the east. Bordered on both sides by irregularly placed rock markers, the trail looks to be a travel route of sorts. ~ E border small rocks markers~ Though they vary in size and shape, each trail marker is basically a chunk of canyon rock which has fallen away from the ancient walls. Most of the rocks bordering the path appear deeply sunk into the ground, as though the path has existed for quite some time. ~ A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1539 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48021 Desert-Filled Canyon~ To the distant south rises a immense stone megalith, easily several thousand horse spans tall. There does not, however, appear to be a way to get to the stone creation, for the huge crescent barchan dunes act as a barrier to the south. Likewise, the sheer rock canyon cordons off the north. In between the two lie the tan sands of the southern desert, which sweeps from the west to the east. ~ ||Small wyrm random prog|| *CF [Fraelith] monolith extra ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48017 10 10 5 D3 ~ ~ 0 -1 48022 10 10 5 E megalith~ Pyramidal in shape, a gigantic stone construction looms mightily to the south. Sheathed in pale green limestone, the outer surface of the incredible structure gleams. Up along the tip of the pyramid, there appear to be designs or etchings. ~ A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 10 A 1 south 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1541 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48022 Desert-Filled Canyon~ Not a single piece of scrub or patch of desert grass graces the arid soils here. The barchan dunes to the south, too steep to climb, shelter this strip of desert from the heaviest winds and sand storms. Continuing to both the east and west, this portion of the desert is relatively flat, in stark contrast to the precipitous barchans. Between two of the barchan dunes to the south, you can see the northern base of a pyramidal structure. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48021 10 10 5 D2 ~ ~ 0 -1 48023 10 10 5 D3 ~ ~ 0 -1 48024 10 10 5 E barchans dunes~ The elegant crescent dunes sweeping across the tan desert terrain undulate in an endless, patternless wave. Most of the dunes are too tall to see over. Even so, over the top of one of the shorter dunes, you can see what appears to be a gigantic pyramid sheathed entirely in limestone. ~ E gigantic pyramid~ The pyramid which stands to the south is extremely large. Its surface is that of pale green limestone that has no doubt been polished over time by the abrassive desert sands. Tracks of hieroglyphics have been etched into the top of the pyramid, around its tip. The hieroglyphics are fairly distinct but too far away to read from here. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1545 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48023 A Colossal Stone Structure~ Mounds of tan sand huddle against the side of the pyramid, obscuring most of its crumbling base. Deep gouges have been chiseled into the side of the pyramid and do not look to be part of its original design. A large chunk of limestone, mostly covered in sand, lies in the dirt at your feet. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48022 10 10 5 E chunk limestone~ Once part of an even greater sheet of limestone sheathing, this piece of limestone has been chiseled away from the base of the pyramid. Its surface is smooth and polished and there is no hint as to how the limestone locked into place architecturally. Along the top of the pyramid, near the tip, are a few tracks of hieroglyphics. ~ E gouges~ Deep gouges have been cut into the side of the pyramid. From the placement of the gouges, it looks as if whoever made them was looking for a particular part of stone, testing it for something. The gouges are several inches deep into the structure. ~ A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...of stone, blood and... ...of Her and the Great Pharaohs,... ...Lionemus, whose strength and skills helped lay... ...Olybinn the I, whose glory was usurped by the Goddess of the... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 1 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...of stone, blood and... ...of Her and the Great Pharaohs,... ...Lionemus, whose strength and skills helped lay... ...Olybinn the I, whose glory was usurped by the Goddess of the... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1519 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48024 Desert-Filled Canyon~ From east to west runs a narrow but long canyon barely more than thirty feet wide. Bound within its rocky walls, the hot, barren desert threatens to overcome any who travel the arid landscape without proper precautions. Sparse tufts of brown desert grass dot the otherwise featureless desert. Although the grass seems to barely cling to existence in most places, along the north canyon wall they grow quite thick. ~ *CF [Lansharra] extra grass: cut grass? climb cliff? [Ssleestaq] how can sparse tufts of grass, turn out to be taller than my head when i look grass. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48025 10 10 5 D1 ~ ~ 0 -1 48022 10 10 5 D3 ~ ~ 0 -1 48027 10 10 5 E grasses~ Almost a head taller than you, the thick brown grasses collect together all around the base of the northern cliff. In some places, the grasses are too thick to even pass through without cutting them down. ~ E north canyon wall~ The north canyon wall rises upwards quite a ways until it finally juts outward at a sharp angle. ~ A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1533 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48025 Desert Scrub~ Amazingly tall desert grasses crowd this slender passage in the canyon wall. The hot, sandy ground slopes downward as the open canyon tunnel constricts to the north. The edges of the tunnel are smooth and rounded. ~ *CF [Corde] Don't see message when my pet enter's crevice. ~ 301465600 10 9 0 D0 ~ ~ 106 -1 48026 10 10 5 D2 ~ ~ 0 -1 48024 10 10 5 E edges ~ As if cut by man and not a natural formation within the canyon, the edges of the canyon pass to the south are jagged and bear deep cut marks. It looks as if someone has cut a connecting passageway between the main canyon and a much smaller section. ~ E grasses~ Tall grasses grow up all along the desert here. Brown and green in color, the grasses are unusually tall and healthy for desert 'scrub.' In several places, the grasses are so tall and bunched that it is impossible to see the canyon wall behind it. ~ E bunches bunched wall~ Looking closely, one of the larger groupings of desert grass conceals yet another cut passage through the canyon. The man-made pass lies to the north through the thick, unparted grass. ~ A enter~ cre crev crevi crevic crevice~ if( !rflag( reset0, room ) ) { act_tochar( #enter, ch ); transfer( ch, find_room( 48026 ) ); act_notchar( #renters, ch ); } else act_tochar( #nocrev, ch ); ~ E enter~ Grabbing ahold of the canyon wall, you enter into the crevice. ~ E renters~ $n grabs ahold of the canyon wall for balance and enters into the crevice. ~ E nocrev~ Whatever that is you are unable to enter it. ~ ! 0 0 0 A par part mov move~ gra gras grass tal tall~ if( rflag( reset0, room ) ) { act_tochar( #part, ch ); act_notchar( #rpart, ch ); remove_rflag( reset0, room ); } else act_tochar( #already, ch ); ~ E rpart~ $n finds a crevice in the canyon behind some of the tall grasses. ~ E part~ Parting the tall grasses, you find a crevice in the canyon to the north. ~ E already~ The tall desert grass has already been moved aside to reveal a crevice behind it. ~ ! 0 0 0 A l lo loo look~ cre crev crevi crevic crevice~ if( rflag( reset0, room ) ) act_tochar( #nocrev, ch ); else act_tochar( #crev, ch ); ~ E nocrev~ You don't see that here. ~ E crev~ Behind the tall, parted grasses, you see a crevice that extends back into the canyon wall. From beyond it, you can smell fresh water. ~ ! 0 0 0 A 1 west 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ if( !is_open( room, north ) ) acode( find_room( 48007 ), 1 ); else continue; ~ ! 0 0 0 1541 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48026 Tranquil Oasis~ Sheltered from the savage winds and blasting sands of the arid desert, this oasis provides a brief haven from the blistering waves of heat rising up off the land. The work of deflation has created a basin within the rocky canyon, where precious rainfall has collected in a crystal clear pool of life-giving water. Around the edges of the basin grow several sturdy but old palm trees. Tall desert grasses of a rich green color nearly obscure the narrow passage into the desert canyon to the south completely. ~ *CF ~ 301465602 10 9 0 D2 ~ ~ 106 -1 48025 10 10 5 E basin~ A pool of water, cool and refreshing, has collected in the naturally formed basin. Clear as crystal, you can see all the way to the bottom of the basin. ~ E palm trees~ Though usually indigenous to more tropical, wetter regions, the atmosphere around the oasis is such that the palm trees not only can grow but thrive. There are ten sturdy palm trees in all, most of which grow at a slight angle. The luscious green fronds of the trees spike out from their trunks like the rays of the sun. ~ E grasses green~ Patches of green grass gather both about the edges of the pool and around. Almost head high, the grasses are of a pale green color and extremely thick. To the south, the grasses are unnaturally tall. ~ E narrow passage south~ Clustered thickly around a narrow passage to the south grow tall clumps of light green grass, whose blades are wide and flat. ~ A ent ente enter~ cre crev crevi crevic crevice~ if( !rflag( reset0, find_room( 48025 ) ) ) { act_tochar( #enter, ch ); transfer( ch, find_room( 48025 ) ); act_notchar( #renters, ch ); } else act_tochar( #blocked, ch ); ~ E enter~ Grabbing ahold of the canyon wall, you enter into the crevice. ~ E renters~ $n grabs ahold of the canyon wall and enters into a tight crevice. ~ E blocked~ The crevice south appears to be blocked by tall, unparted grasses. ~ ! 0 0 0 A par part mov move ~ gra gras grass tal tall~ if( rflag( reset0, find_room( 48025 ) ) ) { act_tochar( #parts, ch ); act_notchar( #rparts, ch ); remove_rflag( reset0, find_room( 48025 ) ); } else act_tochar( #already, ch ); ~ E parts~ Reaching into the crevice, you clear the tall grasses out of it. ~ E rparts~ $n reaches into the crevice, clearing it of smothering grass. ~ E already~ The crevice has already been cleared of grass. ~ ! 0 0 0 2525 17 1509949540 -2 0 1533 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48027 Desert-Filled Canyon~ Squished between a tall canyon and a series of unusually large barchan dunes to the south, the 'narrow' stretch of desert running west and east continues onward. At its narrowest point, though, the tan sands still encase hundreds of feet of arid wasteland. Between two of the dunes, you catch a glimpse of an extremely tall stone megalith. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48024 10 10 5 D2 ~ ~ 0 -1 48028 10 10 5 D3 ~ ~ 0 -1 48029 10 10 5 E between megalith~ Between two crescent-shaped dunes, you can see the immense form of a stone pyramid. Glossy limestone, polished smooth by the abrasive winds of the desert, winks out at you from the south. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1543 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48028 A Colossal Stone Structure~ Nestled in the center of the rocky canyon, a massive pyramid taller than a thousand horses rises. The ancient wonder is perhaps the most enormous stone structure ever erected. Although most of its base and edges have been relieved of its limestone covering, some of it still remains. The side of the pyramid is smooth and gleams in the light. ~ *CF [Jerryl] you can search pile here many times a repop.. also never loaded anything despite the multiple searches ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48027 10 10 5 E pyramid ~ Written symbols have been carved high above into the side of the pyramid, where stone thieves have yet to deface the great monument. ~ E written symbols~ The gigantic stone carvings, while quite detailed, mean absolutely nothing to you. If indeed the pictures are an ancient system of writing, you have no way of interpreting them. Standing at the base of the pyramid, its colossal size boggles your mind. Most of the pyramid's surface has been sheathed in limestone, which has become polished with the passing of time. The skills needed to build such a colossal structure have likely been lost, at least for now. Piles of debris lay scattered about the base of the pyramid. ~ E debris~ Along the base of the pyramid, piles of debris have collected. Most of the rubbish consists of broken flakes of limestone and quarry stone, although the odd piece of driftwood sticks up out of the pile here and there. Most of the stone chips show clear evidence of cutting tools. ~ A l lo loo look~ hieroglyphics glyphs gigantic stone writings~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else continue; ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...May this, a monument... ...all time. Under the guidance... ...advisor to the Goddess of the Valley; and also... ...Anupex the X, Anupex the XI, Anupex the XII, Anupex the XIII... ~ ! 0 0 0 A translate~ hieroglyphics glyphics gigantic stone writings ~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...May this, a monument... ...all time. Under the guidance... ...advisor to the Goddess of the Valley; and also... ...Anupex the X, Anupex the XI, Anupex the XII, Anupex the XIII... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E tmess~ With $p in hand, you carefully begin to translate the hieroglyphics: ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A ~ debris stone chips pile~ if( rflag( reset2, room ) ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 1 ); act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); if( random( 1, 10 ) == 1 ) remove_rflag( reset2, room ); } else act_tochar( #already, ch ); ~ E search~ Bending down, you search through the debris. ~ E rsearch~ $n bends down and begins searching through the debris. ~ E nothing~ You find nothing in the debris. ~ E rnothing~ $n stands up after a fruitless search through the debris. ~ E already~ The debris has already been dug through. ~ ! 9 0 0 1519 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48029 Desert-Filled Canyon~ The eastern part of the canyon, which ran straight east and west, branches off sharply to the north, where it diverges into a distinctly different section of the desert. The arid wilderness to the north is composed not of tan sand, but of white and the dunes there are like small hills rather than curving crescents. Where the white and tan sands meet, they do not mix. Instead, it is as if an invisible barrier keeps the two desert carefully separated. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48036 10 10 5 D1 ~ ~ 0 -1 48027 10 10 5 D3 ~ ~ 0 -1 48030 10 10 5 E sandy crescents~ Characterized by its tall barchan dunes, the main part of the Naraki Desert can easily be distinguished, even without the vast contrast between its tan-colored sands and the white sands to the north. ~ A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1538 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48030 Desert-Filled Canyon~ Even though the canyon runs east and west for countless feet in either direction, here, the rocky wonder that is the twisting canyon chooses to turn northward, leading into a different type of desert. The desert sands to the north are the color of a snow hare's hide. Also, instead of steep barchan dunes, the white dunes to the far north resemble ant hills more than anything else. ~ ||random small wyrm prog *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48035 10 10 5 D1 ~ ~ 0 -1 48029 10 10 5 D3 ~ ~ 0 -1 48031 10 10 5 E ant hills white dunes~ Piled high like a gigantic ant hill, the simple sand dunes stand out like humps on a camel's back. Scattered across the northern desert of white sand, these dunes rise up without pattern or reason. Even from a distance, the light reflecting off the snowy sand hills seems blinding. ~ A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 11 1535 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48031 Desert-Filled Canyon~ A wide stretch of desert wasteland stretches west to east between the towering canyon walls and the sweeping barchan dunes to the south. Etched into the face of the canyon, a series of strange pictures, many too weather worn to examine, catch your eye. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48030 10 10 5 D3 ~ ~ 0 -1 48032 10 10 5 E face canyon pictures~ Out of a series of seven or eight cliff carvings, only three remain even partially intact. The first shows a man hunched over what appears to be a jewel. In his hands he holds what appears to be a crude set of cutting tools. Within the second observable carving, a figure, wearing bulky desert garb and her face hidden by scarves, runs through an expanse of desert with spiral-shaped dunes. In her hands she clutches a small gem much like the one seen in the first carving. Finally, in the last pictograph, there is nothing but a rising obelisk. Around the top of the obelisk there are rays, suggesting that the pyramidal tip of the monument sparkles or gleams. ~ E barchan dunes~ The vast barchan dunes resemble nothing more than huge sandy crescents. Formed by erratic desert winds, the crescent dunes rise up many times the height of any man. In most cases, the barchans are so closely packed that you cannot see between them. ~ E between ~ Even though the canyon runs east and west for countless feet in either direction, here, the rocky wonder chooses to turn northward, leading into a different type of desert. The desert sands to the north are the color of a snow hare's hide. Also, instead of steep barchan dunes, the white dunes to the far north resemble ant hills more than anything else. ~ 1539 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48032 Desert-Filled Canyon~ With a massive series of canyon cliffs to the north and a succession of sheer tan sand dunes to the south, passage through this portion of the desert is limited. To the east, the desert 'corridor' created by dunes and rock continues in a straight line path. Further west, the canyon corners abruptly to the south. A pictograph, weathered and old, has been carved into the face of the cliff. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48031 10 10 5 D3 ~ ~ 0 -1 48033 10 10 5 E pictograph~ The pictograph on the face of the cliff is worn and faded, but what remains of the stone carving is a picture of a beautiful woman with the head of a hunting cat. Dressed in a regal gown, the woman's body is turned to the left, towards a vast pyramidal structure. Her head, though, faces outward, towards you. In the maw of the great feline, there is a small jewel held in place by her wickedly-long teeth. ~ 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48033 Desert-Filled Canyon~ The steep cliffs and walls composing the desert canyon end abruptly and make a sharp turn to the south, where any one section of the arid terrain looks quite like any other. A single bush, the only exception to this, stands about two feet in height to the immediate south. ~ [Jerryl] With the boulder moved aside, you pass easily into the cave beyond. You are too large to fit in there. ~ 301465608 10 9 0 D1 ~ ~ 0 -1 48032 10 10 5 D2 ~ ~ 0 -1 48034 10 10 5 D3 ~ ~ 235 -1 48232 10 10 5 E bush~ Clearly out of place in the arid wasteland, a small green bush grows here. Almost two feet in height and twice as wide, the little bush has heart-shaped leaves. Below some of the leaves grow small cluster of dark purple berries. ~ E steep cliffs~ The tall cliffs of the twisting canyon rise up far overhead. Each cliff is steep and angles outward sharply, making a climb upward impossible. Dark shadows cover the base of the western cliff. ~ E dark shadows~ Concealed beneath the dark shadows, there is a small cave tucked neatly between two folds of rock in the canyon wall. ~ E walls desert canyon~ Though your mind knows that the rock walls surrounding both you and the desert are just part of one gigantic canyon, your eyes find it nearly possible to believe. Here, the canyon walls create a sand-filled corridor which runs east to west and turns to the south. ~ E cave~ Barely the height of a human, the small cave at the base of the western canyon wall is partly filled with sand, although this probably was not always the case. In fact, considering the full fury of the sand storms around here, you would not be surprised if this occurrence is recent. The edges of the cave's entrance have been smoothed by continuous weathering. ~ A pus push mov move~ roc rock bou boul bould boulde boulder~ if( !is_open( room, west ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, west ); end; } else { act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, west ); } ~ E moves~ With little effort, you move an average-sized boulder aside, revealing a small cave beyond. ~ E rmoves~ $n moves a medium-sized boulder to the side, revealing a small cave beyond. ~ E moveback~ With relative ease, you move an average-sized boulder into the mouth of the cave, concealing it. ~ E rmoveback~ With little effort, $n rolls a boulder in front of the small cave. ~ ! 0 0 0 A pick~ berry bush purple~ if( rflag( reset1, room ) ) i = random( 1, 20 ); else { act_tochar( #empty, ch ); end; } if( i < 8 ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1786 ), ch ); end; } if( i < 15 ) { act_tochar( #lpicks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1786 ), ch ); remove_rflag( reset1, room ); end; } if( i < 19 ) act_tochar( #empty, ch ); ~ E picks~ @b@RReaching down, you pick a tiny purple berry from a bush. ~ E lpicks~ @b@RReaching down, you pick the last tiny purple berry from the bush. ~ E empty~ @GThere are no more ripe berries on the bush to pick. ~ E rpicks~ $n bends down and quickly picks a tiny purple berry off of a small bush. ~ ! 0 0 0 A w we wes west~ ~ if( !is_open( room, west ) ) act_tochar( #boulder, ch ); else act_tochar( #movedboulder, ch ); continue; ~ E boulder~ Among other things, a few average-sized boulders block passage to the west. ~ E movedboulder~ With the boulder moved aside, you pass easily into the cave beyond. ~ ! 0 0 8 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48034 A Single Bush~ Incredible. In the middle of the desert, bravely clinging on to life stands a bush about two feet in height. The tough, green bush, unlike most of the wildlife, has apparently adapted to the desert climate and thrives. Around the base of the bush, there are a series of tracks, some small and some large, indicating that the desert itself is not the only thing to watch out for. Beyond the light green bush to the south stretches more of the endless seeming desert. ~ ||random small wyrm bug ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48033 10 10 5 D2 ~ ~ 0 -1 48045 10 10 5 E bush light green~ Covered with a profusion of light green leaves, a short bush grows here, seemingly undaunted by the vicious desert elements. Hidden beneath some of the larger oval leaves, tiny, succulent berries hang in bunches. The berries are yellow in color. ~ E base tracks~ Along the base of the small green bush, there several sets of tracks. One set obviously belongs to a desert mouse while another looks to belong to a reptile of some sort. Still another set of tracks, shaped like a sequence of parallel S-curves, head away from the bush. ~ A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 5 A pick~ berries berry succulent sour yellow bush~ if( is_player( ch ) ) { if( rflag( reset1, room ) ) { if( random( 1, 5 ) < 3 ) { act_tochar( #none, ch ); remove_rflag( reset1, room ); } else { obj_to_char( oload( 703 ), ch ); act_tochar( #ch, ch ); act_notchar( #rpick, ch ); } } else act_tochar( #none, ch ); } else act_tochar( #not, ch ); ~ E none~ There are no more berries ripe enough to pick on the bush. ~ E ch~ You pick a succulent yellow berry from the bush. ~ E rpick~ $n picks a succulent yellow berry from the bush. ~ E not~ Your instincts tell you not to bother the tiny bush. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48035 White Sand Desert~ Tall dunes of sand to the north mark a visible change in the white desert sands. Here, the sandy plain is relatively flat and unattractive. Yet, the mounds of desert earth to the north are perfectly formed, each with a symmetric beauty like unto a sculptor's creation. To the east there is yet more arid land hidden beneath sand the color of pure white snow. Southward, the white sands of the desert merge and yet do not intermingle with the tan sands which fill the area within the main desert canyon. ~ ||%blind|| *CF, last sentence rewritten. [Lansharra] saw: As light reflects off the white, sandy terrain, your eyes are momentarily _blinded._ but i wasn't. Should it maybe be "blinding" like in the other rooms? ~ 301465609 10 9 0 D0 ~ ~ 0 -1 48037 10 10 5 D1 ~ ~ 0 -1 48036 10 10 5 D2 ~ ~ 0 -1 48030 10 10 5 E dunes~ Mounds of white sand stand majestically to the north like wolves watching over their pups. Though the dunes vary in height, none are less than twice your height. The sweeping dunes are quite different from the relatively flat desert terrain here. ~ E main canyon~ Once the keeper of an ancient, sunken valley, the twisting canyon now serves the purpose of sheltering the Southern Narak Desert from outside contact. To the south, the white desert, an anomaly within the southern Narak, ceases as this portion of the canyon merges with the main section of twisting canyon walls. ~ E rocky cliffs~ High atop the valley walls there are flat overhangs of rock. These cliffs, which surround all the Southern Narak Desert, are quite numerous but also, unfortunately, quite sheer. There is no way to climb up to the cliff, from here. ~ E tan sands~ Though not much cooler than the white sands here, the tan sands of the main Southern Narak Desert are a welcome change from the blinding white of the northern dunes. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 7 A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1289 9 1509949540 3 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48036 White Sand Desert~ Filled with white sand, this small desert lies within a part of the rocky canyon which is all but cut off from a much larger canyon wall. Oddly, where the white and tan sands of the two different deserts join, the sands mingle but little as though a line were clearly drawn between them. The floor of the white desert seems a bit cooler than the other parts of the desert, where waves of heat visibly rise. ~ ||%blind|| *CF ~ 301465601 10 9 0 D2 ~ ~ 0 -1 48029 10 10 5 D3 ~ ~ 0 -1 48035 10 10 5 E white ~ Unlike the tan sands which fill the majority of the great canyon surrounding the Naraki, the sand here is the color of freshly fallen snow. ~ E tan~ Sands the color of dead leaves stretches out in a plain of barren waste to the south. A welcome change from the dung-colored sands, the sands of white which lie to the north are quite different, if not extremely bright. ~ E sands~ The sands here are both white and tan. It is as though each were a separate entity all its own. Exactly where the tan desert ends and the white desert begins is unquestionable, for the sands, remarkably enough, intermingle very little. ~ E canyon rocky~ The canyon here is a smaller, almost separate section of the great canyon which surrounds the entire southern Narak. It sweeps around to the north about the edges of the white desert and merges with the larger, main canyon to the south. ~ E larger~ The great canyon is made up of a series of rocky walls which rise up and encompass the entire Naraki Desert and all of its branches. Once the walls of an ancient valley, the canyon now only surrounds a barren wasteland. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 12 A 1 east 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48037 White Sand Dunes~ Sand whiter than snow graces the dry, barren lands which unfold in all directions. Much of the white desert remains perfectly flat, shaped by the gentle, sheltered winds of the rocky canyon. However, in several places scattered all over the desert, great piles of sand have suddenly erupted, as if formed by some gigantic burrowing creature. These dunes of white sand stick out like a vyan in a hunting party of elves. ~ ||nix desert trader#1|| *CF ~ 301465601 10 9 0 D0 ~ ~ 0 -1 48042 10 10 5 D1 ~ ~ 0 -1 48044 10 10 5 D2 ~ ~ 0 -1 48035 10 10 5 D3 ~ ~ 0 -1 48038 10 10 5 A ~ ~ if( mob_in_room( 1471, find_room( 48056 ) ) ) if( random( 1, 20 ) == 20 ) { send_to_room( #departs, find_room( 48056 ) ); mob = mob_in_room( 1471, find_room( 48056 ) ); junk_mob( mob ); } continue; ~ E departs~ Taking his hand-drawn cart with him, a weary and sand-covered desert trader departs back into the arid wastelands. ~ ! 3 0 15 A ~ ~ if( !is_player( ch ) ) end; i = random( 1, 5 ); if( !has_obj( 2014, ch ) ) if( i == 1 ) { act_tochar( #blinds, ch ); mob = mob_in_room( 708, find_room( 37060 ) ); do_spell( blind, mob, ch ); continue; } else { act_tochar( #glare, ch ); continue; } else { act_tochar( #saved, ch ); continue; } ~ E blinds~ As light reflects off the white, sandy terrain, your eyes are momentarily blinded. ~ E glare~ The glare of light reflecting off of the white sand desert is nearly blinding. ~ E saved~ Though it is a bit difficult to see through the gauze blindfold, you are thankful. Without it, the glare of light reflecting off the white sands would be blinding. ~ ! 1 0 15 1512 9 1509949540 3 0 1536 9 1509949540 3 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48038 White Sand Dunes~ Though the grey rock of the canyon wall rises up and fences in the southern portion of the white desert, the wall itself appears to make a sharp turn off to the east, perhaps expanding the desert. Here, dunes of sand, taller than the tallest troll and twice the width of a desert giant's shoulders, rise up out of the otherwise flat white desert, making their presence known. In fact, if not for the sandy white dunes, the monotony of the sparkling white desert plains stretching out to the north, east, and west, would surely be maddening. ~ ||%blind|| ~ 301465601 10 9 0 D0 ~ ~ 0 -1 48041 10 10 5 D1 ~ ~ 0 -1 48037 10 10 5 D3 ~ ~ 0 -1 48039 10 10 5 E white sand dunes~ Countless dunes of white sand rise up from the blinding desert floor. Here and there, bits of rock or desert scrub stick up out of the dunes, as though they have been swallowed by the white behemoths. ~ E grey rocky canyon wall~ Rising up and blocking in the white sand desert to the south, grey canyon walls are insanely steep and tall. Several of the shorter dunes nestle along the base of the canyon, protected from the harsher elements of the desert. From the bits of nesting and discarded bone lying atop these dunes, some desert creatures have taken advantage of this fact. ~ E nesting~ The nesting materials are those that you might normally find in a forest. A bit of string, some clumps of dried grass, etc. The unusual part about the nests, though, is that they appear to be woven inside out. ~ E bits bones~ Scattered here and there are broken bits of bleached white bone. Many of the pieces are jagged and sharp and bear the evidence of puncture marks. For the most part, the bones look to have belonged to things much smaller than you. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 11 A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A move push~ bits bones piles nests~ act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 1 ); if( rflag( reset2, room ) ) if( random( 1, 10 ) == 1 ) { act_tochar( #jar, ch ); act_notchar( #rjar, ch ); mload( 1524, room ); remove_rflag( reset2, room ); } else act_tochar( #nothing, ch ); else act_tochar( #already, ch ); ~ E search~ You begin searching through the bits of bone. ~ E rsearch~ $n kneels and begins searching through the bits of bone. ~ E jar~ As you search, you disturb the slumber of a very large serpent! ~ E rjar~ $n yelps as $e discovers a cobra in $s search. ~ E nothing~ You find nothing of interesting among the bits of bone. ~ E already~ The bits of bone have already been searched through it seems. ~ ! 9 0 0 1289 9 1509949540 3 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48039 White Sand Dunes~ Dunes of white sand stand proudly between the grey rock canyon, which surrounds the western and southern parts of the desert, and the rest of the snowy sands of the arid land to the east and north. The light reflected off the sands is alarmingly bright, almost blindingly so. Other than the occasional dark carrion creature flying above, the white sand dunes seem barren of life. ~ ||%blind|| *CF ~ 301465601 10 9 0 D0 ~ ~ 0 -1 48040 10 10 5 D1 ~ ~ 0 -1 48038 10 10 5 E dark carrion creatures~ Before the dark creatures disappear out of sight, you can catch a glimpse of a couple of sharp beaks and huge, over-sized clawed feet. The creatures, probably some type of carrion, disappears over the rocky canyon wall with frightening speed. ~ E white sand dunes~ Standing several times higher than any man, a multitude of tall dunes lie scattered about the desert. The dunes look unremarkably alike, except for the occasional clump of brown grass trying to survive in the loose, gritty earth. ~ E grey rock canyon~ Grey as ash and craggy as the wrinkles on an old man's face, the rock which surrounds much of the southern Narak rises up nearly a hundred feet before leveling off into a series of narrow, jagged cliffs. The canyon sloped out toward you in an overhang, making it impossible to find purchase up to the cliffs. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 3 A 1 west 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1289 9 1509949540 3 0 1512 9 1509949540 3 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48040 White Sand Dunes~ Dunes of white sand sweep across this section of the rocky canyon desert. The light reflected off the surface of the white sand is alarmingly bright and threatens to blind incautious onlookers. The rocky walls of the canyon rise up to the north and west, trapping the white sands. To the east and south, the dunes of the white desert rise up. ~ ||%blind|| *CF [Velhart] killing message ~ 301465601 10 9 0 D1 ~ ~ 0 -1 48041 10 10 5 D2 ~ ~ 0 -1 48039 10 10 5 E white sand dunes~ Countless dunes of white sand rise up from the blinding desert floor. Here and there, bits of rock or desert scrub stick up out of the dunes, as though they have been swallowed by the white behemoths. ~ E rocky canyon wall~ The rocky canyon walls twist and turn like the corridors of a maze. The cliffs high above look out over the desert from atop these walls which form both a northern and western border. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 6 A 1 west 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1289 9 1509949540 3 0 1512 9 1509949540 3 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48041 White Sand Dunes~ Sand as white as snow and as shiny as cut diamonds stretches out in a desert landscape as far as the eye can see. The white sands flow evenly across the barren terrain and then surge up to form the occasional dune of sand. The dunes of sand in this portion of the desert are extremely tall and steep. Northward rises a steep canyon wall which extends to the west and east, fencing in the white desert sands. ~ ||%blind|| *CF [Fraelith] no arrival message [Lansharra] ok. how is someone supposed to figure out to clear dunes unless an imm told them? or is there a reason a dragon's lair should show up only for those with search? room desc/extra are otherwise not informative [Loxus] no mesg when someone climbs into room ~ 301465601 10 9 0 D1 ~ ~ 0 -1 48042 10 10 5 D2 ~ ~ 0 -1 48038 10 10 5 D3 ~ ~ 0 -1 48040 10 10 5 D5 hole beneath the dune~ hole beneath dune~ 235 -1 48234 10 10 5 E white sand dunes~ Here, there are five tall dunes of sand, which stand out on the flat, barren wasteland like a full moon in a midnight-black sky. Ragged bits of bone litter the surface of the tallest dune. ~ E bone bits~ The bones sticking out from atop the tallest sand dune here vary in size and it is impossible to tell what the bones once belonged to. The only thing which remains of the creature's skeleton is a single, clawed hand. However, from the scraps of meat and clothing still attached to one of the larger bones, you get the idea that maybe this is not the best place to be. ~ E rocky canyon wall~ To the north is a twisted, craggy section of canyon which stretches east and west, acting as a northern barrier for the blinding white sands. There are several cliffs above, which must overlook the desert, but the rock walls are angled as such that climbing would be impossible. ~ E skeletal hand clawed~ The skeletal hand has but three fingers remaining, each of which ends in long, ragged claws. The index finger, with its long, claw of black, points down to the base of the tallest dune. ~ E base~ Along the base of the dune, there are a few remnants of limestone. Sand has filled them in nearly completely, making it impossible to tell what lies below them. ~ E remnants limestone~ The limestone fragments seem connected together and part of a much larger network of stone that runs below the desert. Most of the pale green rock, though, is covered with loose sand. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 46 A clear excavate move dig~ sand loose ~ if( !is_open( find_room( 48234 ), up ) ) { act_tochar( #clears, ch ); act_notchar( #rclears, ch ); open( find_room( 48234 ), up ); } else act_tochar( #already, ch ); ~ E clears~ Carefully, you sift through the loose sand, revealing a natural passage leading below. ~ E rclears~ Carefully, $n sifts through the loose sand, revealing a natural passage leading below. ~ E already~ A passage at the base of the dune has already been cleared away. ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1512 9 1509949540 3 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48042 White Sand Dunes~ Fenced in by the grey rock canyon wall sweeping from one side to the other towards the north, the white desert here seems little more than a pocket of a much greater arid land. There is little evidence that more than a small handful of creatures dare to brave the harshness of the blinding white desert sands. And judging by the minimal shelter the sand dunes provide from the scorching sun, nothing could survive out here for long. The white desert stretches out in all directions except to the north. ~ ||%blind|| *CF ~ 301465601 10 9 0 D1 ~ ~ 0 -1 48043 10 10 5 D2 ~ ~ 0 -1 48037 10 10 5 D3 ~ ~ 0 -1 48041 10 10 5 E white sand desert~ Across the sandy plain there are numerous dunes of sand. Shaped by desert winds, the ant-hill like sand formations are twice, sometimes even three times the height of an ordinary man. ~ E rocky canyon wall~ The grey, rocky canyon walls loom up and form cliffs far overhead. There are no foot holds here, as the canyon walls are much too steep. Several scratches mark the rocky walls. ~ E scratches~ The scratches which line the rocky grey walls appear to have been made by something sharp, perhaps a digging tool or an animals horn. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 14 A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48043 White Sand Dunes~ A grey rock wall, part of a vast canyon which surrounds this portion of the Narak desert, towers several hundred feet above the desert and curves around to surround the sparkling white sands on both its north and east side. Although the white sand dunes here are not as graceful or shapely as the barchan dunes in the main part of the desert, the sandy mounds still possess an austere beauty. More dunes of white sand stand to the south and west. ~ ||%blind|| *CF ~ 301465601 10 9 0 D2 ~ ~ 0 -1 48044 10 10 5 D3 ~ ~ 0 -1 48042 10 10 5 E white sand dunes~ The enormous mounds of sand which stretch across the face of the desert like the quills on a porcupine. Each of the extremely tall dunes of sand is exactly the same as the one next to it, save only for its height. ~ E grey rock canyon wall~ The tall, ancient valley canyon curves from the east to the south. Where the grey rock corners, there is a sharp meeting of two slightly different colors of stone, as though the rocks at one point in time had collided with one another. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 12 A 1 north 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1534 9 1509949540 3 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48044 White Sand Dunes~ The glare reflecting off the white desert terrain and particularly the dunes of towering sands is blindingly bright. This appears to be the southeastern corner of the small white desert. A wall of grey rock, part of a vast canyon, faces in from the south and east. Halfway buried beneath the edge of a extremely tall and massive sand dune, a tree no taller than a deer, struggles to hang onto life in this desolate land. ~ ||%blind|| *CF ~ 301465601 10 9 0 D0 ~ ~ 0 -1 48043 10 10 5 D3 ~ ~ 0 -1 48037 10 10 5 E tree~ A gnarled, bent tree sticks up out of the white desert sand. Its roots are partly exposed and where they are, there are fresh gnaw marks. Several large, heart-shaped leaves cling to the tree's sparse branches. Below the large leaves there appear to be clusters of some type of brightly-colored fruit. ~ E fruit brightly-colored~ A cluster of brightly-colored fruit hangs from beneath on of the larger leaves of the gnarled tree. The surface of the fruit appears glossy and even from where you stand, a vaguely sweet aroma reaches your nostrils. Covered with colorful splotches, the fruit looks very delicious. ~ E rocky grey canyon wall~ The tall, ancient valley canyon curves from the south to the west. Where the grey rock corners, there is a sharp meeting of two slightly different colors of stone, as though the rocks at one point in time had collided with one another. ~ A ~ ~ acode( find_room( 48037 ), 2 ); ~ ! 1 0 9 A 1 east 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A pick get~ tree fruit brightly colored lemon~ i = random( 1, 6 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i < 3 ) { act_tochar( #nothing, ch ); remove_rflag( reset0, room ); end; } else if( i == 4 ) { act_tochar( #pick, ch ); act_notchar( #rpick, ch ); obj_to_char( oload( 1460 ), ch ); } else if( i == 5 ) { act_tochar( #last, ch ); act_notchar( #rlast, ch ); obj_to_char( oload( 1460 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); else act_tochar( #not, ch ); ~ E not~ Something tells you to leave the brightly colored fruit alone. ~ E nothing~ There are no more ripe pieces of fruit on the tree. ~ E pick~ @YYou pick a piece of yellow fruit off of the small tree. ~ E rpick~ @Y$n picks a piece of yellow fruit off of the small tree. ~ E last~ @YYou pick the last ripe piece of yellow fruit off of the small tree. ~ E rlast~ @Y$n picks the last piece of ripe fruit off of the tree.@n ~ ! 0 0 0 2400 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48045 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||lost in desert|| *CF redone ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48034 10 10 5 D1 ~ ~ 0 -1 48059 10 10 5 D3 ~ ~ 0 -1 48046 10 10 5 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48059 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48059 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 2 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48046 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48046 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 8 1537 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48046 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||Random small wyrm prog|| lost in desert|| *CF redone ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48045 10 10 5 D3 ~ ~ 0 -1 48047 10 10 5 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48047 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48047 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 8 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48045 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48045 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 2 A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 10 1410 17 1509949445 -2 0 1543 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48047 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ *CF redone ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48046 10 10 5 D3 ~ ~ 0 -1 48048 10 10 5 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48048 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48048 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 8 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48046 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48046 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 2 1410 17 1509949445 -2 0 1540 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48048 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||lost in desert|| *CF redone ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48047 10 10 5 D2 ~ ~ 0 -1 48049 10 10 5 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48049 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48049 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 8 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48047 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48047 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 2 1410 17 1509949445 -2 0 1533 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48049 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||lost in desert|| *CF redone ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48048 10 10 5 D2 ~ ~ 0 -1 48050 10 10 5 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48048 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48048 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 1 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48050 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48050 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 4 1410 17 1509949445 -2 0 1537 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48050 Flat Wasteland~ Unlike the desert to the west, here, you have managed to find a section of arid land devoid of the brutal sand storms. Both to the north and south, the sand is whipped about furiously by strong gusts of wind. To the east lies a calmer, flat stretch of desert terrain. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48049 10 10 5 D1 ~ ~ 0 -1 48051 10 10 5 D2 ~ ~ 0 -1 48066 10 10 5 A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 1536 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48051 Flat Wasteland~ While most of the rest of the desert is characterized by rising plateaus of rock, twisting canyon walls, and mammoth sand dunes; here, the sands are flat as an orc's foot. Neither a single plant nor creature blemishes the even plane of sand. ~ *CF [Corde] As flat as an orc's foot... heh :) ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48052 10 10 5 D3 ~ ~ 0 -1 48050 10 10 5 A 1 north 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 1539 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48052 Flat Wasteland~ Nothing but plain, level sand covers the land stretching out before you. No rocks, buildings, plants, or animal dens jut outward out of the sand to disrupt the flatness of the barren wasteland. The sole exception to the desert's depravity here is a single patch of darker sand. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48051 10 10 5 D1 ~ ~ 0 -1 48053 10 10 5 E patch darker sand~ The discoloration of sand does not look normal. The edges of the oval patch of darker sand are fringed with a deep ruby red. As you get nearer the center of the discoloration, it becomes a dull rust color. It looks as though blood has soaked into the sand here. ~ E blood center rust discoloration~ The spot of discoloration is indeed a place where blood has soaked into the ground. Aside from a few bits of bone and cloth, you find no traces of what left the stain. ~ A 1 west 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48053 Flat Wasteland~ Though high canyon walls surround the southern edge of this portion of the desert, the rest of the sandy wasteland is completely flat and devoid of detail. To the east a pair of tracks, possible those of a horse or camel, have been freshly laid. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48054 10 10 5 D1 ~ ~ 0 -1 48060 10 10 5 D3 ~ ~ 0 -1 48052 10 10 5 E tracks~ A set of heavy tracks, probably those of a beast of burden, plod onwards to the east. The trail looks relatively fresh, although the calm winds here would not over cover a set of tracks for several days. Other 'evidence' along the set of tracks indicates that the animal passed not less than two days ago. ~ A 1 look~ evidence path desert dung 4 trail~ if( find_skill( ch, track ) > 3 ) { act_tochar( #search, ch ); act_notchar( #bend, ch ); wait( 2 ); act_tochar( #find, ch ); } else act_tochar( #nofind, ch ); ~ E search~ Not being the one to take just anyone's word on it, you bend down and examine the dried dung yourself. ~ E find~ Indeed, it has been about two days since anyone has passed. ~ E bend~ $n bends down beside the path, examining it. ~ E nofind~ You examine the trail, but cannot tell much about it. ~ ! 9 0 0 1410 17 1509949445 -2 0 1534 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48054 Flat Wasteland~ Devoid of tall rocks or dunes, the desert terrain here is relatively flat and unimpressive. A small trail, possibly a lizard's, leads from the surface of a flat slab of stone even with the sand only to disappear a few feet later. Far to the east looms a gigantic stone structure shaped like a pyramid. ~ ||random small wyrm prog|| [Merior] does worm reset here? * No, loaded and junked by totally random acodes. players wont know how to trigger it purposefully. *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48055 10 10 5 D1 ~ ~ 0 -1 48056 10 10 5 D2 ~ ~ 0 -1 48053 10 10 5 E pyramid~ The gigantic structure to the east is a pyramid; indeed, it is the largest of its kind you have ever seen. Its surface has the polished gleam that only limestone, after several centuries of weathering, can have. ~ E flat slab stone~ On closer examination, this slab of stone, while flat, is actually made up of more than one piece of rock. In fact, the slab is composed of six carefully fitted blocks of pale yellow quarry stone. The joints between the stones are fine enough that you have to squint to make them out. Like the pyramid to the east, this structure, at least at one time, had obvious purpose. ~ E lizard's tracks trail~ A small trail winds its way through portions of the desert here and cease at the entrance to a small hole. The only indication that the tracks belong to a lizard is the fact that in between the claw imprints there is a line, probably made from a dragging tail. ~ E hole~ About a foot in diameter, a small hole exists near the edge of the flat quarry stone foundation. Whatever lies within the hole, for its own sake, is probably out of reach. ~ A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 7 A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48055 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||lost in desert|| *CF redone ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48057 10 10 5 D2 ~ ~ 0 -1 48054 10 10 5 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else act_tochar( #looksame, ch ); else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48054 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48054 ) ); act_tochar( #looksame, rch ); } } continue; ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 4 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else act_tochar( #looksame, ch ); else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48057 ) ); loop( followers ) { act_tochar( #looksame, rch ); transfer( rch, find_room( 48057 ) ); act_tochar( #looksame, ch ); } } continue; ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 2 1410 17 1509949445 -2 0 1289 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48056 Flat Wasteland~ A level plain of tan desert sand extends before you, caught between the sheer face of a cliff which bends from the north to the east. Far to the south, the flat, barren wasteland becomes littered with a sparse mixture of desert grass and a few scraggly bushes. ~ ~ 301469704 10 9 0 D2 ~ ~ 0 -1 48060 10 10 5 D3 ~ ~ 0 -1 48054 10 10 5 E grass bushes sparse desert~ Scattered here and there are clumps of desert brush and grass. Both are a dull-brown color and lack the vivacious shine of ordinary plants. A patch of brown, shaggy fur lies caught in the twigs of one of the bushes. ~ E patch shaggy fur~ The piece of fur is brown and smells heavily of sweat. It is greasy to the touch and looks to have come from some animal. ~ A 1 north 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 2 sleep~ ~ if( mob_in_room( 1471, room ) ) { mob = mob_in_room( 1471, room ); tell( mob, ch, #no ); } else continue; ~ E no~ I'm not going to let you sleep here. I've got a business to run! ~ ! 0 0 0 1471 9 1509949540 3 0 26 17 1509949450 -1 0 6 17 1509949455 -1 0 229 17 1509949450 -1 0 25 17 1509949455 -1 0 230 17 1509949450 -1 0 948 17 1509949455 -1 0 330 17 1509949450 -1 0 27 17 1509949455 -1 0 3006 17 1509949450 -1 0 3028 17 335544330 -1 0 3003 17 335544330 -1 0 3002 17 335544330 -1 0 3019 17 1509949450 -1 0 3008 17 335544330 -1 0 3034 17 1509949450 -1 0 890 17 335544330 -1 0 2003 17 335544330 -1 0 2001 17 1509949450 -1 0 2002 17 1509949450 -1 0 2021 17 1509949450 -1 0 2022 17 1509949450 -1 0 2041 17 1509949450 -1 0 2080 17 1509949450 -1 0 2081 17 1509949470 -1 0 2122 17 1509949470 -1 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48057 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||lost in desert|| *CF redone ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48058 10 10 5 D3 ~ ~ 0 -1 48055 10 10 5 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else act_tochar( #looksame, ch ); else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48055 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48055 ) ); act_tochar( #looksame, rch ); } } continue; ~ E follow~ You follow $n through the desert. ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ ! 3 0 8 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else act_tochar( #looksame, ch ); else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48058 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48058 ) ); act_tochar( #looksame, rch ); } } continue; ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 2 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48058 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||lost in desert|| *CF [Lansharra] ok. just so you know. i hate the endless desert and the wastelands :P ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48059 10 10 5 D3 ~ ~ 0 -1 48057 10 10 5 A ~ ~ acode( find_room( 48055 ), 1 ); continue; ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...this Valley shall, with... ...der to behold; Multiplina, daughter... ...pex the IV, Anupex the V, Anupex the VI, Anu-... ...all of his decendants, should the deities above be misguided enough in... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...this Valley shall, with... ...der to behold; Multiplina, daughter... ...pex the IV, Anupex the V, Anupex the VI, Anu-... ...all of his decendants, should the deities above be misguided enough in... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48057 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48057 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 8 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else act_tochar( #looksame, ch ); else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48059 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48059 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 1 1410 17 1509949445 -2 0 1537 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48059 Endless Desert~ A plain of sand the color of dry camel dung stretches outward in all directions. Currently, a furious sand storm is sweeping through the region. There are no plants or rocks or any other type of landmark nearby to enable you to get your bearings. Only the vague outline of a colossal pyramid to the east can be seen through the whipping sandstorm. ~ ||lost in desert|| *CF ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48058 10 10 5 D3 ~ ~ 0 -1 48045 10 10 5 E vague outline pyramid~ From here, you can see the vague outline of a pyramid. It looks extremely large and its surface glints like a polished gem. ~ A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...Her favor, exist for... ...of the Balance bringer of light and... ...pex the VII, Anupex the VIII, Anupex the IX... ...their vigiliant duties to grant him any further kith or kin. So it shall be.... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...Her favor, exist for... ...of the Balance bringer of light and... ...pex the VII, Anupex the VIII, Anupex the IX... ...their vigiliant duties to grant him any further kith or kin. So it shall be.... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else { act_tochar( #looksame, ch ); continue; } else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48059 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48059 ) ); act_tochar( #looksame, rch ); } } ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 4 A ~ ~ if( !is_player( ch ) ) continue; if( find_skill( ch, track ) < 4 ) if( random( 1, 5 ) < 5 ) { act_tochar( #looksame, ch ); i = random( 48045, 48059 ); transfer( ch, find_room( i ) ); act_tochar( #lost, ch ); loop( followers ) { transfer( rch, find_room( i ) ); act_tochar( #lost, rch ); } } else act_tochar( #looksame, ch ); else { act_tochar( #looksame, ch ); transfer( ch, find_room( 48045 ) ); loop( followers ) { act_tochar( #follow, rch ); transfer( rch, find_room( 48045 ) ); act_tochar( #looksame, rch ); } } continue; ~ E looksame~ You trudge onward in what you THINK is the right direction, but you can only guess for it is becoming much harder to keep your bearings. ~ E lost~ As you enter the next part of the desert, you know for certain you are lost. ~ E follow~ You follow $n through the desert. ~ ! 3 0 8 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48060 Tracks in the Sand~ The tracks of something large, probably a beast of burden, have been laid in the soft desert sands. Though the tracks are fairly fresh, the unpredictable desert winds are liable to erase all trace of them within the next few hours. Leading south, the foreign tracks merge with a scrub covered landscape. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48056 10 10 5 D2 ~ ~ 0 -1 48061 10 10 5 D3 ~ ~ 0 -1 48053 10 10 5 A l lo loo look~ tracks~ if( find_skill( ch, track ) > 0 ) act_tochar( #tracks, ch ); else act_tochar( #not, ch ); ~ E tracks~ The tracks belong to a beast of burden. Judging from the size of the hoof prints and depth of the depressions, it is likely the tracks were made by a camel. ~ E not~ You cannot tell much about the set of tracks, except that they belong to something big and heavy. ~ ! 0 0 0 A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 1542 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48061 Dusty, Scrub Covered Trail~ Scattered over the flat desert terrain, bantam bundles of brown grass and small bushes strive to stay alive, their roots clawing into the sand seeking precious moisture. A ramshackle tent constructed from bits of wood and canvas sits off to the east, half buried in a tall sand dune. The tent leans to one side against the outermost edge of a vast stone structure whose presence dwarfs the entire region. A well-trod trail leads south through the desert, outlined vaguely by small rocks and pebbles. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48060 10 10 5 D1 entrance to the tent~ entrance tent flaps~ 131 -1 48065 10 10 5 D2 ~ ~ 0 -1 48062 10 10 5 E ramshackle tent~ Erected from bits of desert debris and the tanned hides of many smaller animals, the ramshackle tent looks to be occupied. A tiny brass lantern hangs from a bent pole just outside of the dwelling. As the desert winds blow, the tiny flames within the lantern flicker back and forth as do the flaps of the tent. ~ E vast stone structure~ To the distant east, past the tent and tremendously tall sand dunes, stands a vast construction of stone. Built in the shape of a pyramid, the megalithic structure pales anything in comparison. ~ E path rocks pebbles~ A path, bordered by scraps of canyon rock, leads southward. Although most of the rocks look deeply buried in the sand, a few appear newly placed, as if this trail were periodically maintained. The desert path ends abruptly amidst a dense cluster of tall desert grass towards the back of the canyon. ~ E canyon~ The canyon wall twists and corners, forming a cul-de-sac of sorts. ~ E grass desert~ The grasses here are short and brown in color. In most places, the tiny grasses struggle to stay rooted in the arid soil. In a few places, the grasses look greener and less sickly than most of the other patches of scrub. ~ A look~ east flaps~ if( rflag( status0, find_room( 48061 ) ) ) act_tochar( #tied, ch ); else act_tochar( #untied, ch ); ~ E tied~ The flaps on the tent are tied shut. ~ E untied~ The flaps on the tent are untied. ~ ! 0 0 0 A untie~ ties flaps tent~ if( rflag( status0, find_room( 48061 ) ) ) { act_tochar( #untie, ch ); act_notchar( #runtie, ch ); remove_rflag( status0, find_room( 48061 ) ); } else act_tochar( #already, ch ); ~ E untie~ You deftly untie the leather straps on the flaps. ~ E runtie~ $n unties a few leather straps keeping the flaps of the tent closed. ~ E already~ There is no need for that. The flaps are already untied. ~ ! 0 0 0 A tie ~ flaps tent ties~ if( !is_open( find_room( 48061 ), east ) ) if( !rflag( status0, find_room( 48061 ) ) ) { act_tochar( #tie, ch ); act_notchar( #rtie, ch ); set_rflag( status0, find_room( 48061 ) ); } else act_tochar( #already, ch ); else act_tochar( #butfirst, ch ); ~ E tie~ Reaching over, you tie the leather flaps shut. ~ E rtie~ Reaching over, $n ties the leather flaps shut. ~ E already~ The leather flaps are already tied shut. ~ E butfirst~ The flaps of the tent must be closed first. ~ ! 0 0 0 A o op ope open~ tent flaps 1 east~ if( !rflag( status0, find_room( 48061 ) ) ) if( !is_open( find_room( 48061 ), east ) ) { act_tochar( #open, ch ); act_notchar( #ropens, ch ); open( find_room( 48061 ), east ); } else act_tochar( #already, ch ); else act_tochar( #tied, ch ); ~ E open~ You open the flaps to the tent. ~ E ropens~ $n opens the flaps to the tent. ~ E already~ The flaps stand open already. ~ E tied~ The flaps cannot be opened unless they are untied first. ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48062 Desert Trail~ Sandwiched between tall barchan dunes to the east and the twisting rock of the canyon, the desert trail sweeps from the north to the west. As before, irregularly placed rocks mark the outline of the trail. Ahead to the north, the arid wasteland is covered with brown scrub. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48061 10 10 5 D3 ~ ~ 0 -1 48063 10 10 5 E rocks trail~ A loosely bordered trail extends both to the north and west because here, it corners. The edges of the desert trail are marked by differently sized shaped bits of stone placed at irregular intervals along the way. Some of the stones are deeply buried in the sand, suggesting that the trail has existed for quite some time. ~ E dunes~ Extremely tall and steep dunes shaped like crescent moons rise up to the east against the western side of a great pyramid. ~ A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48063 Desert Trail~ All of a sudden, the desert trail ends abruptly as a series of tightly packed sand dunes rise to the west. Imprisoned between the looming walls of the canyon which lay to the north and south, the desert stretches openly only to the east. ~ [Loxus] no message to room when someone dives into oasis ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48062 10 10 5 D3 desert scrub bushes~ desert scrub bushes~ 235 -1 48064 10 10 9 E trail~ Bordered by various shapes and sizes of rock, the trail, if it can be called that, stretches to the east but ends abruptly. It passes into a series of tall sand dunes as it does so. ~ E tightly packed sand dunes~ Tightly packed along one of the many interior walls of the convoluted canyon, several dunes of tan sand stand majestically, with their presence only dwarfed by the colossal pyramid to the east. Between two of the dunes, there is a stand of tall scrub bushes and desert grass. ~ E grass scrub bushes tall~ The green desert grass and brown scrub bushes grow between a cleft in the canyon rocks to the west. If not for the bushes, the cleft looks wide enough to pass through. ~ A par part mov move~ bus bush bushe bushes pla plan plant plants~ if( !is_open( room, west ) ) { act_tochar( #movebush, ch ); act_notchar( #rmovebush, ch ); open( room, west ); end; } else { act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, west ); } ~ E movebush~ Taking hold of the bushes, you bend them to either side, clearing a small path to the west between them. ~ E rmovebush~ $n bends and parts some of the bushes here, revealing a small path to the west. ~ E moveback~ Being careful not to harm the bushes, you move them back in place, to cover the small path westward. ~ E rmoveback~ $n conceals the path to the west by moving a few bushes. ~ ! 0 0 0 A 1 west~ ~ if( !is_open( room, west ) ) act_tochar( #bushes, ch ); else { act_tochar( #movedbushes, ch ); continue; } ~ E bushes~ A series of desert bushes, all shades of brown and green, block further progress to the west. ~ E movedbushes~ With the bushes moved aside, you pass easily to the west, down the small path. ~ ! 0 0 8 A 1 north 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48064 Hidden Oasis~ Nestled between the canyon and a rise of tightly packed sand dunes lies a sparkling pool of water. Rocks surround the edges of the oasis, sheltering it from the loose sand kicked up by the usual sand storms. Several short but thick palm trees grow beside the thirst quenching pool. A slab of stone lies on its side underneath their branches. ~ *CF [Loxus] you don't get any message when someone arrives from the oasis [Loxus] no mesg when someone enters from oasis [Loxus] no message when someone leaves the oasis ~ 301465610 10 9 0 D1 ~ ~ 235 -1 48063 10 10 5 E palm trees~ Scattered around the placid pool of water stand short palm trees with large green leaves. The bark of many of the trees has an overcovering of thin, brown moss. Most of the trees are evenly spaced about the oasis' waters and stone straight. Two of the palms, though, one to the left and one to the right of a stone slab, grow at an angle to one another, until their trunks cross and form an "X" mark. ~ E slab~ The slab of stone beneath the two palm trees looks extremely ancient and heavy. Cut into the shape of an oblong trapezoid, the slab bears a superficial resemblance to a grave marker. But instead of some witty or melancholic epitaph, a series of hieroglyphics has been etched into its surface. ~ E canyon~ The tall, rock walls of the desert canyon surround this oasis on all sides but the east, where there is a slight cleft in the rocks. The cleft is all but completely covered by tall desert grasses and bushes. ~ E desert grasses bushes~ Tall and thick, both desert grasses and brown bushes grow along the eastern fringes of the canyon here. A particularly large grouping of scrub bushes gather along a cleft in the east part of the canyon wall. ~ E sand dunes~ Titanic dunes of sand can be seen over the tops of some of the shorter, interior canyon walls. Taller than what some dwarves might fondly call a mountain, a few of the dunes, especially a colossal one of black sand to the south, command closer inspection. ~ E X-mark mark~ There is definitely a mark formed by the two trees in the form of an X. ~ E pool water oasis~ Like the cool waters of a stream, the oasis before you is crystal-clear. Strangely, though, this oasis is not as shallow as you have come to expect from desert water sources. In fact, you cannot see its bottom though its waters are so clear. ~ A par part mov move~ bus bush bushe bushes~ if( !is_open( room, east ) ) { act_tochar( #movebush, ch ); act_notchar( #rmovebush, ch ); open( room, east ); end; } else { act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, east ); } ~ E movebush~ Taking ahold of the bushes, you bend them to either side, clearing a small path to the east between them. ~ E rmovebush~ $n bends and parts some of the bushes here, revealing a small path to the east. ~ E moveback~ Being careful not to harm the bushes, you move them back in place, to cover the small path eastward. ~ E rmoveback~ $n conceals the path to the east by moving a few bushes. ~ ! 0 0 0 A dig~ x-mark mark ~ act_tochar( #dig, ch ); act_notchar( #rdig, ch ); wait( 2 ); act_tochar( #nothing, ch ); ~ E dig~ With great excitement, you begin digging at the spot marked by the crossing of the two trees. ~ E rdig~ Excitedly, $n begins digging under two palm trees. ~ E nothing~ After much digging, you find nothing. ~ ! 0 0 0 A d do dow down~ ~ act_tochar( #unless, ch ); ~ E unless~ Unless you choose to dive in the oasis, you cannot go down. ~ ! 0 0 0 A dive~ oasis water pool~ if( find_skill( ch, swimming ) > 4 ) { send_to_char( #diving, ch ); act_notchar( #rdiving, ch ); room = find_room( 48223 ); transfer( ch, room ); } else send_to_char( #noswim, ch ); ~ E diving~ Taking a deep breath, you dive into the cool and refreshing waters of the oasis. ~ E rdiving~ $n takes a deep breath and dives into the oasis! ~ E noswim~ Jumping into the oasis would probably not be wise. You cannot swim well enough. ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...Our system of writing, given to us by Enserpina, may her knowledge and crafts be praised, has four simple steps that one must follow in order to make them set down our words as if we had spoken them again.... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...Our system of writing, given to us by Enserpina, may her knowledge and crafts be praised, has four simple steps that one must follow in order to make them set down our words as if we had spoken them again.... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 2525 17 1509949540 -2 0 2942 17 1509949540 -2 0 -1 S #48065 Hermit's Tent~ The interior of this piecemeal tent smells of rotten meat and improperly cured hides. A half-eaten carcass of a large, furry beast hangs from the main tent pole, providing a feasting ground for flies. In the center of the tent, a ring of stones surrounds a burning campfire. Stuffed pillows and blankets lie scattered around the edges of the campfire. ~ [Loxus] 'ask herm sculp' should ask him about the _stone_ sculpture [Brenna] *grin* Okay, it says I find a dead mouse when I search the blankets. Perhaps one could be added? ~ 301469705 0 5 0 D3 entrance to the tent~ entrance tent flaps~ 131 -1 48061 10 10 5 E campfire circular hearth~ The small campfire in the center of the tent lies within a pit, dug deep into the sandy floor. Twelve rocks encircle the campfire, which has been allowed to burn low. Only hot coals remain in the fire pit. ~ E ring rocks twelve~ Out of the twelve stones encircling the campfire, no two appear to be the same size or shape. Though each rock looks to be of hard granite, veins or chunks of minerals bulge out from their surfaces. From a pale white mineral to what looks like obsidian, the rings of stone contain an entire spectrum of color. ~ E pillows ~ Sewn together from animal hides and stuffed with whatever probably was at hand, there are a variety of pillows resting about the campfire, just far enough away from it to not pose a problem. From a rotten duck feather pillow to a soft and furry rabbit skin one, the pillows, at least, look comfortable. Who cares if they are not clean? Behind one of the pillows is a stack of old parchment. ~ E blankets~ For the most part, the blankets are woven of course stuffs and have seen better days. Many are riddled with holes and tears along their edges. One blanket, though, looks remarkably well made. It is made from a soft fabric that has been dyed blue. Around its edges there is a design done in gold thread and glass beads. The blanket looks much too royal to be in a dump like this. ~ E carcass furry beast~ Suspended from the main tent pole in the ceiling dangles the carcass of some animal. Judging from the chunks of flesh missing out of the beast, it has served as a meal more than once. Flies gather around the rotting corpse as do maggots. ~ E stack parchments~ Most of the pieces of parchment behind the pillow have been rendered illegible. Some have been ruined by water damage and others crumble at the touch. One piece of parchment, though, looks remarkably well preserved. It is made of pounded papyrus. ~ E pounded papyrus page~ The page of pounded papyrus is covered with a series of hieroglyphics. ~ A l lo loo look~ flaps w we wes west~ acode( find_room( 48061 ), 1 ); ~ ! 0 0 0 A untie~ flaps west ties~ acode( find_room( 48061 ), 2 ); ~ ! 0 0 0 A tie~ flaps west ties~ acode( find_room( 48061 ), 3 ); ~ ! 0 0 0 A o op ope open~ fla flap flaps w we wes west tie ties ten tent~ acode( find_room( 48061 ), 4 ); ~ ! 0 0 0 A ~ blankets royal blue gold~ i = random( 1, 10 ); if( rflag( reset0, find_room( 48065 ) ) ) if( is_player( ch ) ) if( i == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); act_tochar( #finds, ch ); act_notchar( #rfinds, ch ); obj_to_char( oload( 629 ), ch ); remove_rflag( reset0, find_room( 48065 ) ); end; } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #notplayer, ch ); end; } else { act_tochar( #already, ch ); end; } wait( 2 ); act_tochar( #nothing, ch ); remove_rflag( reset0, find_room( 48065 ) ); ~ E search~ Searching through the blankets, you find a lump beneath the royal blue one with gold edges. ~ E rsearch~ $n beings rummaging through the blankets. ~ E finds~ The lump beneath the blanket turns out to be a section of stone decorated with glyphs on one side. The stone looks to be part of a much larger piece of tablet. ~ E rfinds~ $n finds a chunk of stone beneath the blanket and pockets it. ~ E notplayer~ Why not leave the hard work to your master? ~ E nothing~ The lump beneath the blanket proves to be nothing more than a dead desert mouse. ~ E already~ The blankets lie in a pile of disarray, as though they have been searched through already. ~ ! 9 0 0 A ~ parchments papers papyrus scrolls stack pile~ i = 1d20; act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); if( rflag( reset2, room ) ) if( i == 1 ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_room( oload( 1017 ), room ); remove_rflag( reset2, room ); } else if( i == 2 ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_room( oload( 1019 ), room ); remove_rflag( reset2, room ); } else { act_tochar( #nofind, ch ); act_notchar( #rnofind, ch ); } else { act_tochar( #nofind, ch ); act_notchar( #rnofind, ch ); } ~ E nofind~ After a few moments, you despair on ever finding anything in the heap of parchments. ~ E rnofind~ $n gives up going through the stack of parchments. ~ E find~ As you search, the stack of parchment topples and a rolled up scroll tumbles off of the stack. ~ E rfind~ As $n searches, the stack of parchment topples and a rolled up scroll tumbles out of the stack. ~ E search~ Ignoring the size of the pile, you begin searching through the stack of parchments. ~ E rsearch~ Ignoring the size of the pile, $n begins searching through the stack of parchments. ~ ! 9 0 0 A ~ campfire firepit~ i = 1d6; if( is_player( ch ) ) if( rflag( reset1, room ) ) if( i == 1 ) { act_tochar( #coal, ch ); act_notchar( #rcoal, ch ); obj_to_char( oload( 2308 ), ch ); dam_message( ch, 2d4, "The burning coal" ); inflict( ch, mob, 2d4, "a burning coal" ); remove_rflag( reset1, room ); } else if( i > 4 ) { act_notchar( #nothing2, ch ); act_tochar( #rnothing2, ch ); remove_rflag( reset1, room ); obj_to_room( oload( 1999 ), room ); } else { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); remove_rflag( reset1, room ); } else act_tochar( #already, ch ); else act_tochar( #not, ch ); ~ E coal~ Digging through the old campfire, you find a red hot coal! ~ E rcoal~ $n pulls a hot coal out of the campfire! ~ E nothing~ You find nothing in the firepit. ~ E already~ It looks as though the campfire has already been searched through. ~ E not~ Don't you have better things to do than play in campfire ash? ~ E rnothing~ $n sighs, having found nothing of interest in the campfire. ~ E nothing2~ You manage to knock a piece of coal from the fire pit. ~ E rnothing2~ $n knocks a lump of coal to the ground. ~ ! 9 0 0 A l lo loo look~ hieroglyphics glyphics~ acode( find_room( 48191 ), 7 ); ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ acode( find_room( 48191 ), 8 ); ~ ! 0 0 0 1547 9 1509949540 3 0 2619 17 1509949540 -2 0 2942 17 1509949540 -2 0 -1 S #48066 A Rising Sandstorm~ The beginnings of a sandstorm start to take shape as a series of wind gusts gather up sand. The sand, caught up in twirling masses of air, whips through the air abrasively. To the north, the desert winds are much calmer. What lies to the west, however, is another matter entirely, for the sands in that direction look violent enough to rip the skin off your bones. ~ ||sandstorm|| ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48050 10 10 5 D3 ~ ~ 0 -1 48067 10 10 5 A ~ ~ acode( find_room( 48071 ), 1 ); ~ ! 2 3000 0 A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48067 Within a Brutal Sandstorm~ Hot sand swirls about you as you are caught up within an intense sandstorm. As the storm sweeps through the region, it becomes clear that the rising canyon walls to the west and north serve as an intensifying barrier; being caught within the canyon, the winds only get stronger and more chaotic. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48066 10 10 5 D2 ~ ~ 0 -1 48068 10 10 5 E canyon wall rocks~ The canyon wall here is composed of a medium brown sandstone. Rising high enough until it more than looms over you, the canyon acts as both a western and northern barrier. ~ A ~ ~ acode( find_room( 48071 ), 1 ); ~ ! 2 3000 0 A 1 west 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2401 17 1509949455 -2 0 2942 17 1509949540 -2 0 -1 S #48068 Within a Brutal Sandstorm~ As the searing desert wind and scratching desert sand rise up about you, it becomes increasingly difficult to breath. The hot, stinging sand is almost too much too bear. Seemingly, the storm of blistering sand shows signs of abatement to the north but to the south, the sands of the desert swirl with even more violence. ~ ||sandstorm|| made longer - new desc *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48067 10 10 5 D2 ~ ~ 0 -1 48069 10 10 5 A ~ ~ acode( find_room( 48071 ), 1 ); ~ ! 2 3000 0 A 1 west 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1538 9 1509949540 3 0 2401 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48069 Within a Brutal Sandstorm~ All around you, the blistering sands of the desert are stirred up on gusts of hot wind. On either side of you to the east and west loom high canyon walls. Stuck between them, the full brunt of the sandstorm bears down up you. The storm shows no signs of lessening in either the northern or southern passages through the canyon. ~ ||random small wyrm prog|| sandstorm|| [Merior] dont repeat rooms... and make it longer New desc *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48068 10 10 5 D2 ~ ~ 0 -1 48070 10 10 5 A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 5 A ~ ~ acode( find_room( 48071 ), 1 ); ~ ! 2 3000 0 A 1 west 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2401 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48070 Within a Brutal Sandstorm~ Caught between two canyon walls which rise up to the west and east, a narrow swath of desert travels a north-south path through their middle. Swirling on whirlwinds of hot air, the tan sand clouds the air, stinging your skin and making it very difficult to breathe. There is some hope though, for while the sandstorm rages to the north, it appears to be slackening to the south. ~ ||sandstorm|| new desc *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48069 10 10 5 D2 ~ ~ 0 -1 48071 10 10 5 A ~ ~ acode( find_room( 48071 ), 1 ); ~ ! 2 3000 0 A 1 west 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1538 9 1509949540 3 0 2401 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48071 A Forming Sandstorm~ The beginnings of a brutish sandstorm are taking shape here. As the wind picks up speed, increasing amounts of sand are carried with it, obscuring vision and making it hard to even take a breath without getting a mouthful of sand. And as the storm sweeps northward, it only gets worse. To the east lies a reach of desert land, covered with dark colored sand. ~ ||sandstorm|| *CF ~ 301465608 10 9 0 D0 ~ ~ 0 -1 48070 10 10 5 D1 ~ ~ 0 -1 48072 10 10 5 E 1 north~ An intense sand storm is raging to the north. With all that sand, breathing would be difficult without proper measures. ~ E 1 east~ To the east, the tan sands cease to cover the desert floor and a much darker sand takes it place. Black as night, the dark sands are a match for the ebony canyons which rise up to merge with the brown canyon walls which predominate to the north. ~ A time~ ~ loop( all_in_room ) { if( !is_player( rch ) ) end; if( random( 12, 18 ) > find_stat( rch, con ) ) { act_tochar( #damage, rch ); i = 3d2; dam_message( rch, i, "The abrasive desert sand" ); inflict( rch, mob, i, "a gruesome sandstorm" ); } else if( find_skill( rch, armor ) > 5 ) { act_tochar( #dive, rch ); i = 1; dam_message( rch, i, "The abrasive desert sand" ); inflict( rch, mob, i, "a gruesome sandstorm" ); } else if( find_skill( rch, barkskin ) > 0 ) { act_tochar( #protbark, rch ); end; } } ~ E damage~ @b@Y Whipped by the wind, blistering hot sand stings your flesh. ~ E dive~ By divine luck and maybe protection, the brutal desert sandstorm only affects you slightly. ~ E protbark~ Your intimate knowledge of turning one's skin into bark allows you to ignore the brutal sandstorm. ~ ! 2 1000 0 A 1 south 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2401 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48072 Barren Wasteland of Black Sand~ Where most of the rocky canyon is either grey or tan in color, here it is a deep ebony. Consequently, centuries of weathering have altered the tan desert sands to a deep brown/black color. The dry, barren desert of black sand creeps onward to the east before opening out in almost all directions. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48073 10 10 5 D3 ~ ~ 0 -1 48071 10 10 5 E canyon~ Something strange must have occurred in this area once. A great earthquake...a volcanic eruption...something. Because something must have happened to collide the black, sandstone rock canyon into the normally tan-colored rocks. Whatever it portends, the sands below are as dark as the canyon walls here. ~ A 1 north 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48073 Barren Wasteland of Black Sand~ The weathering of the black rock canyon here has covered the usual bleak stretch of tan desert sand with a darker, more bleak black sand. The glossy black sands rise up in piles along the base of rocky yardangs which dot the ebony wasteland. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48074 10 10 5 D2 ~ ~ 0 -1 48075 10 10 5 D3 ~ ~ 0 -1 48072 10 10 5 E yardangs~ Suspended on weathered pillars of rock, long slabs of sandstone hang above the ground. The stone formation is quite natural, as the pillar and slab are one piece. Even so, it looks at any moment that the weathered pillars might collapse beneath the weight of the slabs. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1584 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48074 Barren Wasteland of Black Sand~ A series of star-shaped dunes rise up out of the otherwise flat black desert expanse, making the desert seemingly mirror the night sky. To the south and east, the sandy wilderness continues onward, while the massive black rock canyon blockades the north. Eastward, a titanic sand dune, taller than the tallest dragon, ascends into the sky like a stairway into the heavens. ~ *CF ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48086 10 10 5 D3 ~ ~ 0 -1 48073 10 10 5 E dune sand~ Clearly the tallest dune in this expanse of black desert, a giant mound of ebony black sand rises to the east. Atop the massive dune, you can make out the branches of a small, withered tree. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48075 Black Sands Desert~ Across a plain of black sand stretch the shadows of star-shaped dunes. The dunes, each at least thirty feet high, rise up at seemingly random intervals all over the black wasteland. To the west soars a tall black canyon of black sandstone much too steep to climb. ~ Attachment for Serpentmen to west? ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48073 10 10 5 D1 ~ ~ 0 -1 48086 10 10 5 D2 ~ ~ 0 -1 48076 10 10 5 E dunes star-shaped~ Created by the erratic and unpredictable high desert winds, the dunes of sand here have the shape of stars. They have three sides which curl around in a broad spiral pattern. Bits of wood and debris lie scattered about each of the dunes. All of the dunes look almost exactly alike and it is hard to tell one from the next. At the base of one of the dunes here lies a pile of bones. ~ E pile bones~ The pile of bones looks like the remains of some past explorer. Most everything, including its flesh, have been striped from the corpse, until only bones and rotten cartilage remains. ~ A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A move push~ corpse bones pile remains~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #search, ch ); act_notchar( #notchar, ch ); wait( 1 ); act_tochar( #life, ch ); wait( 1 ); act_tochar( #leap, ch ); act_notchar( #rleap, ch ); wait( 2 ); act_tochar( #mirage, ch ); act_notchar( #rmir, ch ); } else act_tochar( #nothing, ch ); ~ E search~ You begin rummaging through the pile of bones at the base of the dune. ~ E notchar~ $n starts digging through some bones at the base of the dune. ~ E leap~ A rotten corpse leaps to attack you!! You leap to attack a rotten corpse!! ~ E rleap~ You watch as $n leaps at nothing. ~ E mirage~ After having made a fool of yourself, you realize that the rotten corpse attacking you is nothing but a mirage. ~ E rmir~ $n mutters something about dumb mirages. ~ E nothing~ There seems to be nothing of worth in the pile of bones. ~ E life~ @RThe pile of bones suddenly comes to life.@n ~ ! 9 0 0 1583 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48076 Black Sand Dunes~ Giant dunes shaped like three sided stars border the canyon wall to the west and lie scattered across the remainder of the black sand desert. Eastward, past many lengths of desert wasteland, looms a massive stone pyramid many hundreds of horse spans high. ~ ||study dunes|| Attachment for Serpentmen to west? *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48075 10 10 5 D1 ~ ~ 0 -1 48085 10 10 5 D2 ~ ~ 0 -1 48077 10 10 5 A 1 look examine study~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1584 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48077 Black Sand Dunes~ Black as night and hotter than the sun, the sands of the black desert reach out in all directions, washing over chunks of fallen cliff rock and large boulders. To the west, the sands lap at the base of the black canyon wall which stretches north to south. Mounds of black sand in spiraling star shapes dot the landscape in a pattern-like grace. ~ ||master dune program|| Attachment for Serpentmen to west? *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48076 10 10 5 D1 ~ ~ 0 -1 48084 10 10 5 D2 ~ ~ 0 -1 48078 10 10 5 A study examine look~ dunes black~ if( room == find_room( 48076 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed1, ch ); } else act_tochar( #vague1, ch ); if( room == find_room( 48077 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed2, ch ); } else act_tochar( #vague2, ch ); if( room == find_room( 48079 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed3, ch ); } else act_tochar( #vague3, ch ); if( room == find_room( 48085 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed4, ch ); } else act_tochar( #vague4, ch ); if( room == find_room( 48114 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed5, ch ); } else act_tochar( #vague5, ch ); if( room == find_room( 48090 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed6, ch ); } else act_tochar( #vague6, ch ); if( room == find_room( 48078 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed7, ch ); } else act_tochar( #vague7, ch ); if( room == find_room( 48112 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed8, ch ); } else act_tochar( #vague8, ch ); if( room == find_room( 48091 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed9, ch ); } else act_tochar( #vague9, ch ); if( room == find_room( 48111 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed10, ch ); } else act_tochar( #vague10, ch ); if( room == find_room( 48113 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed11, ch ); } else act_tochar( #vague11, ch ); if( room == find_room( 48082 ) ) if( has_obj( 2019, ch ) ) { act_tochar( #compare, ch ); act_notchar( #book, ch ); wait( 3 ); act_tochar( #detailed12, ch ); } else act_tochar( #vague12, ch ); ~ E compare~ Using the slim bound volume as a guide, you flip through the text, until you find a detailed sketch of a constellation. The configuration of the dunes before you match the sketch almost exactly. ~ E book~ $n pulls out a slim black book and begins to thumb through it. ~ E vague1~ The dunes partly look like they are laid out in the pattern of a cat. ~ E detailed1~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of friendship, which looms in the north, northwest part of the night sky. ~ E vague2~ The dunes partly look like they are laid out in the pattern of two hands. ~ E detailed2~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of honor, which looms in the northern part of the night sky. ~ E vague3~ The dunes partly look like they are laid out in the pattern of two parallel lines that are very long. ~ E detailed3~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of long journeys, which looms in the north, northeast part of the night sky. ~ E vague4~ The dunes partly look like they are laid out in the pattern of a horned beast's face. ~ E detailed4~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of death, which looms in the east, northeast part of the night sky. ~ E vague5~ The dunes partly look like they are laid out in the pattern of a hemispherical shape. ~ E detailed5~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of marriage, which looms in the eastern part of the night sky. ~ E vague6~ The dunes partly look like they are laid out in the pattern of a wilting stalk as they sweep through the desert plain. ~ E detailed6~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of sickness, which looms in the east, southeast northwest part of the night sky. ~ E vague7~ The dunes partly look like they are laid out in the pattern of a simple triangle. ~ E detailed7~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of the children, which looms in the south, southeast part of the night sky. ~ E vague8~ The dunes partly look like they are laid out in the pattern of a sphere over a hump. ~ E detailed8~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of inheritance, which looms in the southern part of the night sky. ~ E vague9~ The dunes look like they are standing in a pattern of two short, parallel lines. ~ E detailed9~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of short journeys, which looms in the south, southwest part of the night sky. ~ E vague10~ The dunes partly look like they are laid out in a pattern, like a string of pearls, the dunes follow behind one another with evenly spaced gaps between them. ~ E detailed10~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of riches, which looms at night in the west, southwest part of the sky. ~ E vague11~ The dunes partly look like they are laid out in the pattern. In fact, the way they are ringed about in an enclosing circle, the pattern reminds you of the sun. ~ E detailed11~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of life and health, which looms at night in the west part of the sky. ~ E vague12~ The dunes partly look like they are laid out in the pattern that outlines a moon-like crescent. ~ E detailed12~ By referring to the book, you find that the dunes are laid in a pattern that is nearly identical to the constellation of enemies, which looms at night in the west, northwest part of the sky. ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1584 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48078 Black Sand Dunes~ Bordered by the ebony rock of a towering canyon to the west, the black sands of this portion of the Naraki Desert flow outward, away from their prison wall. Bits of debris lay scattered about, sticking up out of the grainy desert silt. The vague outline of a pyramid stands out against the sky far to the northeast and is barely visible among the star-shaped dunes here. ~ Attachment for Serpentmen to west? *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48077 10 10 5 D1 ~ ~ 0 -1 48083 10 10 5 D2 ~ ~ 0 -1 48079 10 10 5 E debris~ Crudely stacked in a pile lies a few chunks of broken canyon rock and a pale, yellow-green limestone, the likes of which you have not seen anywhere along either the canyon or black canyon walls. Beneath the crude cairn of rocks, there are a few scattered bones. ~ E bones~ The rocks covering the bones are much too heavy to lift comfortably and you do not think it would be a good idea to disturb them. However, between a gap in the precariously stacked rocks, something long and made of hardened brown leather pokes up out of the side of the pile. ~ E leather brown hardened~ Judging from the size and shape of the hardened leather object, it appears to be a scabbard. The scabbard looks large enough to either have once held a longsword or a broadsword but whether or not it still does or not cannot be answered for it is lodged quite well in the crude rock cairn. ~ E outline pyramid~ Obscured partly by the tall desert dunes and the wind-driven sands, the outline of a colossal pyramid can just barely be made out to the northeast. ~ A ~ sca scab scabb scabba scabbar scabbard~ if( !is_player( ch ) ) { act_tochar( #crumbles, ch ); end; } if( rflag( reset0, room ) ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #empty, ch ); end; } wait( 2 ); if( random( 1, 25 ) == 1 ) { act_tochar( #pulls, ch ); act_notchar( #rpulls, ch ); obj_to_char( oload( 2015 ), ch ); wait( 1 ); act_tochar( #trill, ch ); remove_rflag( reset0, room ); end; } if( random( 1, 25 ) < 6 ) { act_tochar( #pulls, ch ); act_notchar( #rpulls, ch ); obj_to_char( oload( 973 ), ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #crumbles, ch ); act_notchar( #rcrumbles, ch ); remove_rflag( reset0, room ); } ~ E search~ Lifting it only partially from the ground, you examine it thoroughly for several moments. ~ E rsearch~ $n lifts a scabbard out of the sand and examines it. ~ E pulls~ Finding a sword still stuck in the scabbard, you pull it out. ~ E rpulls~ $n pulls a sword from the scabbard! ~ E trill~ As you pull the shiny sword from the weather-beaten scabbard, you hear a faint, musical trill that sounds like fine crystal chimes fluttering in the wind. ~ E crumbles~ Inside the scabbard is a very rusty sword which crumbles as you move to pull it out. ~ E rcrumbles~ A very rusty sword crumbles in $n's grip as $e tries to pull it out of the weather-beaten scabbard. ~ E empty~ The scabbard is empty. ~ ! 9 0 0 A 1 look examine study~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1583 9 1509949540 3 0 1584 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48079 Black Sand Dunes~ Kicked up by erratic winds, star-shaped dunes lie scattered about the desert. Here, ranging from the height of a gnome to the height of a large oak tree, stand seven dunes. The tallest, most impressive one hugs the side of the canyon wall which acts as a prison for the desert sands to the west. ~ Attachment for Serpentmen to west? *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48078 10 10 5 D1 ~ ~ 0 -1 48082 10 10 5 D2 ~ ~ 0 -1 48080 10 10 5 A 1 look examine study~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1542 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48080 Arid Black Desert~ Unlike the dune strewn plains to the north, the desert here is relatively flat and even. However, like most of the desert lands to the north, the majority of the black sands bear no traces of life or moisture. Scattered about the desert land to the east are what appears to be several trees. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48079 10 10 5 D1 ~ ~ 0 -1 48097 10 10 5 E trees~ The trees to the east are like none you have every seen before. Their limbs and trunks are green as grass and instead of leaves they are covered with spiny needles. ~ A 1 south 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1519 9 1509949540 3 0 2403 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48081 Arid Black Desert~ This is the western end of a narrow canyon which leads both north and east. Through a small, rocky pass to the north you can see tall, leafless trees which have somehow adapted to the dry climate. To the east, the canyon branches off even as it widens. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48097 10 10 5 D1 ~ ~ 0 -1 48099 10 10 5 E leafless tall trees~ The tall, leafless trees are actually very different from trees one might normally find in a forest. These particular trees have no leaves and their bark is as green as a peridot. Not only that, but they are shaped like giant pitchforks. ~ A 1 south 1 west~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1546 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48082 Black Sand Dunes~ Across the black desert plain lie dunes of sand shaped like spiraling stars. Beneath a couple of the sandy mounds, small brown bushes with petite blue blossoms thrive despite the lack of moisture and the intense heat. Also, to the south, there appear to be a scattering of trees. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48083 10 10 5 D1 ~ ~ 0 -1 48114 10 10 5 D2 ~ ~ 0 -1 48097 10 10 5 D3 ~ ~ 0 -1 48079 10 10 5 E dunes star-shaped~ Unrelenting in their being, yet more star-shaped dunes rise and fall within this portion of the desert. Each dune has three arms, which curve around like a windmill to form a star-lie pattern. The crest of each dune is level and smooth, as though a giant had come along a lopped off the top of each and every single one. ~ E blue blossoms~ Each of the honey-smelling blossoms has five petals attached to a thick stem. The center of each blossom is covered with a mass of fuzzy, pollen-covered hairs. ~ E bushes~ These tiny bushes have somehow found a knack for living in the harsh desert environment. Their leaves are of a glossy green color, a sure sign of their vibrancy, and their petite blue blossoms have a honey-sweet smell about them. ~ E trees~ Though you can barely see them from the distance, what you can make out about the trees is that they are tall, green, and branch like a deformed pitchfork. ~ A 1 look study examine~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48083 Arid Black Desert~ In all directions lay the hot, black sands of the desert. The heat of the desert is so intense here with neither rock nor dune to provide shelter that it is even difficult to breathe. At one point, the terrain suddenly creeps downward into a slope but then ascends just as quickly. Southward, yet more dunes rise up across the sandy plain. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48084 10 10 5 D1 ~ ~ 0 -1 48095 10 10 5 D2 ~ ~ 0 -1 48082 10 10 5 D3 ~ ~ 0 -1 48078 10 10 5 E slope~ Where the desert slopes downward, there is more moisture and the desert seems a bit cooler. At the bottom of the slope, there are two yardangs, which at one point have collapsed against one another to form a tight crevice. ~ E crevice~ The crevice formed by the two collapsed yardangs is cool and the sides of it are coated with a thin sheen of moisture. Careful not to emerge from the crevice into the harsh desert grows a small velvet rosette. ~ E rosette velvet~ Sheltered within the cool, damp crevice formed by the yardangs, this velvet rosette has been allowed to flourish in an otherwise hostile environment. Though it stands no more than a foot tall, the tiny plant is bursting with colorful pink and red blossoms. ~ E blossoms~ The blossoms of the velvet rosette are of the richest pink and red colors and are as soft as the plant's name implies. The blossoms serve as a quiet reminder that not everything in the desert is harsh and colorless. ~ A pick~ purple flowers~ i = random( 1, 20 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i < 5 ) { act_tochar( #pick, ch ); act_notchar( #rpick, ch ); obj_to_char( oload( 2588 ), ch ); } else if( i < 11 ) { act_tochar( #lpick, ch ); act_notchar( #rlpick, ch ); obj_to_char( oload( 2588 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #none, ch ); else act_tochar( #none, ch ); else act_tochar( #notplayer, ch ); ~ E pick~ Reaching down, you pick a purple flower from the small bush. ~ E rpick~ $n picks a purple flower from a small bush. ~ E lpick~ Reaching down, you pick the last purple flower in full bloom. ~ E rlpick~ $n picks what appears to be the last bloom from the small bush. ~ E none~ There doesn't appear to be any more flowers which have bloomed enough to pick. ~ E notplayer~ What do you want with flowers? Got a date with some mage's familiar? ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48084 Arid Black Desert~ Bound neither by dunes or an erratic canyon of ebony rock, the undaunted sands of the Naraki Desert enfold everything. Only a few yardangs manage to break the surface of the black, sandy sea. To the far east stands an ancient stone edifice shaped like a pyramid. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48085 10 10 5 D1 ~ ~ 0 -1 48094 10 10 5 D2 ~ ~ 0 -1 48083 10 10 5 D3 ~ ~ 0 -1 48077 10 10 5 E pyramid~ Tall dunes of stand rise up along the edges of the great pyramid, as if in effort to cover the colossal stone structure. Nevertheless, their sandy efforts are in vain, for nothing could ever obscure the immensity of the stone edifice. Sheathed almost completely in a smooth, pale yellow-green limestone, the pyramid rises up out of the center of the desert. ~ E yardangs~ These natural, one-piece rock formations rise up out of the sand in a column of narrow rock and become wider as they ascend off the ground. Some of the yardangs are several meters tall and balance ogre-thick slabs of rock on pedestals no wider than your arm. ~ A ~ yar yard yarda yardan yardang~ if( rflag( reset0, room ) ) { act_tochar( #disturb, ch ); act_notchar( #rdisturb, ch ); mload( 196, room ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); ~ E disturb~ As you examine the yardang, you discover a lizard resting on it! ~ E rdisturb~ $n exclaims as $e finds a lizard nearly the color of the yardang basking on the rocky shelf. ~ E nothing~ There seems to be nothing unusual about the yardang. ~ ! 9 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48085 Black Sand Dunes~ A plain of glossy black sand stretches out in all directions before you, giving you the impression of the endless night sky. Periodically, a dune of sand shaped like one of the celestial bodies in the heavens rises up, its great shadow falling across the arid landscape. Past many dunes to the east stands a mighty pyramid. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48086 10 10 5 D1 ~ ~ 0 -1 48091 10 10 5 D2 ~ ~ 0 -1 48084 10 10 5 D3 ~ ~ 0 -1 48076 10 10 5 E pyramid mighty~ To the far east, past the dunes of black sand, stands a colossal pyramid. Its polished green limestone glistens like a faceted diamond, even from this distance. While you cannot see any entrance to it from here, such a grand structure must have one. ~ A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 15 A study 1 look examine~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48086 Black Sands Desert~ Dunes shaped like stars dot the barren, black landscape which forms the southern most part of the Narak desert. The glossy desert plain, as black as the night sky, continues out in all directions. Although you cannot make much detail out of it, a giant black dune looms like a brewing storm to the northeast. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48074 10 10 5 D1 ~ ~ 0 -1 48087 10 10 5 D2 ~ ~ 0 -1 48085 10 10 5 D3 ~ ~ 0 -1 48075 10 10 5 E dunes star-shaped~ Created by the erratic and unpredictable high desert winds, the dunes of sand here have the shape of stars. They have three sides which curl around in a broad spiral pattern. Bits of wood and debris lie scattered about each of the dunes. All of the dunes look almost exactly alike and it is hard to tell one from the next. At the base of one of the dunes here lies a pile of bones. ~ E bones~ Too small to belong to a human, these bones could, though, have belonged to a gnome or a pixie at one time. Many of the bones, including the femurs, either bear deep gnaw marks or are missing entirely. Bleached white by the heat of the sun, the bones have clearly been here for quite some time. ~ A ~ ~ acode( find_room( 48014 ), 1 ); ~ ! 1 0 15 A ~ dun dune san sand bon bone bones pil pile corpse~ if( !is_player( ch ) ) { act_tochar( #already, ch ); end; } i = random( 1, 15 ); if( rflag( reset1, room ) ) if( i == 13 ) { act_tochar( #searches, ch ); act_notchar( #rsearches, ch ); wait( 2 ); act_tochar( #find, ch ); act_notchar( #rfinds, ch ); obj_to_room( oload( 2587 ), room ); remove_rflag( reset1, room ); end; } else { act_tochar( #searches, ch ); act_notchar( #rsearches, ch ); wait( 2 ); act_tochar( #nothing, ch ); remove_rflag( reset1, room ); } else act_tochar( #already, ch ); ~ E searches~ Carefully, you search through the pile of bones lying at the base of the dune. ~ E rsearches~ With care, $n begins to search through a pile of bones that is half-buried in the base of one of the dunes. ~ E find~ As you search through the pile of bones, you find nothing of interest. However, you do manage to knock loose one of the skeleton's finger bones. ~ E rfinds~ $n knocks something white off of the pile of bones. ~ E nothing~ After a thorough search through the pile of bones, you find nothing. ~ E already~ It seems as though the pile of bones has already been searched through. ~ ! 9 0 0 1583 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48087 Black Sands Desert~ Although the black desert sands rise up to form graceful dunes whose shapes are much like the glowing stars in the heavens, the arid land of black sand is otherwise featureless. Only brief glimpses of movement or the sound of an animal's scream off in the distance provide evidence that the black desert is not completely empty. A colossal star-shaped dune, larger by far than any others within this black wilderness, looms to the north. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48088 10 10 5 D1 ~ ~ 0 -1 48089 10 10 5 D2 ~ ~ 0 -1 48091 10 10 5 D3 ~ ~ 0 -1 48086 10 10 5 E dunes star-shaped~ At least three times as wide and five times as high, a spiraling star dune lies off to the north, its black sands glittering like the night sky. Barely a speck in the distance, you can make out what appears to be a thick but short tree growing up out of the top of the titanic dune. ~ E tree thick short~ The tree which grows atop the dune to the north is thick around but very short. It does not look to be in very good health, although in this hot, waterless environment, it is a wonder it has survived at all. ~ A ~ ~ act_tochar( #up, ch ); continue; ~ E up~ You climb up and to the north over the dune. ~ ! 3 0 1 A ~ ~ i = random( 1, 9 ); if( i == 1 ) if( mob_in_room( 1469, find_room( 48081 ) ) ) { send_to_room( #divesunder, find_room( 48081 ) ); mob = mob_in_room( 1469, find_room( 48081 ) ); junk_mob( mob ); } if( i == 2 ) if( mob_in_room( 1469, find_room( 48084 ) ) ) { send_to_room( #divesunder, find_room( 48084 ) ); mob = mob_in_room( 1469, find_room( 48084 ) ); junk_mob( mob ); } if( i == 3 ) if( mob_in_room( 1469, find_room( 48083 ) ) ) { send_to_room( #divesunder, find_room( 48083 ) ); mob = mob_in_room( 1469, find_room( 48083 ) ); junk_mob( mob ); } if( i == 4 ) if( mob_in_room( 1469, find_room( 48095 ) ) ) { send_to_room( #divesunder, find_room( 48095 ) ); mob = mob_in_room( 1469, find_room( 48095 ) ); junk_mob( mob ); } if( i == 5 ) if( mob_in_room( 1469, find_room( 48079 ) ) ) { send_to_room( #divesunder, find_room( 48079 ) ); mob = mob_in_room( 1469, find_room( 48079 ) ); junk_mob( mob ); } if( i == 6 ) if( mob_in_room( 1469, find_room( 48113 ) ) ) { send_to_room( #divesunder, find_room( 48113 ) ); mob = mob_in_room( 1469, find_room( 48113 ) ); junk_mob( mob ); } if( i == 7 ) if( mob_in_room( 1469, find_room( 48111 ) ) ) { send_to_room( #divesunder, find_room( 48111 ) ); mob = mob_in_room( 1469, find_room( 48111 ) ); junk_mob( mob ); } if( i == 8 ) if( mob_in_room( 1469, find_room( 48097 ) ) ) { send_to_room( #divesunder, find_room( 48097 ) ); mob = mob_in_room( 1469, find_room( 48097 ) ); junk_mob( mob ); } if( i == 9 ) if( mob_in_room( 1469, find_room( 48098 ) ) ) { send_to_room( #divesunder, find_room( 48098 ) ); mob = mob_in_room( 1469, find_room( 48098 ) ); junk_mob( mob ); } ~ E divesunder~ The sand worm plunges back down into the sandy ground, diving deep below your feet. ~ ! 1 0 15 1583 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48088 Atop a Titanic Sand Dune~ An ancient tree, long since dead, sticks up out of this gigantic mound of sand. From atop the fantastically huge star dune, the entire southern portion of the Narak desert can be seen. From this vantage, it is obvious that there is more to this desert than just sand and rocks. Moving rocks, hidden oases, carrion birds, desert foxes and all other types of impressive formations and wild life can be seen from up here. Yet, the most impressive thing to behold is a stupendous stone edifice with a triangular shape for each of its sides. ~ [Draynath] no message for people climbing up from the dragons lair ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48087 10 10 5 D5 ***~ ****~ 235 -1 48204 10 10 5 E edifice pyramid stone~ An ancient stone ediface shaped like a pyramid looms mightily in the distance. Sheathed in limestone as pale as fresh spring grass, the pyramid shines like a glowing beacon. Deeply etched hieroglyphics only partly visibly from any angle decorate the upper track of the pyramid tip. ~ E ancient tree~ Old and gnarled, a thick but short tree stands upright out of the center of the giant dune of black sand. Most of its bark has been stripped away and it has few branches left which have not been snapped in twain by the high desert winds. Judging from the size of its trunk, this tree could be several hundreds years old. ~ E branches~ Though only a handful of branches remain attached to the squat, dying tree, the few still remaining have clusters of tiny, red and blue leaves. Along the underside of each branch grow short but thick spines. ~ E trunk~ Most of the bark has been methodically stripped away from the base of the tree, but whether by the wind or some toothy animal, it is hard to say. Also, a few roots lay exposed, which are also gnawed almost in two. It is no wonder this tree is dying. Between the trunk's base and its roots, there is a dark hollow. ~ E hollow~ Cradled between two of the thicker roots lies a dark hollow, just big enough for some medium sized animal to squeeze through. There are no signs of anything alive near the edge of the hollow and there is little evidence thus far that anything truly dangerous would fit inside the hole. ~ E leaves green blue~ Tiny clusters of blue and green leaves cling dearly to the last few branches of the ancient and dying tree. A majority of the leaves are faded and wilted, as much as from the intense heat as probably the lack of water. ~ E dune star sand~ The top of the titantic sand dune is littered with tracks of reptilian creatures as well as your own. In places, the sand looks extremely loose and even unsteady. ~ A ~ ~ act_tochar( #down, ch ); continue; ~ E down~ You climb south and down the dune's side. ~ ! 3 0 4 A ~ ~ i = random( 1, 40 ); if( !mob_in_room( 1470, room ) ) if( rflag( reset0, room ) ) if( i == 40 ) { act_room( #worm, ch ); mload( 1470, room ); remove_rflag( reset0, room ); end; } if( rflag( reset0, room ) ) if( i < 20 ) send_to_room( #trembles, room ); ~ E worm~ The ground trembles and heaves as a gigantic sand worm rises up out of the ground. ~ E trembles~ The sands shift and tremble as somewhere, far below the desert, something massive moves through the ground. ~ ! 1 0 36 A dig sea sear searc search ~ dun dune san sand top loo loos loose~ if( !is_open( room, down ) ) { act_tochar( #dig, ch ); act_notchar( #rdig, ch ); wait( 2 ); act_room( #revealed, ch ); open( room, down ); } else act_tochar( #already, ch ); ~ E dig~ With great toil, you begin digging along the top of the massive dune. ~ E rdig~ $n starts digging along the top of the large dune. ~ E revealed~ A cavern beneath the sand dune is revealed after all the digging. ~ E already~ The cavern beneath the sand dune has already been revealed though much digging. ~ ! 0 0 0 A ~ hollow~ i = random( 1, 10 ); act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); if( is_player( ch ) ) if( rflag( reset1, room ) ) if( i == 1 ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 1023 ), ch ); remove_rflag( reset1, room ); end; } else if( i > 7 ) if( !mob_in_room( 1495, room ) ){ act_room( #jumpsout, ch ); mload( 1495, room ); remove_rflag( reset1, room ); } else { act_tochar( #nothing, ch ); remove_rflag( reset1, room ); } else { act_tochar( #nothing, ch ); remove_rflag( reset1, room ); } else { act_tochar( #nothing, ch ); remove_rflag( reset1, room ); } else act_tochar( #notplayer, ch ); remove_rflag( reset1, room ); ~ E search~ Reaching inside the hollow of the tree, you begin feeling around its interior. ~ E rsearch~ $n reaches $s hand into the interior of the tree's trunk. ~ E notplayer~ You smell the scent of another animal. It wouldn't be wise to invade its territory. ~ E nothing~ After some searching, you find nothing hidden within the hollow of the tree's trunk. ~ E jumpsout~ A reptilian-looking creature no more than two feet high jumps out of the tree! ~ E find~ Secreted towards the back of the tree you find a sea green gem. ~ E rfind~ $n pulls a sea green gem out of the tree and pockets it. ~ ! 9 0 0 2403 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48089 Black Sands Desert~ At last, there is an end to the monotonous black sands as they surge upwards to the east to lay against the side of a massive stone structure. The pyramid, for that is what the structure is, stands thousands of feet tall and has a limestone surface which gleams like polished diamond. The pyramid's base covers an insane amount of territory, though the star dunes block the northern way around it. ~ *CF .. ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48090 10 10 5 D3 ~ ~ 0 -1 48087 10 10 5 E base~ Much of the pyramid's base is completely covered with the ebony sand. In some places, the sand rises ten to twenty feet above what you might normally consider ground level to obscure portions of its foundation. In a couple of places, though, some of the limestone has fallen (or been broken) away, exposing thick quarry stone blocks of a pale orange-yellow color. ~ E star-shaped dunes ~ Like a child's pinwheel, three long, curving arms of sand spiral around to form a scattering of dunes shaped like stars. Most of the dunes bear a remarkable resemblance to one another but here, one dune, which has a large indentation in one of its arms, stands out against an otherwise monotonous landscape. ~ E indentation bird carrion remains~ Within the sandy indentation of the sand dunes lies the half-eaten carcass of some type of carrion creature. What remains is its head, part of its body, a wing, and one of its legs. It looks as though something reached out and ripped the carrion creature right down the center. A lot of the bird's feathers are missing and its flesh has already begun to rot severely. ~ E pyramid~ As evidenced by its base, this giant pyramid is built of orange quarry stone that was later covered with pale green limestone. As the pyramid tapers to a tip, rows of hieroglyphics begin encircling it. The hieroglyphic tracks are several spans tall and look to have been hand carved. ~ A ~ corpse remains carrion creature bird ~ act_tochar( #search, ch ); act_notchar( #rsearch, ch ); i = random( 1,10 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i == 1 ) { remove_rflag( reset0, room ); act_tochar( #find1, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 2255 ), ch ); } else if( i == 2 ) { remove_rflag( reset0, room ); act_tochar( #find2, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 1068 ), ch ); } else if( i > 2 ) { remove_rflag( reset0, room ); act_tochar( #find3, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 2252 ), ch ); } else act_tochar( #already, ch ); else act_tochar( #notplayer, ch ); ~ E search~ You begin picking through the corpse of the carrion bird. ~ E rsearch~ $n begins to search through the corpse of some carrion bird. ~ E find1~ You manage to salvage a large clump of feathers from the corpse. ~ E rfind~ $n pulls something from the corpse of the carrion creature. ~ E find2~ Within the creature's beak, you find a red gem which you quickly pocket. ~ E find3~ You are able to pull a piece of flesh off of what remains of the carrion. ~ E already~ Something has already picked through the carrion's remains. Oh, the irony. ~ E notplayer~ You refuse to search through a corpse. ~ ! 9 0 0 A 1 north 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...stands at the heart of... ...Enserpina, whose crafts are a won-... ...Anupex the I, Anupex the II, Anupex the III, Anu-... ...the first to die and may a plague of imhumanity and death forever be upon... ~ ! 0 0 0 A translate~ hieroglyphics glyphics tracks~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...stands at the heart of... ...Enserpina, whose crafts are a won-... ...Anupex the I, Anupex the II, Anupex the III, Anu-... ...the first to die and may a plague of imhumanity and death forever be upon... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1584 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48090 Black Sand Dunes~ A series of star dunes formed from erratic winds and the black sands of the desert run parallel to the base of a vast stone structure here. The structure, an ancient pyramidal wonder, is many hundreds of feet tall and its limestone surface practically glows in the light. ~ *CF .. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48089 10 10 5 D2 ~ ~ 0 -1 48092 10 10 5 D3 ~ ~ 0 -1 48091 10 10 5 E limestone surface~ Sheets of pale yellow limestone fit together seamlessly upon the outer surface of the colossal stone pyramid. Smoothed and polished by the abrasive desert environment, the surface of the pyramid gleams in the center of the Naraki Desert like a lighthouse beacon. ~ E pyramid~ Taller than the imagination, the giant stone structure before you rises up into the sky. Surrounded on all sides by the Naraki Desert, the pyramid stands out like a lonely child forever sheltered by parents which are the sands held tight within the ancient sunken upper portion of the pyramid. Towards the tip, it is etched with hieroglyphics that are just too high up to examine. ~ E star dunes~ Formed out of the black sand, swirled mounds of silt rest in massive, scattered heaps throughout the barren plain. Most of the star-shaped dunes are of the same approximate size and shape, but a few of them are oddly-lopsided. ~ E base~ The base of the pyramid, in places, shows signs of wear and age. Cracks run through some of the limestone sheathing and where the limestone is completely missing, the quarry stone beneath is chipped and broken. On one section of the pyramid's base, it looks as if someone has taken a chisel to its foundation, in an effort, perhaps, at treasure hunting. ~ A stu stud study exa exam exami examin examine~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...sky, the Pyramid that... ...messages and glory to the People;... ...Cleomina the XI, Setmos the II, Darrakinlex the III... ...alchemist mage, who plotted with the Goddess herself to destroy Our, be... ~ ! 0 0 0 A translate ~ hieroglyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...sky, the Pyramid that... ...messages and glory to the People;... ...Cleomina the XI, Setmos the II, Darrakinlex the III... ...alchemist mage, who plotted with the Goddess herself to destroy Our, be... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48091 Black Sand Dunes~ Here, in each of the cardinal directions, rises a star dune. All four of the dunes are about the same height and have approximately the same girth. Past a series of dunes to the east stands a colossal stone structure in the shape of a pyramid. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48087 10 10 5 D1 ~ ~ 0 -1 48090 10 10 5 D2 ~ ~ 0 -1 48094 10 10 5 D3 ~ ~ 0 -1 48085 10 10 5 E star dunes~ Oddly enough, the four star-shaped dunes here lie each in a cardinal direction. The four dunes appear equally spaced apart and are all about the same size and height. A thick patch of brown desert scrub rises up out of the middle of the dunes. ~ E middle desert scrub patch~ Within the exact center of the cardinal dunes grows a tall patch of desert grass. About waist high, the thick, dead-brown-colored grass waves to and fro with the gentle desert breeze traversing through the area. At the southern edge of the brown patch, something long and white protrudes from the center of the grasses. ~ E bone long white~ As you get closer to the patch of brown grass, you can tell that the long, white object is just one of many bones which belong to a dismembered corpse. A few of the bones have been picked clean of meat, but the majority of the corpse has been left to mummify in the hot desert air. About the size of a human, the remains, hidden within the patch of brown grass, have yet to be fully picked over by scavengers. ~ E corpse skeleton~ Though its flesh remains for the most part intact, having been mummified by the dry desert air, the corpse in the grass has been completely dismembered. Its head lies tucked under an arm, its legs have been removed from its body, and its hands are no longer present. Something savage and with a taste for killing must have wandered upon this hapless adventurer. The tattered remnants of armor and clothing still enclose some portions of the corpse. ~ E armor clothing ~ The clothing and armor still wrapped around the mummified corpse appear to have once been of higher quality than any normal man or woman might have worn. Bits of silver thread and lace hint that the person at one time had a higher standard of living. One thing the clothing and the armor have in common, though, besides being extremely faded, is that there is a small embroidered emblem of a single star located on each of them. ~ E x spot x-marks-the-spot~ Sure enough, as you look closer at the corpse, you find that he died trying to bury something. ~ A study examine look~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A dig~ center x-marks-the-spot sand~ if( rflag( reset0, room ) ) if( has_obj( 2026, ch ) ) { act_tochar( #digging, ch ); act_notchar( #rdigging, ch ); wait( 3 ); act_tochar( #dragschest, ch ); act_notchar( #rdragschest, ch ); obj_to_room( oload( 2025 ), room ); remove_rflag( reset0, room ); } else { act_tochar( #digging, ch ); act_notchar( #rdigging, ch ); wait( 3 ); act_room( #nowhere, ch ); } else act_tochar( #already, ch ); ~ E nowhere~ It does not seem like the digging is getting anywhere. It might go better with some digging tool. ~ E digging~ You begin to dig at the center of the dunes. ~ E rdigging~ $n begins to dig in the middle of the four dunes. ~ E already~ The sand here has already been overturned and something removed from its depths. ~ E dragschest~ After much digging, you find a locker buried beneath the sand and drag it to the surface. ~ E rdragschest~ After much digging, $n finds an old, rusty locker buried in the sand and drags it to the surface. ~ ! 0 0 0 A bas bash sma smas smash~ loc lock locke locker rus rust rusty~ if( !rflag( reset0, room ) ) if( rflag( reset1, room ) ) if( find_stat( ch, str ) > random( 10, 20 ) ) { act_tochar( #smashes, ch ); act_notchar( #rsmashes, ch ); remove_rflag( reset1, room ); } else { act_tochar( #weak, ch ); end; } else { act_tochar( #alreadysmash, ch ); end; } else { act_tochar( #dont, ch ); end; } obj = obj_in_room( 2025, room ); junk_obj( obj ); obj_to_room( oload( 14 ), room ); obj_to_room( oload( 14 ), room ); if( random( 1, 2 ) == 1 ) obj_to_room( oload( 2 ), room ); if( random( 1, 3 ) == 1 ) obj_to_room( oload( 2 ), room ); if( random( 1, 5 ) == 1 ) obj_to_room( oload( 2 ), room ); i = random( 1, 50 ); if( i < 6 ) obj_to_room( oload( 16 ), room ); else { obj_to_room( oload( 16 ), room ); end; } if( i < 5 ) obj_to_room( oload( 12 ), room ); else { obj_to_room( oload( 12 ), room ); end; } if( i < 4 ) obj_to_room( oload( 1068 ) , room ); else { obj_to_room( oload( 12 ), room ); end; } if( i < 3 ) obj_to_room( oload( 1255 ), room ); else { obj_to_room( oload( 31 ), room ); end; } if( i < 2 ) obj_to_room( oload( 219 ), room ); else { obj_to_room( oload( 9 ), room ) ; end; } ~ E dont~ Whatever that is you do not see it to bash. ~ E alreadysmash~ Pieces of the rusty locker already lie about. Apparently you are not the first to think of smashing the locker open for its contents. ~ E smashes~ Picking up the locker, you slam it to the ground, smashing it open and spilling its contents all over the place. ~ E rsmashes~ $n picks up the rusty old locker and hurls it to the ground, destroying it and casting all its contents to the ground. ~ E weak~ You are too weak to bash the locker open. ~ ! 0 0 0 A ope open pic pick unl unlo unlo unloc unlock~ loc lock locke locker rus rust rusty iro iron~ if( obj_in_room( 2025, room ) ) act_tochar( #toorusty, ch ); else act_tochar( #disclaimer, ch ); ~ E disclaimer~ You don't see that here. ~ E toorusty~ Rust has sealed the iron locker too tightly to open without bashing it to pieces. ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48092 Arid Black Desert~ The hot black sands of the desert come to rest here along the western base of a great stone pyramid. Judging from the size of the corner stone here, the pyramid itself might be the largest structure in the entire world! Sheathed in polished limestone, the pyramid gleams and stretches like a lighthouse beacon, lighting the way for wayward ships during a violent storm. ~ *CF .. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48090 10 10 5 D3 ~ ~ 0 -1 48094 10 10 5 E limestone~ Pale, yellow-green sheets of limestone cover the entire surface of the pyramid, except in a few rare spots where something other than nature has managed to remove the stone. The surface of the pyramid bears the marks of deep gouges and chisel marks where the limestone sheathing has been removed. ~ E pyramid~ Larger by far than any building you have seen in your entire life, the stone pyramid before you might even dwarf some of the smaller mountains to the far north. Whoever lived in this region must have command great power to be able to build something of this magnitude. Encircling the tip of the pyramid are hieroglyphic tracks. ~ E base~ Along the base of the pyramid, there are obvious signs of both age and vandalism. Bits and pieces of the limestone sheathing have been removed from the pyramids surface to reveal the quarry stone beneath. In other places, deep cracks run through the foundation of the pyramid. ~ A 1 south 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...ancy in the northern... ...and wings of white heralded in Her... ...Ptolemaius the X, Setmos the I, Ramsetmos the IX... ...Well of Souls without benefit of Final Judgment. Let Raspinx, Olybinn's... ~ ! 0 0 0 A translate~ hieroglyphics glyphics tracks~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...ancy in the northern... ...and wings of white heralded in Her... ...Ptolemaius the X, Setmos the I, Ramsetmos the IX... ...Well of Souls without benefit of Final Judgment. Let Raspinx, Olybinn's... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 2293 17 1509949490 -2 0 1700 8 1509949490 3 0 1583 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48093 The Greened Way - Before a Twisting Canyon~ The road through the Greened Way is rough and uneven and becomes increasingly treacherous as it continues westward. A lone pine tree and several shrubs hug the edges of the road as it turns southward into a rocky canyon. The canyon walls rise straight upward, like the walls of a roofless tunnel and the uneven road runs directly through it. Large boulders and mounds of black earth block the rest of the Greened Way. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48175 10 10 5 D2 ~ ~ 0 -1 48248 10 10 5 E large boulders~ The boulders here seem to have fallen down from atop the steep, canyon walls to the south. With but a few well-placed falls, the large grey and brown boulders have neatly cut off further access to the Greened Way. ~ E mounds black earth~ Mounds of black dirt lie beside the western edge of the Greened Way. As evidence of a recent landslide, the rich black earth has neatly sealed off the rest of the road which once might have continued in that direction. Each mound is much too tall and soft to climb. ~ E lone pine tree~ A single pine tree grows here. It stands about thirty feet tall, and judging by the thickness of its trunk, it is no sapling. The needles of the pine are yellow and drooping, as though it suffers some ailment. ~ E several shrubs~ Most of the shrubs which grow along the edges of the Greened Way here are usually found in much hotter climates. The hearty, brown-green shrubs stand about two feet off the ground and have wiry branches covered with minuscule buds. ~ E miniscule buds~ Clusters of tiny red and pink buds sprout from the limbs of the small shrubs. The buds look very delicate. A fragrance of honey and cinnamon wafts up from the small, unopened flowers. ~ A get pick~ flowers buds delicate miniscule~ if( rflag( reset0, room ) ) { act_tochar( #wilt, ch ); act_notchar( #rwilt, ch ); if( random( 1, 5 ) == 1 ) remove_rflag( reset0, room ); } else act_tochar( #not, ch ); ~ E wilt~ As you reach out to take one of the miniscule buds, it wilts and dies. ~ E rwilt~ $n goes to pick a miniscule bud from a flowering shrub, but the bud wilts and dies. ~ E not~ All the buds on the flowering shrubs are too young to pick. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48094 Arid Black Desert~ Across the barren wasteland lay the black sands of the desert like a blanket of darkness. Occasionally, a fragment of rock, usually a yardang or an almost perfectly round boulder, emerges out of the night sands. To the north lay four star dunes laid out in the cardinal directions while a massive stone pyramid looms nearly overhead to the east. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48091 10 10 5 D1 ~ ~ 0 -1 48092 10 10 5 D2 ~ ~ 0 -1 48095 10 10 5 D3 ~ ~ 0 -1 48084 10 10 5 E four dunes~ To the north rise four dunes of sand shaped like stars. Each dune appears to be the same size and shape. The only unusual property about the dunes is that they seem to each be representing one of the cardinal directions. ~ E pyramid stone~ From base to tip, the stone structure before you boggles the mind. Who and what constructed the pale, yellow-green limestone edifice is beyond your knowledge. You do know, however, that the techniques involved in building the mammoth megalith have been used nowhere else. ~ E round boulder~ As you examine the boulder, it looks like a normal, perfectly round rock. However, behind it, there is a trail, as though the rock has been moving. Yet clearly, the rock is as motionless as a mountain. ~ E yardang~ A couple of yardangs rise up from the sandy black sea, offering perches for whatever wishes to light on its surface. Wide and flat, the yardangs here balance on columns of black rock as black as the desert you are in. ~ 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48095 Arid Black Desert~ Out of the ebony sands rise up three tall, oval-shaped yardangs. Stacked atop each shelf of rocks stand a smaller pile of rocks. If not for their small size, one might think they were rock cairns. Though a massive dune of sand looms to the east, taller still is the colossal stone pyramid which peeks over it. ~ *CF [Fraelith] it is unlikely that ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48094 10 10 5 D2 ~ ~ 0 -1 48114 10 10 5 D3 ~ ~ 0 -1 48083 10 10 5 E yardangs~ These unusual rock formations rise up from the sandy sea of black as slender columns of rock. As they get a few feet tall, they spread outward, forming a wide, flat surface. On top of each of the three yardangs here, there are piles of rock, taken from the black sandstone canyon. ~ E piles rock cairns~ Atop each of the three yardangs stand small piles of rock. So small are the little cairns that it is unlike that they either contain anything or have real purpose. It is more likely that they have been erected as some type of marker by some desert nomad or another. ~ E dune sand~ Two times the size and height of any of the other star-shaped dunes which abound within the black desert, the dune to the east is tall enough and steep enough to block any forward motion in that direction. ~ A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1584 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48096 Against an Extremely Large Pyramid~ Along the southern side of the gigantic pyramid, the hot desert sands churn about like the waves of a restless sea. There are long, deep gouges dug into the stone where someone has removed the limestone sheathing and carried off sizable chunks of quarry stone from the face of the structure, perhaps looking for an entrance. Up towards the top of the pyramid, near the tip, you can make out part of a hieroglyphic track. ~ CF* .. ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48115 10 10 5 E pyramid tip tracks~ Encircling the tip of the pyramid are several horizontal rows or tracks of hieroglyphics. Though their meaning is meaningless, they look particularly meaningful. ~ E gouges~ Not even the harshest desert storm could cut into the side of the pyramid the way it stands now. And the obvious chisel marks clearly indicate that someone proficient in stone craft has at least, on one occasion, tried to find an entrance into the grand structure. ~ E debris chips~ Having broken away during all the chiseling, hundreds of tiny flakes and chips of stone lie around the base of the pyramid, where the limestone sheathing has been totally removed. Most of the quarry stone flakes lie scattered singularly, but some have collected in piles just under where the chiseler was trying his best to do whatever it is he hoped to accomplish. ~ A 1 north~ ~ acode( find_room( 48213 ), 1 ); ~ ! 0 0 0 A 1 west 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...the comets ascend-... ...Ramuset, whose handsome features... ...VII, Taylimex the II, Cleomentiana the III,... ...shall but put to death immediately, with their souls being tossed into the... ~ ! 0 0 0 A translate~ hieroglyphics glyphics tracks~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...the comets ascend-... ...Ramuset, whose handsome features... ...VII, Taylimex the II, Cleomentiana the III,... ...shall but put to death immediately, with their souls being tossed into the... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48097 Edge of a Canyon~ Unlike the dune strewn plains to the north, the desert here is relatively flat and even. However, like most of the desert lands to the north, the majority of the black sands bear no traces of life or moisture. Scattered about the desert land to the east and west, there appear to be several trees. ~ ||master sand wyrm randomizer|| *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48082 10 10 5 D1 ~ ~ 0 -1 48098 10 10 5 D2 ~ ~ 0 -1 48081 10 10 5 D3 ~ ~ 0 -1 48080 10 10 5 E trees~ From what you can see from here, the trees to the east are like nothing you have ever seen before. The only resemblances they share with normal trees are that they are tall and green. That is where all similarities end. The trees to the east have no leaves, no bark, and their limbs look like bent and twisted pitchforks left outside to rust and decay in the rain. ~ A ~ ~ i = random( 1, 40 ); if( i < 5 ) { act_room( #distant, ch ); end; } if( i < 10 ) { act_room( #closeby, ch ); end; } if( i < 12 ) { act_tochar( #shiftingsand, ch ); end; } if( i == 12 ) if( !mob_in_room( 1469, find_room( 48081 ) ) ) { wait( 3 ); act_tochar( #shiftingsand, ch ); wait( 5 ); act_room( #distant, ch ); send_to_room( #worm, find_room( 48081 ) ); mload( 1469, room ); end; } if( i == 13 ) if( !mob_in_room( 1469, find_room( 48084 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48084 ) ); wait( 5 ); send_to_room( #worm, find_room( 48084 ) ); mload( 1469, find_room( 48084 ) ); end; } if( i == 14 ) if( !mob_in_room( 1469, find_room( 48083 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48083 ) ); wait( 5 ); send_to_room( #worm, find_room( 48083 ) ); mload( 1469, find_room( 48083 ) ); } if( i == 15 ) if( !mob_in_room( 1469, find_room( 48095 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48095 ) ); wait( 5 ); send_to_room( #worm, find_room( 48095 ) ); mload( 1469, find_room( 48095 ) ); } if( i == 16 ) if( !mob_in_room( 1469, find_room( 48113 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48113 ) ); wait( 5 ); send_to_room( #worm, find_room( 48113 ) ); mload( 1469, find_room( 48113 ) ); } if( i == 17 ) if( !mob_in_room( 1469, find_room( 48079 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48079 ) ); wait( 5 ); send_to_room( #worm, find_room( 48079 ) ); mload( 1469, find_room( 48079 ) ); } if( i == 18 ) if( !mob_in_room( 1469, find_room( 48111 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48111 ) ); wait( 5 ); send_to_room( #worm, find_room( 48111 ) ); mload( 1469, find_room( 48111 ) ); } if( i == 19 ) if( !mob_in_room( 1469, find_room( 48097 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48097 ) ); wait( 5 ); send_to_room( #worm, find_room( 48097 ) ); mload( 1469, find_room( 48097 ) ); } if( i == 20 ) if( !mob_in_room( 1469, find_room( 48098 ) ) ) { wait( 3 ); act_room( #distant, ch ); send_to_room( #shiftingsand, find_room( 48098 ) ); wait( 5 ); send_to_room( #worm2, find_room( 48098 ) ); mload( 1469, find_room( 48098 ) ); } ~ E distant~ Somewhere in the distance, you can feel and hear a slight trembling in the earth. ~ E closeby~ Closeby, maybe a hundred feet away, you can feel the ground heave and shake as something massive moves through it. ~ E shiftingsand~ The sands begin to churn and shift as something quite large moves just below the surface. ~ E worm2~ A small sand worm, perhaps three times the size of a horse, emerges from the shifting sands with its hungry maw full agape. ~ E worm~ The sands burst open and a gigantic sand worm emerges into the open. ~ ! 1 0 15 1545 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48098 Edge of a Canyon~ Though the desert here is extremely even, a change from the sweeping star-shaped dunes, the most remarkable things are the trees growing up out of the harsh desert sands here. While the trees themselves have no leaves, their green trunks and pitchfork-shaped branches bear a bevy of little purple blossoms and sharp needles. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48114 10 10 5 D1 ~ ~ 0 -1 48102 10 10 5 D2 ~ ~ 0 -1 48099 10 10 5 D3 ~ ~ 0 -1 48097 10 10 5 E trees~ With a trunk as thick as its pronged branches, each of the unusual trees stands tall and proud. The trees have no visible bark and are all the same uniform dull-green color. Thin, spiny needles stick up off its branches all over and a spray of tiny yellow blossoms cling to the tips of each branch, which invariably point upwards. ~ E branches~ The branches of each of the spiny trees are arranged as such to resemble a stretched, deformed pitchfork. Each branch sprouts horizontally from the green trunk and then turns upwards at a sharp, square angle. ~ E blossoms~ The tiny clusters of yellow blossoms which decorate the tip of each branch are about as big and as bright as a bumble bee. ~ E needles~ Sticking out all over the branches of the tree, there are thin needles, each no longer than your finger. The needles seem to act as protection for the tree in lieu of bark. ~ A search move touch push pull~ tree cactus cacti pitchfork-shaped~ act_tochar( #move, ch ); act_notchar( #rmove, ch ); i = 1d6+4; inflict( ch, mob, i, "The cactus needles" ); dam_message( ch, i, "piercing cactus needles" ); j = 1d10; wait( 1 ); if( rflag( reset0, room ) ) if( i < 4 ) { act_room( #falls, ch ); obj_to_room( oload( 2099 ), room ); } else { act_room( #falls, ch ); obj_to_room( oload( 2099 ), room ); remove_rflag( reset0, room ); } else act_room( #nothing, ch ); ~ E move~ @RAs you touch the cactus, your hand brushes against some sharp needles. ~ E rmove~ @r$n touches a cactus and yelps in pain! ~ E nothing~ A few dried cactus needles fall to the ground and are blown away by a gust of wind. ~ E falls~ @CA piece of a cactus falls to the ground. ~ ! 0 0 0 1583 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48099 Arid Black Desert~ A glossy, ebony sand covers the ground beneath your feet. Even so, it is obvious from its hardness that there is rock just under the surface of the blanket of sand. To the north, tall trees covered with spiny needles and completely devoid of leaves stand out against the otherwise barren landscape while in all other directions the rocky canyon branches off. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48098 10 10 5 D1 ~ ~ 0 -1 48101 10 10 5 D2 ~ ~ 0 -1 48100 10 10 5 D3 ~ ~ 0 -1 48081 10 10 5 E trees tall spiny needles~ The trees which grow to the north are like none you have ever seen in a forest. They have but three or four branches each which rise upwards, giving the trees a pitchfork shape. In place of leaves, each tree has a host of spiny needles covering the length of their branches and trunk. ~ 1546 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48100 Rocky Canyon~ Twisting like a desert side winder, the tall rock walls of the canyon curve around from the south to the north, forming a cul-de-sac. The dun-colored sands of the barren wasteland lie in undulating mounds against the base of the canyon cliffs. Several rocks, having broken away from the canyon, lie scattered about the sandy ground. At the center of the cul-de-sac rises a lone dune of sand. ~ *CF [Loxus] no message to room when someone climbs up from below ~ 301465608 10 9 0 D0 ~ ~ 0 -1 48099 10 10 5 D5 under a sand dune~ under sand dune~ 235 -1 61000 10 10 5 E cliff~ These cliffs represent the southern most boundaries of the twisting canyons which surround the desert. Several of the cliffs jut inward, towards the desert, at incredible sharp angles, making it impossible to climb upwards. One of the cliffs, though, is sloped just at the right angle to climb. The face of this particular cliff has several indentations cut into it. ~ E indentations~ The indentations running up and down the face of the cliff would make excellent hand holds. In fact, judging from the cut marks in the canyon stone, someone must have intended them to be such. The indentations seem to run down below the sand itself. ~ E rocks~ Along the base of one of the cliffs, chunks of rock lie in a scattered circle of fallen debris. Although some of the rocks appear to have flaked off from the sandstone canyon on their own, most of the rocks have sharp, jagged edges, which is reminiscent of being chiseled out of the cliff face. And indeed, there are several indentations in this particular cliff that nature had no hand in making. ~ E lone dune ~ The lone dune of sand is comprised of red, black, white and tan desert silt. There are patterns trailing up and over the sand dune and assorted tracks running across it. There is an unusual divot at the base of the dune. ~ A 1 east 1 west 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A l lo loo look~ divot base~ if( !is_open( room, down ) ) act_tochar( #desc, ch ); else act_tochar( #open, ch ); ~ E desc~ Along the base of the sand dune, someone or something has been digging. Heaps of sand lie to either side of the dune's base, where but little progress has been made clearing away the sand. ~ E open~ At the base of the dune, an indentation has been dug downward, revealing a passage beneath. ~ ! 0 0 0 A search dig excavate clear~ sand base dune divot~ if( is_open( room, down ) ) act_tochar( #already, ch ); else { act_tochar( #dig, ch ); act_notchar( #rdig, ch ); open( room, down ); } ~ E already~ Something has already cleared away the sand, revealing a passage below the dune. ~ E dig~ You dig away at the base of the dune, revealing a passage below it. ~ E rdig~ $n digs away at the base of the dune, revealing a passage below it. ~ ! 0 0 0 1546 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48101 Edge of Canyon~ The twisting rock cliffs which form a barrier around the entire Naraki desert rise up to the east and south. Through a narrow pass to the north lie ebony dunes of sand and tall, leafless trees completely green in color. A passage through the bowels of the canyon leads westward. It does not appear well-traveled. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48102 10 10 5 D3 ~ ~ 0 -1 48099 10 10 5 E dunes sand~ The dunes of sand to the north are both tall and wide. Most of the dunes look like stars, having arms which spiral about like a child's pinwheel. Black as night, the black desert to the north almost reminds you of the night sky. Almost. ~ E leafless green trees~ The tall, leafless green trees covered with yellow blossoms and needles are nothing more than cacti. Though rare even in this part of the world, the cacti seem to flourish in the black desert. ~ A 1 east 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1542 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48102 Arid Black Desert~ A stand of strange, leafless trees adapted to the desert climate thrive here in the dry, nearly infertile sands. Strangely, no other plants or evidence of life can be found about them. The trees themselves also seem to be growing in a pattern. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48113 10 10 5 D1 ~ ~ 0 -1 48103 10 10 5 D2 ~ ~ 0 -1 48101 10 10 5 D3 ~ ~ 0 -1 48098 10 10 5 E trees cactus cacti~ The trees are like none you have seen before. Judging from their leafless trunks and branches, the trees have adapted to the harsh climate by getting rid of their leaves. In their place, the trees have spiny needles and pink blossoms. Two of the cactus trees are growing in an unusual pattern. ~ E pattern~ Nature is a fickle female. Here, Her fickleness has made two cacti grow up against one another, in the form of an X mark. ~ E X mark~ An X-mark has been formed by the leanings of two cacti. Perhaps you should dig there? ~ A dig~ mar mark x-mark~ act_tochar( #dig, ch ); act_notchar( #nodig, ch ); ~ E dig~ After much digging at the X-mark, you find nothing. It is only after you give up digging that you remember the old adage: X never, ever marks the spot. ~ E nodig~ $n digs furiously in the sand, but to no avail. ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48103 Arid Black Desert~ Brown and withered, a tall, leafless tree covered in spiny needles has been toppled by the merciless hand of a sand storm. Broken bits of the tree lie scattered about in the sand while the majority of the once living plant has been reclaimed by the shifting black desert sands. Strangely, because of the way the tree fell, the pitchfork-shaped branches of the tree point south, to where there appears to be a set of stone ruins. ~ *CF [Ssleestaq] so how do you get the water out of the trunk and branches of it? ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48112 10 10 5 D1 ~ ~ 0 -1 48104 10 10 5 D2 ~ ~ 0 -1 48109 10 10 5 D3 ~ ~ 0 -1 48102 10 10 5 E leafless tree cactus~ The poor, dead cactus must have grown too ambitious and collapsed under the weight of all the water it tried to absorb. Even though it has been dead for several days, the trunk and branches of the cactus still bulge with water. ~ E spiny needles~ Scattered along its falling path, cactus needles lie everywhere. A cactus does not fall very gracefully, as evidenced by how great an area bits and pieces of the dead cactus cover. ~ E broken bits~ Bits and pieces of the dead cactus lie everywhere. The majority of the pieces must have broken off as the cactus fell, but others show clear evidence of being chewed off and dragged after its fall. Most of the fragments have already dried out, but a few still look quite succulent. ~ E ruins ~ The ruins to the south look to be the remains of some large, stone carving, perhaps a pillar or an obelisk. ~ 2099 17 1509949540 -2 0 2099 17 1509949465 -2 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48104 Arid Black Desert~ Reaching high into the sky, a single leafless tree with a trunk easily five yards across grows here, undaunted by the desert climate. Around the base of the tree's trunk lies a small mound of debris, perhaps brought in by the erratic desert winds. To the north there are faint traces of a path while to the south lie the ruins of some stone structure. ~ *CF [Rahnee] look hole, form -> from ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48111 10 10 5 D2 ~ ~ 0 -1 48105 10 10 5 D3 ~ ~ 0 -1 48103 10 10 5 E stone structure ruins~ The ruins to the south look very much like the colossal stone pyramid to the north east, but for two exceptions. First, unlike the great pyramid, the pyramid to the south is not covered in smooth, polished limestone, at least not anymore. And secondly, the set of ruins to the south, though pyramidal in shape, are hundreds of times smaller than the great pyramid. ~ E tree cactus~ The single, succulent cactus growing here is taller than most of the other cacti in the region, its needles are thicker and longer, and its trunk looks almost dead. Cut into the thick trunk, there is a small hole. ~ E hole trunk~ The hole inside the trunk of the cactus appears to have been scraped out bit by bit over a fair amount of time. Judging form the wads of grass inside, the hole serves as some type of nest. ~ E nest~ The nest within the cactus' trunk has been made from woven bits of grass, both of a variety found only in the desert and of a type found only outside of the desert. Broken bits of egg shell lie scattered about the floor of the nest. ~ A ~ shell broken hole nest~ if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); end; } else { act_tochar( #searching, ch ); act_notchar( #rsearching, ch ); } remove_rflag( reset0, room ); wait( 2 ); i = random( 1, 4 ); if( i == 1 ) { act_tochar( #silveregg, ch ); obj_to_char( oload( 1789 ), ch ); end; } if( i > 1) { act_tochar( #lizard, ch ); act_notchar( #rlizard, ch ); dam_message( ch, 4d6, "The lizard's sharp teeth" ); inflict( ch, mob, 4d6, "being chomped to death" ); mload( 1345, room ); remove_rflag( reset0, room ); } ~ E empty~ There does not seem to be anything either in the nest or beneath any of the old egg shells. ~ E searching~ @b@G You stick your hand inside the hole in the cactus' trunk and begin to rummage around in it. ~ E rsearching~ $n sticks $s hand inside the hole in the cactus, and begins to root around inside it. ~ E lizard~ @b@G A small tree lizard sticks its head out of the nest just in time to bite your finger! ~ E rlizard~ @b@G Just as $n is digging around in the cactus, a small lizard emerges with viciously sharp teeth. ~ E silveregg~ @C Beneath a few of the egg shells you find a single silver egg the size of a child's marble. You quickly grab the small treasure. ~ ! 9 0 0 A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1545 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48105 Amidst Desert Ruins~ Sticking up out of the middle of the black desert sand rests a large pyramidal construction. Roughly ten horse-spans in both length and width, the crafted stone sculpture resembles the great pyramid to the north east, only vastly smaller. Broken pieces of stone lie to both the west and east. ~ *CF acode fixed ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48104 10 10 5 D1 ~ ~ 0 -1 48110 10 10 5 D2 ~ ~ 0 -1 48106 10 10 5 D3 ~ ~ 0 -1 48109 10 10 5 E construction pyramidal~ Much the same shape as the pyramid to the north, this structure has many of the same features. At one time, its surface was covered with limestone sheathing and beneath, the stone used to build the lesser pyramid here comes from the same quarry. ~ E faces limestone~ Where the limestone remains, hieroglyphics are carved into each of its faces. ~ E broken stone pieces~ Broken shards of stone lie in small scatterings of debris across the desert floor. Most are covered with sand and show signs of being undisturbed for some time. Large quantities of the stone lay in both the western and eastern directions. ~ A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: @b@GColor plays a very important part in our writing system, may Enserpina and the Goddess be praised for their ingenuity. From the age of six, every child knows how to gather from the forest and valley what need be combined to form each pigment, so let us not overly worry about that. By the wisdom of Enserpina, therefore, let red be the color of danger and warning, for is this not the color of tainted water and the color of blood when it has been drawn? Let blue be... @n ( The rest has been worn away through the ages. ) ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 1 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: @b@GColor plays a very important part in our writing system, may Enserpina and the Goddess be praised for their ingenuity. From the age of six, every child knows how to gather from the forest and valley what need be combined to form each pigment, so let us not overly worry about that. By the wisdom of Enserpina, therefore, let red be the color of danger and warning, for is this not the color of tainted water and the color of blood when it has been drawn? Let blue be...@n ( The rest has been worn away through the ages. ) ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48106 Edge of a Canyon~ Here, the canyon slopes upward enough so that the ebony desert sands can only lap at the canyon rock below your feet. It seems that you are standing before the southernmost boundary of the twisted canyon which surrounds the Naraki desert. As in most cases, the cliffs here slope inward, making any thoughts as to climbing them irrelevant. To the east and west, the rocky canyon continues onward, devoid of the black silt of the desert to the north. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48105 10 10 5 D1 ~ ~ 0 -1 48107 10 10 5 D3 ~ ~ 0 -1 48108 10 10 5 A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 2942 17 1509949540 -2 0 1410 17 1509949445 -2 0 2293 17 1509949490 -2 0 1700 8 1509949490 3 0 -1 S #48107 Edge of a Canyon~ While the desert of black sand stretches outward to the north, here, the rocky canyon slopes upward, so that there is nothing but rock beneath your feet. As the southernmost portion of the twisting canyon, the cliffs are especially tall and steep, making them more than just improbable to climb. A series of dark holes, spaced too far about to be used as hand holds, score both the east and south sides of the cornering canyon. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48110 10 10 5 D3 ~ ~ 0 -1 48106 10 10 5 E cliff holes dark~ Set into the sides of the cliffs here, there are dark holes, most of which have been stuffed with bits of grass and straw. It appears something has made nests in the south and east cliff faces. ~ E nests~ Each of the nests are filled with soft desert grasses, pieces of straw, and the odd bit of string here and there. Most of the nests appear to have been abandoned for quite some time. ~ A ~ nes nest nests~ if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); end; } else { act_tochar( #searching, ch ); act_notchar( #rsearching, ch ); } remove_rflag( reset0, room ); wait( 2 ); i = random( 1, 15 ); if( i == 1 ) { act_tochar( #findegg, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1788 ), ch ); end; } if( i == 2 ) { act_tochar( #findgrass, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1595 ), ch ); end; } if( i == 3 ) { act_tochar( #findstraw, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1600 ), ch ); end; } if( i == 4 ){ act_tochar( #findboth, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1600 ), ch ); obj_to_char( oload( 1595 ), ch ); end; } if( i < 11 ) { act_tochar( #summonchicks, ch ); act_notchar( #rsummonchicks, ch ); mload( 1343, room ); mload( 1343, room ); mload( 1343, room ); end; } if( i > 10 ) { act_tochar( #summoncondor, ch ); act_notchar( #rsummoncondor, ch ); mload(1342, room ); attack( mob, victim, 3d5, "rending claw" ); mob = mob_in_room( 1342, room ); end; } ~ E findgrass~ @b@G By searching through the nests, you come up with only a particularly interesting blade of grass. ~ E rpicks~ @b After searching through a few of the cliff nests, $n smiles and pockets something. ~ E findstraw~ @b@Y After a careful examination of a couple of the nests, you find only an interesting piece of straw. ~ E findboth~ @b@B Having searched the nests from top to bottom, you manage to find only a loose piece of straw and a lush blade of grass. ~ E findegg~ @b@G Just as you are about to end your search, you find a large, yellow and blue bespeckled egg hidden beneath some of the nesting material. ~ E summonchicks~ @b@M As you reach your hand into one of the nests, a trio of baby birds, disturbed from their slumber, eye your greedy hand and begin to peck at it viciously. ~ E rsummonchicks~ @b@B Three baby birds, their nest in the cliff disturbed by $n's actions, begin to peck at $s hand viciously. ~ E summoncondor~ @b@M You can only hear the SQUAAAK of some giant bird before something swoops down from the sky, straight at you! ~ E rsummoncondor~ @b@M Seeing $n disturbing the nests, a giant condor lets loose a mighty SQUAAAK and dives straight for $m. ~ E empty~ There does not seem to be anything of value inside any of the nests. They are completely empty. ~ E searching~ @b Reaching into the side of the cliff, you begin to dig around the nests, searching for whatever you might find. ~ E rsearching~ $n reaches into the cliff, $s groping hand searching through the nests. ~ ! 9 0 0 A 1 east 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1342 9 1509949465 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48108 Edge of a Canyon~ Like the sea of dark water the black sands so closely resemble, the desert silt begins losing its grasp on the terrain here. The tall, star-shaped dunes give way to the upward rising floor of the canyon. In places, there is nothing but the natural rock of the canyon beneath your feet. Tall cliffs, marking the southern edge of the ancient sunken valley, loom nearly overhead to the south and west. Eastward lies a stretch of canyon which is also free from the hot, ebony sands. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48109 10 10 5 D1 ~ ~ 0 -1 48106 10 10 5 E cliffs~ Like the majority of the cliffs which enclose the Naraki Desert, these here are sloped inward, making any effort to climb them, miraculous at best. ~ A 1 west 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1512 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48109 Amidst Desert Ruins~ Resting on its side, a thin, stone column sculpted from dull yellow quarry stone threatens to disappear beneath the churning black sands of the desert as time passes it by. About two-feet thick in diameter, the stone structure lies in several pieces, pieces of which stick up above the silt. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48103 10 10 5 D1 ~ ~ 0 -1 48105 10 10 5 D2 ~ ~ 0 -1 48108 10 10 5 E pieces~ Many of the pieces of the obelisk have deep cracks running through them, making it hard to tell much about them. From what you can see, though, the obelisk, for that is what it once was, use to be covered with a complex series of hieroglyphics. Now, though, only a handful of them can be made out clearly. ~ E obelisk~ It appears the thin obelisk once stood about thirty feet tall and was covered with hieroglyphics. Perhaps it was a travel marker or a tombstone for someone important. ~ A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1345 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 1700 9 1509949490 3 0 2293 16 1509949490 -2 0 -1 S #48110 Amidst Desert Ruins~ An obsidian obelisk approximately two-feet wide at its diameter lies broken in the sand. Its pieces are scattered all about and it is obvious that several are missing, perhaps carried off by stone bandits seeking to profit from the rare rock. To the west rests a small pyramidal construction twenty times smaller than the colossal limestone-sheathed pyramid to the north. ~ *CF .. ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48107 10 10 5 D3 ~ ~ 0 -1 48105 10 10 5 E obsidian obelisk~ At one time, this obelisk must have flanked the eastern side of the lesser pyramid to the west. But now, its pieces lie scattered about. ~ E pieces~ The few pieces of obsidian which remain must have been too heavy to be stolen. Cracks and scorch marks mar the beautiful green obsidian, as though lightning were the cause of the obelisk's demise. The surface of the few remaining pieces bear hieroglyphics. ~ A 1 north ~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm an begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ..................... color of blood when it has been drawn? Let blue be that of soothing, healing, and peace, for is blue not the color of our four glorious springs and fonts? Let Green be that of learning, for is not that Enserpina's, the deity of technology and crafts, favorite shade and eye color? But anything written in purple, an abo... ( Segments of the hieroglyphics are missing at both ends of the translation. ) ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: .................... color of blood when it has been drawn? Let blue be that of soothing, healing, and peace, for is blue not the color of our four glorious springs and fonts? Let Green be that of learning, for is not that Enserpina's, the deity of technology and crafts, favorite shade and eye color? But anything written in purple, an abo... ( Segments of the hieroglyphics are missing from both ends of the translation. ) ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 1700 9 1509949490 3 0 2293 16 1509949490 -2 0 -1 S #48111 Black Sand Dunes~ Between two larger star dunes to the east, there is a well trodden path. The further east the desert goes, the entirely black sand begins to shift in composition. At first there is only a slight intermingling of lighter colored sand amidst the ebony grains, but soon, at the edge of the eastern dunes, the sands once again are completely tan in color. The recent passing of several four-legged creatures as well as a drawn cart is marked by a series of tracks. A lot of the lesser vegetation along the edge of the path has been trampled. ~ *CF ~ 301465608 10 9 0 D1 ~ ~ 0 -1 48115 10 10 5 D2 ~ ~ 0 -1 48104 10 10 5 D3 ~ ~ 0 -1 48112 10 10 5 E tracks~ The tracks leading east look a lot like horse tracks except for a couple of reasons. The first is that each imprint is much larger than that of a horse's, roughly twice as big. And secondly, unlike a horse's hoof, these creatures have multiple clawed toes which are evident in their foot prints. Regardless of the differences, the tracks lead east toward the southern side of the great pyramid and give evidence that the desert is not as devoid of life as you were wont to believe. ~ E vegetation~ Along the edges of the two dunes to the east, a few bunches of brown desert grass and a couple of scrawny little bushes had, for some amount of time, managed to exist in the harsh desert climate. Now, though, the efforts of these little plants have come to nothing for they have been trampled by large beasts of burden traveling to the east. ~ A stu stud study exa exam exami examin examine~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48112 Black Sand Dunes~ While there is only one of the star-shaped dunes which are found so commonly in this portion of the southern Narak desert, it is, however, very massive. In fact, it nearly rivals the great dune which lies several measures to the northwest. A stark-white object lying atop the great dune stands out in great contrast with the ebony sands. ~ ||Junk desert trader #2|| || ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48111 10 10 5 D2 ~ ~ 0 -1 48103 10 10 5 D3 ~ ~ 0 -1 48113 10 10 5 E stark-white object~ As you approach the bleached-white object, it becomes quite obvious what it is. Indeed, the object is nothing other than the skeletal claw of a lizardman long since deceased. The finger bones are clutched tightly together, as though they once held a death-grip around something. ~ E skeletal claw~ The skeletal claw is still attached to a skeletal arm, but you seriously doubt it would be worth the effort to pull the corpse out of the sand. Oddly enough, there are no gnaw marks on the exposed bones of the corpse. Rather, there is heavy pitting in the bone, giving it a spongy appearance, as though the bone had been soaking in something corrosive. ~ A ~ ~ if( mob_in_room( 1472, find_room( 48043 ) ) ) if( random( 1, 20 ) == 20 ) { send_to_room( #departs, find_room( 48043 ) ); mob = mob_in_room( 1472, find_room( 48043 ) ); junk_mob( mob ); } continue; ~ E departs~ Taking his hand-drawn cart with him, a weary and sand-covered desert trader departs back into the arid wastelands. ~ ! 3 0 14 A 1 look study examine~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A pull tug search move~ hand claw bones fingers~ if( is_player( ch ) ) if( random( 1, 12 ) == 1 ) if( rflag( reset1, room ) ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 2059 ), ch ); remove_rflag( reset1, room ); } else act_tochar( #already, ch ); else { act_tochar( #nothing, ch ); remove_rflag( reset1, room ); } else act_tochar( #nothing, ch ); ~ E nothing~ Tugging on the clenched, bony hand, it crumbles in your grasp. ~ E find~ As you tug upon the skeletal hand, it crumbles, leaving you holding but a finger. ~ E rfind~ $n digs around in the sand, and pulls something white out of the ground. ~ E already~ The skeleton is too far deteriorated to bother with. ~ ! 0 0 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48113 Black Sand Dunes~ A series of eight star dunes stand to the north, edge to edge with one another. Just south of the eight dunes though stands a rather oddly formed dune which is quite lopsided, as though something extremely large just took a bite out of it! To the south, the black desert becomes more even and has fewer dunes. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48112 10 10 5 D2 ~ ~ 0 -1 48102 10 10 5 D3 ~ ~ 0 -1 48114 10 10 5 E lopsided dune ~ Though the dune looks quite ordinary from nearly every direction, it's not until you approach from the north that the dunes looks particularly unusual. Where once it had three gentle, curving arms which formed its star-like shape, the northern arm has lost all shape, as though something incredibly large had plowed right into it. ~ A 1 look examine study~ dunes black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1583 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48114 Black Sand Dunes~ Strewn liberally across the desert plain stand immense piles of sand shaped like spiraling stars. Formed by the unpredictable winds of the region, each dune differs slightly from any other. Some are taller, some are short, and still others are lopsided. The arid plain of night continues outward in all directions. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48095 10 10 5 D1 ~ ~ 0 -1 48113 10 10 5 D2 ~ ~ 0 -1 48098 10 10 5 D3 ~ ~ 0 -1 48082 10 10 5 A 1 look study examine~ dun dun dunes bla blac black~ acode( find_room( 48077 ), 1 ); ~ ! 0 0 0 1519 9 1509949540 3 0 2398 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48115 An Arid Path~ To the west, there is a remarkable change in the desert terrain. Not only are the sands and dunes there composed of sands entirely black in color, but the rocky canyon as well is made up of an ebony sandstone. Here the sands and dunes are of a rich, tan color. Just to the north looms the immense great pyramid. A crude trail, roughly outlined by miscellaneous bits of rock and stone, leads east to west through the desert here. And while steep barchan dunes lie to the north and south, there is barely room enough between the northern ones to pass. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48096 10 10 5 D1 ~ ~ 0 -1 48119 10 10 5 D3 ~ ~ 0 -1 48111 10 10 5 E trail~ The rough trail through the desert looks to be very old. Some of the rocks along its border have clearly stood where they are for quite some time, by looking at the weathering marks on them. There is some evidence of recent travel through the trail besides your own. ~ A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48116 Against a Vast Pyramid~ Looming overhead stands a vast stone pyramid fully a thousand horse spans tall. Its surface gleams with polished limestone and has been decorated with scores of hieroglyphics along its upper track. At the pyramid's base, though, significant chunks of stone have been dug out of the pyramid. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48117 10 10 5 D2 ~ ~ 0 -1 48118 10 10 5 E base~ The base of the pyramid speaks of a less glorious future for the colossal structure. All along its base, vast sections of the limestone sheathing covering the quarry stone beneath has been removed, exposing bare stone. And in many places, the quarry stone blocks have large cracks running through them. The cracks, though, do not appear to represent any instability in the pyramid itself. Rather, they seem to indicate botched attempts of people trying to dig a hole into the stones. A large amount of debris has accumulated around the base of the pyramid in these places, where the quarry stone blocks are in the worst condition. ~ E upper track~ The upper track of the pyramid consists of a row of hieroglyphics which run all the way around the top of the pyramid, just below its tip. The limestone sheathing of the track is of a slightly different color to add emphasis to the gigantic hieroglyphics. ~ E debris ~ For the most part, the debris collected around the base of the pyramid contains flakes of broken quarry stone. Here and there, a piece of desert foliage long since dead sticks up out of one of the piles. ~ A 1 north~ ~ acode( find_room( 48213 ), 1 ); ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...pleted in the year of... ...Goddess .......... and Her siblings:... ...mina the V, Ptolemaius the VIII, Cleomina the... ...had a hand in the demise of Our father, the past Pharaoh Olybinn the I,... (The name that was once here has been deliberately scratched out it seems.) ~ ! 0 0 0 A translate~ hieroglyphics glyphics tracks~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...pleted in the year of... ...Goddess .......... and Her siblings:... ...mina the V, Ptolemaius the VIII, Cleomina the... ...had a hand in the demise of Our father, the past Pharaoh Olybinn the I,... (The name that was once here has been deliberately scratched out it seems.) ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A ~ piles debris flakes stone~ if( is_player( ch ) ) if( random( 1, 12 ) == 1 ) if( rflag( reset0, room ) ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); remove_rflag( reset0, room ); obj_to_char( oload( 2537 ), ch ); } else act_tochar( #already, ch ); else { act_tochar( #nothing, ch ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); ~ E find~ Searching through the debris, you find a tiny silver triangle. ~ E rfind~ Searching through the debris, $n seems to have found something! ~ E already~ The debris has already been searched through. ~ E nothing~ Searching through the debris, you find nothing. ~ ! 9 0 0 1519 9 1509949540 3 0 1519 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48117 Against a Vast Pyramid~ A tunnel about twelve man-lengths long has been cut into the side of the pyramid in an effort to breach its interior. However, the effort has only served to slightly mar the magnificent beauty of this awesome construction. The winds of the Naraki desert heap sand against the side of the pyramid, as if to bury it. Along the top of the limestone- sheathed pyramid, there are four hieroglyphic tracks. ~ ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48121 10 10 5 D3 ~ ~ 0 -1 48116 10 10 5 E tunnel~ Crudely cut into the side of the pyramid's base is a slightly ascending tunnel. Roughly square in shape, the tunnel digs into the colossal stone structure in what looks like a feeble attempt to breach it. Painted on the side of the tunnel are the following words: @R Enduraba - two-thirteen-one twenty three ~ A 1 north~ ~ acode( find_room( 48213 ), 1 ); ~ ! 0 0 0 A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics tracks~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...hope for life. Com-... ...we invoke, first and foremost, our... ...Ptolemaius the VI, Ramsetmos the III, Cleo-... ...divine king and rightful leader of the People of the Valley, all those who... ~ ! 0 0 0 A translate~ hieroglyphics glyphics tracks~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...hope for life. Com-... ...we invoke, first and foremost, our... ...Ptolemaius the VI, Ramsetmos the III, Cleo-... ...divine king and rightful leader of the People of the Valley, all those who... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A enter~ pyramid tunnel~ act_tochar( #enter, ch ); act_notchar( #renter, ch ); wait( 2 ); act_tochar( #notdone, ch ); act_notchar( #rnotdone, ch ); ~ E enter~ You squeeze into the tunnel made in the side of the pyramid. ~ E renter~ $n squeezes into the tunnel made in the side of the pyramid. ~ E notdone~ You are forced to turn around. The tunnel goes nowhere. ~ E rnotdone~ $n turns around, since the tunnel obviously does not go anywhere. ~ ! 0 0 0 1519 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48118 Near an Impressive Pyramid~ The tan sands of the desert rise up to form impressive, crescent-shaped dunes of sand to the north and south. While generally too steep to climb and too wide to pass between, as is the case to the south, the dunes to the north are spaced fairly wide apart. And from between the northern dunes, you have a clear view of a colossal stone structure which is incomparable to anything you could have possibly imagined. A path littered with foot prints leads from east to west through the desert, past a pair of dunes to the east. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48116 10 10 5 D1 ~ ~ 0 -1 48121 10 10 5 D3 ~ ~ 0 -1 48120 10 10 5 E path trail~ The path here curves to and fro but keeps to a general east to west direction. The edges of the path have, at one point, been clearly defined by ramshackle bits of stone and rock. ~ E stone structure~ The stone structure which looms like a mountain before you is pyramidal in shape. The outer surface of the pyramid is covered in pale green limestone, though its base, which has begun to crack and crumble, has lost its sheathing and is only made of orange quarrystone. ~ A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48119 An Arid Path~ On either side to the north and south, the steep barchan dunes loop up overhead like miniature mountains, nearly obscuring from view the colossal pyramid just beyond to the north. Bordered by unevenly spaced rocks and chips of stone, a rough trail winds its way through the desert along an east-west course. ~ *CF .. ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48120 10 10 5 D3 ~ ~ 0 -1 48115 10 10 5 E trail~ A good number of the border stones along the desert path look recently placed. Some still bear fresh cut marks. However, one piece of stone, part of a broken pillar, looks quite ancient. ~ E pillar ancient piece stone~ This broken piece of stone looks like it was once part of a very large pillar. Its edges are perfectly smooth and its outward surface bears a series of faded markings. ~ E faded markings~ The faded markings consists of a few rows of hieroglyphics. It is very shocking that the hieroglyphs, which were applied with some type of dark pigment, have lasted as long as they have in such a harsh, exposed environment, unless of course the pillar chunk has just been recently placed here. ~ A 1 north 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ..........technology and crafts, favorite shade and eye color? But anything written in purple, an abominable color, is forbidden lest it always prove false. Finally, let all other things and the histories of the People been writing in yellow or black. ( The beginning of the hieroglyphic track has been worn away. ) ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ......technology and crafts, favorite shade and eye color? But anything written in purple, an abominable color, is forbidden lest it always prove false. Finally, let all other things and the histories of the People been writing in yellow or black. ( The beginning of the hieroglyphic track has been worn away. ) ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1535 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48120 An Arid Path~ Blocked by immense dunes of sand to the north and south, the only course through this portion of the desert lies in following a crude path which runs east to west. The path looks well traveled, as there are numerous footprints along it. The edges of the path are marked by chunks of rock and stone which have undoubtedly been placed here and there to guide desert travelers and merchants. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48118 10 10 5 D3 ~ ~ 0 -1 48119 10 10 5 A 1 south 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1541 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48121 Near an Impressive Pyramid~ As the desert path edged by rock and stone continues its east to west course throughout the arid desert land, it shows no obvious signs of ending. To the north, the massive structure which is the pyramid cannot be ignored while to the south, twin pillars of stone reach out to the empty sky. ~ acode not fixed, asking for trans1 ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48117 10 10 5 D1 ~ ~ 0 -1 48122 10 10 5 D2 ~ ~ 0 -1 48123 10 10 5 D3 ~ ~ 0 -1 48118 10 10 5 E trail path~ As you examine the desert path, you notice that a greater number of the stones which mark its boundaries look to be older and deeper buried. You can also see that a vast majority of these older rocks each bear a single rune or character. ~ E rune character~ As you look at a couple of what you suspect to be either runes or ancient characters, you notice that the markings are actually hieroglyphics. So, a single hieroglyphic has been either painted on, or in some cases carved, the border rocks. But why? ~ E pillars stone twin~ The two pillars of stone that rise to the south are identical in every way. Though it could be just your imagination, but you see a faint shimmering between the two columns. It could be just a mirage. ~ E pyramid~ Most of the entire pyramid is covered in green limestone so pale that it appears almost white. At its base, you can see orange quarry stone peeking through where the limestone no longer is. Though you cannot discern them in much detail from here, rows of hieroglyphics encircle the tip of the pyramid in four tracks. ~ A l lo loo look~ hieroglyphics glyphics letters~ if( has_obj( 1549, ch ) ) { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); } else { act_tochar( #desc, ch, obj ); end; } wait( 1 ); acode( find_room( 48121 ), 3 ); ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine one of the hieroglyphics. ~ E T18~ K*. ~ E T19~ @b@Ga*. [This letter appears in green.] ~ E T20~ r*. ~ E T21~ @b@Ba*. [This letter appears in blue.] ~ E T22~ n*. ~ E T23~ @b@Ra*. [This letter appears in red.] ~ E T24~ y*. ~ E T25~ @b@Ma*. [This letter appears in magenta.] ~ E T1~ L. ~ E T2~ e. ~ E T3~ t. ~ E T4~ H.. ~ E T5~ e.. ~ E T6~ r.. ~ E T7~ n... ~ E T8~ a... ~ E T9~ m... ~ E T10~ e... ~ E T11~ b.... ~ E T12~ e.... ~ E T13~ g* ~ E T14~ l* ~ E T15~ o* ~ E T16~ r* ~ E T17~ y* ~ ! 0 0 0 A translate~ hieroglyphics glyphics letters~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_tochar( #tmess, ch, obj, mob ); wait( 2 ); act_notchar( #rtmess, ch, obj ); acode( room, 3 ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); acode( room, 3 ); } ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphic. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines one of the hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ E tmess~ With the aid of $p, you are finally able to fully understand one of the hieroglyphics here. It reads: ~ ! 0 0 0 A ~ ~ i = 1d26; if( i == 1 ) act_tochar( #T1, ch, obj ); if( i == 2 ) act_tochar( #T2, ch, obj ); if( i == 3 ) act_tochar( #T3, ch, obj ); if( i == 4 ) act_tochar( #T4, ch, obj ); if( i == 5 ) act_tochar( #T5, ch, obj ); if( i == 6 ) act_tochar( #T6, ch, obj ); if( i == 7 ) act_tochar( #T7, ch, obj ); if( i == 8 ) act_tochar( #T8, ch, obj ); if( i == 9 ) act_tochar( #T9, ch, obj ); if( i == 10 ) act_tochar( #T10, ch, obj ); if( i == 11 ) act_tochar( #T11, ch, obj ); if( i == 12 ) act_tochar( #T12, ch, obj ); if( i == 13 ) act_tochar( #T13, ch, obj ); if( i == 14 ) act_tochar( #T14, ch, obj ); if( i == 15 ) act_tochar( #T15, ch, obj ); if( i == 16 ) act_tochar( #T6, ch, obj ); if( i == 17 ) act_tochar( #T17, ch, obj ); if( i == 18 ) act_tochar( #T18, ch, obj ); if( i == 19 ) act_tochar( #T19, ch, obj ); if( i == 20 ) act_tochar( #T20, ch, obj ); if( i == 21 ) act_tochar( #T21, ch, obj ); if( i == 22 ) act_tochar( #T22, ch, obj ); if( i == 23 ) act_tochar( #T23, ch, obj ); if( i == 24 ) act_tochar( #T24, ch, obj ); if( i > 24 ) act_tochar( #T25, ch, obj ); ~ E T1~ @DL. ~ E T2~ @De. ~ E T3~ @Dt. ~ E T4~ H.. ~ E T5~ @De.. ~ E T6~ @Dr.. ~ E T7~ @Dn... ~ E T8~ @Da... ~ E T9~ @Dm... ~ E T10~ @De... ~ E T11~ @Db.... ~ E T12~ @De.... ~ E T13~ @Dg* ~ E T14~ @Dl* ~ E T15~ @Do* ~ E T16~ @Dr* ~ E T17~ @Dy* ~ E T18~ @DK*. ~ E T19~ @b@Ga*. [This letter appears in green.] ~ E T20~ @Dr*. ~ E T21~ @b@Ba*. [This letter appears in blue.] ~ E T22~ @Dn*. ~ E T23~ @b@Ra*. [This letter appears in red.] ~ E T24~ @Dy*. ~ E T25~ @b@Ma*. [This letter appears in magenta.] ~ ! 0 0 0 1545 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48122 Desert Ruins~ Just north of the crude path stretching east and west stands a heap of limestone and marble stones atop plain quarry stones. It looks as if one time the marble formed columns which supported a roof of sorts over the quarry stone foundation. The ruins have been in this state for a long time, it appears. Not only has brown desert grass begun growing among the ruins, but judging from the holes at the base of some of the larger stones, animals have been using the ruins as a lair for quite some time. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48124 10 10 5 D2 ~ ~ 0 -1 48125 10 10 5 D3 ~ ~ 0 -1 48121 10 10 5 E limestone~ Every shred of limestone piled atop the ruins in this area is jagged and broken into little bits. The surface of much of the limestone has a melted look, as though it came into contact with something blazing hot. ~ E marble~ The remnants of marble piled all throughout the ruins are either round in shape like wheels, or it is obvious that at one time, before they were broken, that they were indeed round. And judging from their uniform shape and size, it seems that the marble fragments were part of huge columns set into the quarry stone foundation. The outer surface of much of the marble is scorched and black, as if something extremely hot came into contact with it. ~ E quarry stone foundation~ The heavy quarry stone blocks, resemble not so much a foundation as they so cap stones, or perhaps a roof. And from the uneven positioning of what you can see of the so called foundation about the sand, its original locale was not here. It seems as though it were planted here haphazardly. And judging from the cracked and shattered pieces of limestone still sheathing portions of the quarry stone, it would seem some great force crashed into this structure at some time or another. ~ E holes~ At the bases of some of the larger stones, there are depressions or holes where something has dug a hole under the slab. The holes are half-filled with sand though, indicating that nothing is like to be living in them currently. ~ A 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1543 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48123 Twin Columns~ Gradually, the tan sands and barchan dunes of the Naraki Desert merge and give way to bright, crimson sands which seeps to the east like spilt blood. And in place of barchan dunes, the red desert has columnar dunes of sand with spiral designs creeping up and branching off its core. Two columns of stone, sticking up out of the desert sands, one from a crescent-shaped sand in the tan desert and the other in a spiraling dune of the red desert. Beside and between the two columns, yet more sandy dunes rise up, walling off the terrain which might lie to the south. Far beyond the dunes, you can see the tops of the canyon walls. ~ *CF .. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48121 10 10 5 D1 ~ ~ 0 -1 48125 10 10 5 D2 ~ ~ 235 -1 48127 10 10 5 E two columns~ Carved from extremely large pieces of marble, these two columns are identical in every respect. Both stand up straight out of the dunes they are mired in, as though they have simply been partly buried. The surface of both columns has been inset and inscribed with a variety of things, including a series of hieroglyphics and valuable gems. ~ E barchan crescent-shaped~ The barchan dunes of sand sweep to the west, forming crescent-shaped pillows of sandy earth all across the arid plains. A column of marble juts out of the middle of one of the barchan dunes, partially buried. ~ E red desert dunes~ Where the tan desert ends, the red desert begins. And this is marked by a shift in dunes. The tan sands of the Naraki desert have barchan dunes which are wide but relatively flat. But where the red desert begins its reign over the region, the sands rise up in a spiraling column with twisted spikes coming off of its core. Out of the spiral dunes, a column of marble sticks up out of the nearest one. ~ E invisible field~ A near-invisible field stretches between the two marble columns. Twinges of barely- tangible energy cascade over the surface of the field, causing whatever hair you have to stand on end. ~ E gems~ The gems set into the twin columns are cut into tear-drop shapes and have gleaming facets which reflect the light. The gems are securely set into the marble of the columns and nothing short of destroying the columns themselves would remove the valuable jewels. ~ A pass enter~ columns between space~ if( cflag( 46, ch )) if( rflag( reset0, room ) ) { act_tochar( #repulse, ch ); end; } else { i = random( 1, 5 ); act_tochar( #transfer, ch ); act_notchar( #rtransfer, ch ); wait( i ); transfer( ch, find_room( 48127 ) ); } else act_tochar( #noblessing, ch ); ~ E repulse~ @b@G Your skin tingles as it comes into an invisible barrier of energy which to the south. It might not be wise to try passing through it again until the barrier is gone or otherwise conquerable. ~ E transfer~ @b@G A sheet of pure energy arcs from the first column to the second as you step between them. Suddenly, the world around you spins violently and it feels as though the contents of your stomach might be lost. Within an instant, the feeling passes, and you find yourself on the other side of the twin columns. ~ E rtransfer~ @b@G A sheet of eenrgy arcs across from one column to the other just as $n steps between them. Instantly, $e disappears, seemingly disintegrated by the powerful energy field. ~ E noblessing~ @b@C An arc of energy passes violently between the two ancient, stone columns as you try and pass between them. From somewhere beyond, a voice shouts into your mind: "Be gone from here, intruder. Only those who have Her blessing may enter here, into what remains of her once magnificient valley grove. " ~ ! 0 0 0 A push~ gem jewel icon~ if( rflag( reset0, room ) ) { act_tochar( #pushes, ch ); act_notchar( #rpushes, ch ); wait( 3 ); act_room( #field, ch ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); ~ E pushes~ With your hand, you push down upon the gemstone. ~ E rpushes~ $n reaches out and fiddles with something on one of the twin columns. ~ E field~ @b@M Momentarily, a ripple of visible energy runs between the two columns and you feel that, for some reason, the barrier to the south has changed. ~ E nothing~ There is nothing of that kind here. ~ ! 0 0 0 A pry remove take get~ gem jewel~ if( is_player( ch ) ) if( rflag( reset0, room ) ) if( random( 1, 15 ) == 1 ) { act_tochar( #prying, ch ); act_notchar( #rprying, ch ); obj_to_char( oload( 1416 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #shatters, ch ); act_notchar( #rshatters, ch ); remove_rflag( reset0, room ); } else act_tochar( #gone, ch ); else act_tochar( #notplayer, ch ); ~ E prying~ Carefully, you pry a valuable iridescent blue jewel out of the broken column of stone. ~ E rprying~ $n succeeds in prying a jewel out of the broken column of stone. ~ E shatters~ You try to pry an iridescent blue jewel out of the broken column but it shatters in your grasp. ~ E rshatters~ $n tries to pry a jewel out of the broken column but it shatters in $s grasp. ~ E gone~ There are no more jewels of sufficient value to bother prying out of the broken column. ~ E notplayer~ You see no way of prying the jewel out of the broken column. ~ ! 0 0 0 A l lo loo look~ gem gems jew jewe jewel jewels~ if( rflag( reset0, room ) ) act_tochar( #jewel, ch ); else act_tochar( #nojewel, ch ); ~ E nojewel~ You don't see that here. ~ E jewel~ Among the valuable gems set into the column of marble, there is a particularly stunning specimen. Roughly the size of a gnome's fist, there is an iridescent blue jewel set into the marble column. Around it is a depiction of a ferocious feline maw. The jewel's settings appear to be a little loose. ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. Only with her feline favor may any hope to pass. In so doing, the pressures of life must then come to rest on her soul. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics Here. They read: Only with Her feline favor may any hope to pass. In so doing, the pressures of life must then come to rest on Her soul. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics Here. They read: Only with Her feline favor may any hope to pass. In so doing, the pressures of life must then come to rest on Her soul. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $ examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1589 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48124 A Broken Statue~ Here, the crude, rock-outlined desert trail curves from the west to the south, passing between two steep barchan dunes. To the east stands an even taller dune. But this one is shaped simply like an overgrown anthill. At the foot of the hill, its base covered by sand, stands a statue. Beyond the statue, to the far east, the sky is shadowed by a red haze. ~ fix the statue by finding the balance, hand, and head. not necesary until pyramid is done ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48126 10 10 5 D3 ~ ~ 0 -1 48122 10 10 5 E sand dune anthill~ This gigantic mound of tan sand resembles an anthill in every way. All it needs is a troop of worker ants marching to and fro along its surface to play the part. Wider than the crescent-shaped barchan dunes, this dune manages to cut off access to the east. ~ E statue~ This stone statue stands about three times your own height and rests upon a pedestal which merges into the statue itself. It has a muscular, humanoid body, with bulging arms, legs, and pecs. Its feet end in vicious-looking claws and its hand(for only one remains) is poised as if something once was held in its clawed grip. Its other hand is no where in sight. The head of the statue is also absent. Both hand and head look to have been cleanly severed. ~ A 1 east 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48125 A Broken Column~ Hotter than a smith's forge, the searing desert sands seem bent on sucking every drop of moisture from your body. The occasional dune dots the arid plane, adding yet more obstacles besides the extreme heat to overcome. A marble column, white in color, juts up out of one such dune at an odd angle. The edges of the column are jagged and cracked and bits of marble lie near it, in the sand. Far to the north looms the giant stone pyramid while to the east you can see the remains of a flat stone foundation. ~ [Belgar] look foundation, sight -> site ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48122 10 10 5 D1 ~ ~ 0 -1 48126 10 10 5 D3 ~ ~ 0 -1 48123 10 10 5 E marble column~ As wide as your arm is long, this column of marble leans to one side, embedded in a dune of sand. The surface of the white, marble column is covered with faint pictures and hieroglyphics. Unfortunately, exposure to the harsh, desert climate has worn away the details of most of the paintings. ~ E edges cracked bits ~ The edges of the column are cracked and broken. Fragments of the stony pillar lie around it, strewn along the top of the dune it is buried in. Most of the marble bits are too small to discern anything about them, but a few are covered with faint traces of pigment. ~ E pyramid~ You stand almost directly south of a gigantic stone pyramid. Most of its surface is sheathed in pale green limestone that has become polished over time. Along the edges of the pyramid's base, the limestone has been stripped away, revealing orange quarrystone beneath. ~ E 1 east stone foundation~ The stone foundation which lies to the east looks to have once been the sight of some building. The desert has almost finished claiming it for its own, even though there is evidence that recent excavations have been attempted around it. ~ A pry lift break~ jewel gem blue sea column~ if( is_player( ch ) ) if( rflag( reset0, room ) ) if( random( 1, 4 ) == 1 ) { act_tochar( #pry, ch ); act_notchar( #rpry, ch ); obj_to_char( oload( 1294 ), ch ); remove_rflag( reset0, room ); } else { remove_rflag( reset0, room ); act_tochar( #shatter, ch ); act_notchar( #rshatter, ch ); } else act_tochar( #already, ch ); else act_tochar( #not, ch ); ~ E pry~ Deftly, you pry the deep blue gem out of the column. ~ E rpry~ $n prys an uncut blue gem out of the broken column. ~ E shatter~ Trying to pry the gem out of the column, it shatters! ~ E rshatter~ $n tries prying a gem out of a stone column but it shatters! ~ E not~ You cannot seem to pry the gem out of the column. ~ E already~ The gem is already gone. What remains are bits of broken stone. ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48126 A Stone Foundation~ A depression has been made in the sand here and the remains of a stonework foundation have been laid bare. Around the foundation stand mounds of sand. Some of the mounds are natural dunes and some appear to be merely piles, where the sand has been removed during the excavation of the foundation. Discarded by one of the piles of sand there are the broken fragments of a few wooden shovels. ~ [Loxus] no message when others enter throught he gap ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48124 10 10 5 D1 ~ ~ 235 -1 48146 10 10 5 D3 ~ ~ 0 -1 48125 10 10 5 E broken fragments~ The cracked and shattered pieces of several spades lie atop the sand, only partly buried. The digging tools look to have been fairly recently, as the wood shows no signs of warping or bleaching. The blade of each shovel is splintered and dented heavily, as though it has been used harshly. ~ E mounds ~ The mounds of sand standing in piles next to the stone foundation and natural dunes are what use to fill in the depression of sand. The mounds look to have been recently shoveled, since the desert has yet to redistribute the sand. ~ E dunes~ Dunes of red sand stand all around the foundation of stone, almost in a protective stance. Spindles of sand wind around a singular column, which spirals straight up. Each dune stands over fifty feet tall. To the east, the dunes have a slight gap between them. ~ A l lo loo look ~ gap~ if( is_player( ch ) ) { if( class( ch ) == ranger ) { act_tochar( #findgap, ch ); act_notchar( #pointsout, ch ); remove_rflag( reset0, find_room( 48146 ) ); } else act_tochar( #normaldesc, ch ); } ~ E findgap~ As you look at the dunes of endless sand which stand side by side one another, you find a gap between them barely big enough for someone to fit though. ~ E normaldesc~ Tall, insurmountable dunes rise up to the east, blocking all travel in this direction. ~ E pointsout~ $n points to a gap between the dunes that looks wide enough to pass between. ~ ! 0 0 0 A enter~ gap between dunes~ if( rflag( reset0, find_room( 48146 ) ) ) act_tochar( #disclaimer, ch ); else { act_tochar( #follows, ch ); act_notchar( #rfollows, ch ); transfer( ch, find_room( 48146 ) ); loop( followers ) { act_tochar( #follows, rch ); act_notchar( #rfollows, rch ); transfer( rch, find_room( 48146 ) ); } } ~ E disclaimer~ Whatever that is you are unable to enter it. ~ E follows~ You enter the gap between two of the dunes. ~ E rfollows~ You watch as $n disappears into the gap between two of the dunes. ~ ! 0 0 0 A l lo loo look~ stonework foundation~ if( cflag( 58, ch ) ) act_tochar( #canmove, ch ); else act_tochar( #foundesc, ch ); ~ E canmove~ The foundation of stone which someone has taken great pain to uncover is built from giant, square blocks of pale orange quarry stone. Each block has been fit into position with precision beyond what even a dwarf is capable of. From the gradation of the stones, though, it becomes apparent that rather than being the foundation of some ancient structure no longer in evidence, that it is actually the roof of some structure which lies beneath. One of the stone blocks in the roof is loose. ~ E foundesc~ The foundation of stone which someone has taken great pain to uncover is built from giant, square blocks of pale orange quarry stone. Each block has been fit into position with precision beyond what even a dwarf is capable of. From the gradation of the stones, though, it becomes apparent that rather than being the foundation of some ancient structure no longer in evidence, that it is actually the roof of some structure which lies beneath. ~ ! 0 0 0 A move push~ stone block~ if( cflag( 58, ch ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); wait( 2 ); act_room( #opens, ch ); open( room, down ); } else act_tochar( #disclaimer, ch ); ~ E moves~ You easily pick out the edges of the false roof stone and begin to move it. ~ E rmoves~ $n begins to pull at the edges of one of the stone blocks set into the foundation. ~ E opens~ The stone block, when moved, reveals a dark passage beyond. ~ E disclaimer~ Whatever that is trying to move it does nothing interesting. ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1573 9 1509949540 3 0 1515 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48127 At the Edge of a Small Forest Grove~ It is as though there were an invisible, one directional barrier between the desert to the north and the small grove here which spreads out before you. The barrier, though, is nothing that you can see or even feel. Rather, it remains as a nebulous 'sensation' that crawls through your mind like a boring beetle. Two stone columns, twins in every respect, stand at the edge of the perceived barrier, just to the north. Through the columns, you can feel the hot and blazing winds of the desert sweeping through into the cool and moist climate here. A border of tall, tightly-spaced cedar trees grow to the east while a cornucopia of other trees and colorful forest plants lie to east, west and south. An intangible feeling, that this forest has somehow remained untouched by man, hangs heavily in the air. ~ [Loxus] no mesg when someone enters from outside .. ~ 301465600 10 9 0 D0 ~ ~ 235 -1 48123 10 10 5 D1 ~ ~ 0 -1 48128 10 10 5 D2 ~ ~ 0 -1 48145 10 10 5 D3 ~ ~ 0 -1 48129 10 10 5 E barrier~ Examining the barrier, you notice that it is quite invisible. The only perceivable way across it lies through the threshold of the twin columns which stand to either side. Through them, you can see the desert beyond. ~ E twin stone columns~ Identical in every respect, the columns of stone which stand amidst the barrier are carved from pale white marble. A variety of things have been inset and inscribed into the columns, including a series of valuable gems and hieroglyphics. ~ E gems~ The gems set into the twin columns are cut into tear-drop shapes and have gleaming facets which reflect the light. In all cases, the gems are securely set into the marble of the columns. ~ E hieroglyphics~ ~ E border cedar trees~ Most of the secluded, forest grove is ringed by either tightly-spaced oak or cedar trees. Here, mighty cedars grow together in a tight band to the east. ~ E cornucopia plants other colorful~ A variety of different trees and plants thrive within the confines of this ancient grove. Among them you can see an ancient rowan tree, a stand of ashwood trees, yet more oak and cedar trees, pine trees, and even a weeping willow. Clusters of wild flowers, thistle vines, orchids, holly bushes, and other plants grow en masse throughout the rest of the grove as well. ~ A n no nor nort north~ ~ if( cflag( 46, ch ) ) { act_tochar( #parts, ch ); act_notchar( #rparts, ch ); transfer( ch, find_room( 48123)); loop( followers ) { act_tochar( #parts, rch ); act_notchar( #rparts, rch ); transfer( rch, find_room( 48123 ) ); } } else { i = 4d25; act_tochar( #nobless, ch ); act_notchar( #rnobless, ch ); dam_message( ch, i, "The wrath of a goddess" ); inflict( ch, mob, i, "the wrath of a goddess" ); } ~ E parts~ @b@M A visible ripple passes through the barrier to the north, and the invisible curtain of energy parts to let you through. ~ E rparts~ @b@M With a visible quivering, the field of energy to the north which has been an otherwise invisible barrier, parts to allow $n through it. ~ E nobless~ A booming voice fills your head: " For being in her forest without her blessing, you shall be punished! " ~ E rnobless~ A vortex of energy shimmers violently around $n. ~ ! 0 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( find_skill( ch, track ) > 5 ) if( !rflag( reset0, find_room( 48145 ) ) ) { act_tochar( #trail, ch ); remove_rflag( reset0, room ); } else act_tochar( #losetrail, ch ); else act_tochar( #notenough, ch ); ~ E trail~ The unicorn's trail, which seems magically preserved, leads to the west. ~ E losetrail~ Try as you might, you lose the unicorn's trail. ~ E notenough~ You are not adroit enough to follow the trail. ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: This grove is all that remains of Her once fertile valley. Peace be with you. If you should ever seek to leave this place, head but north. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: This grove is all that remains of Her once fertile valley. Peace be with you. If you should ever seek to leave this place, head but north. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1578 9 1509949540 3 0 755 17 1509949540 -2 0 1576 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48128 Northeast Corner of a Small Forest Grove~ A majestic grove of innumerable years stretches out before you in all its splendor. At one time, you can tell this grove was probably the pride of the valley. But now, there are relatively few trees and those which remain huddle about one another almost protectively. The climate here is very much different from that of the desert to the north. In all other directions, the assortment of trees and plant varieties are simply astounding. ~ *CF [Loxus] multi trigger on angel feather until your successful ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48144 10 10 5 D3 ~ ~ 0 -1 48127 10 10 5 E trees~ If there were more hours in the day, you still could not attach a name to every tree found in this small yet vibrant grove. For the most part, the grove is ringed by oak or cedar trees. Somewhere to the south you can see the tell-tale peaks of pine trees. You can also see a stand of ashwood trees, a rowan tree, and a weeping willow, all near each other. ~ E plants~ A wide array of plants have taken root in this small, sheltered grove. There are a lot of thistle vines growing up and along a lot of the trees. A few holly bushes grow to the far west. There are even a few patches of beautiful flowers like orchids and angel's feather strewn throughout the grove. You have but to look around you to discover the lush plants which abound. ~ E angel feather~ The angel feather plant looks almost in bloom. It has brilliant yellow and green-gold leaves which are speckled with silver. ~ A n no nor nort north e ea eas east~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A pra pray~ pla plan plant ang ange angel fea feat feath feathe feather~ if( !is_player( ch ) ) { act_tochar( #end, ch ); end; } if( rflag( reset0, room ) ) if( find_stat( ch, align ) != 2 ) if( find_stat( ch, align ) != 5 ) if( find_stat( ch, align ) != 8 ) if( random( 1, 10 ) == 1 ) { act_tochar( #prays, ch ); act_notchar( #rprays, ch ); remove_rflag( reset0, room ); wait( 2 ); act_room( #dimglow, ch ); wait( 2 ); act_room( #shootsup, ch ); acode( room, 3 ); } else { act_tochar( #nothinghappens, ch ); end; } else { act_tochar( #evilandwilts, ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #evilandwilts, ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #evilandwilts, ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #alreadybloom, ch ); end; } ~ E prays~ You kneel down and pray before the gossamer plant. ~ E rprays~ $n kneels down and begins to pray at the foot of a gossamer plant. ~ E shootsup~ Suddenly, a tiny creature with feathery wings shoots up out of the open blossom. ~ E dimglow~ A dim light surrounds the plant and a single bloom opens up widely on the plant. ~ E floats~ As the creature shoots upward, a single white feather floats down to the ground, landing at your feet. ~ E rfloats~ As the creature shoots upward, a single white feather floats down to the ground, landing at $n's feet. ~ E rgfloats~ As the creature shoots upward, a single golden feather floats down to the ground, landing at $n's feet. ~ E alreadybloom~ The feathery, gossamer plant has already bloomed and there are no other buds on the flowering plant. ~ E evilandwilts~ The tiny, gossamer plant and its single bloom wilt as they sense the evil in your nature. ~ E gfloats~ As the creature shoots upward, a single golden feather floats down to the ground, landing at your feet. ~ E end~ You cannot pray enough to aid the plant. ~ E nothinghappens~ You pray over the plant but nothing happens. ~ ! 0 0 0 A ~ ~ wait( 2 ); if( class( ch ) == cleric ) { act_tochar( #gfloats, ch ); act_notchar( #rgfloats, ch ); obj_to_room( oload( 2030 ), room ); } else { act_tochar( #floats, ch ); act_notchar( #rfloats, ch ); obj_to_room( oload( 2029 ), room ); } ~ E floats~ As the creature shoots upward, a single white feather floats down to the ground, landing at your feet. ~ E rgfloats~ As the creature shoots upward, a single golden feather floats down to the ground, landing at $n's feet. ~ E rfloats~ As the creature shoots upward, a single white feather floats down to the ground, landing at $n's feet. ~ E gfloats~ As the creature shoots upward, a single golden feather floats down to the ground, landing at your feet. ~ ! 0 0 0 1577 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48129 A Forest Grove Surrounding Ruins~ Leaving little room from movement in between, a series of tall cedar trees rise up with their branches reaching up into the sky as if in supplication. Their leaves are of the deepest green and their bark shows no signs of either animal or insect bites. In a couple of places, though, the roots of the trees are exposed. While the edge of the forest grove appears to be to the east, the grove continues onward to the west, where there are oak trees of amazing size and proportions. There is enough of a clearing through the trees to the south for you to distinguish the ruins of a once-great pillar of stone. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48127 10 10 5 D2 ~ ~ 0 -1 48226 10 10 5 D3 ~ ~ 0 -1 48130 10 10 5 E pillar stone ruins~ To the south, it is apparent that at one time, a massive pillar of stone once reached up into the sky like a cleric begging mercy from the gods. But now, as is often the fate of such grand structures, its time has passed, and it lies in crumbled ruins. Not much remains of the obelisk save its giant, pyramidal tip, which is still sheathed in pale green limestone. ~ E roots~ In a few places, the roots of the grand cedar trees are exposed. The reason for this has nothing to do with infestation or animal inhabitation but rather age. As old as they are, the cedar trees do not look capable of withstanding the weight of their own limbs for many more centuries. A couple of chunks of rock lie wedged beneath some of the exposed roots. ~ E chunks rock~ These chunks of rock are fractured pieces of quarry stone and look to belong to the broken monument to the south. The fragments of stone are more than just wedged in between the roots of the cedars; they are a part of them. The roots have plunged directly through the stones in an effort to reach the ground. ~ E cedar trees~ Taller than stone giants and as straight as an arrow, you have seen few trees as mighty as these cedar trees. Only those of Medienne forest or perhaps some of the greater Shuvana trees can rival these green giants. The leaves, which cover the cedar trees' branches, are of a rich verdant and nearly twice the size of your hand and their bark is smooth and thick. ~ E stump~ Obscured by shadow and the mighty presence of all the living cedar trees, this large tree stump looks freshly cut. You can still see the sap oozing down its sides. At the foot of one of the stump's roots, there is a leafy green shoot branching outward off of the stump. Perhaps the tree might one day regain its place among its kin. ~ A n no nor nort north~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( rflag( reset2, room ) ) if( find_skill( ch, track ) > 4 ) if( !rflag( reset0, find_room( 48127 ) ) ) { act_tochar( #trailends, ch ); remove_rflag( reset0, room ); } else act_tochar( #notrail, ch ); else act_tochar( #notenough, ch ); else act_tochar( #already, ch ); ~ E notrail~ There is no track or trail of that type to follow. ~ E notenough~ Your tracking skills are not adroit enough to find such a trail. ~ E already~ The trail has already been obliterated by the passing of others to find a trail. ~ E trailends~ The unicorn's trail ends here, right before a thick patch of foliage. ~ ! 0 0 0 A l lo loo look~ fol foli folia foliag foliage~ if( rflag( reset2, room ) ) if( !rflag( reset0, room ) ) if( !obj_in_room( 2028, room ) ) { act_tochar( #lookandpull, ch ); act_notchar( #rlookandpull, ch ); remove_rflag( reset1, room ); obj_to_room( oload( 2028 ), room ); } else act_tochar( #already, ch ); else act_tochar( #foliage, ch ); else act_tochar( #already, ch ); ~ E lookandpull~ Looking into the patch of foliage, you catch a glimpse of silver hidden behind the patch of foliage. Out of curiosity, you pull aside the foliage and there, lying beneath its green branches and leaves, lies the crumpled form of a unicorn. It does not look to be breathing. ~ E rlookandpull~ $n pulls aside the foliage, revealing the crumpled form of a unicorn. It does not look to be breathing. ~ E foliage~ Several bushes and vines intertwine like a net to cover much of a part of the forest floor. Their lush, green leaves spread outward, with moist dew collecting on their tips. ~ E already~ There is nothing to be found in the dense foliage. It simply spreads out like a net, covering a bit of the forest floor. At one time, it looks like something used to lie hidden behind it. ~ ! 0 0 0 A pla plac place replace~ hor horn ali alic alico alicor alicorn~ if( rflag( reset2, room ) ) if( find_stat( ch, level ) > 19 ) if( class( ch ) == ranger ) if( !rflag( reset1, room ) ) if( has_obj( 2027, ch ) ) { act_tochar( #placing, ch ); act_notchar( #rplacing, ch ); obj = has_obj( 2027, ch ); junk_obj( obj, 1 ); wait( 1 ); act_room( #brightflash, ch ); wait( 3 ); act_room( #music, ch ); wait( 3 ); act_room( #getsup, ch ); obj = obj_in_room( 2028, room ); junk_obj( obj ); mload( 1473, room ); remove_rflag( reset2, room ); set_rflag( reset1, room ); set_rflag( reset0, room ); acode( room, 5 ); } else { act_tochar( #noalicorn, ch ); end; } else { act_tochar( #nounihere, ch ); end; } else { act_tochar( #wrongclass, ch ); end; } else { act_tochar( #toolowlev, ch ); end; } else { act_tochar( #alreadyfreed, ch ); end; } ~ E placing~ Kneeling before the crumpled, stone-like form of the unicorn, you gently place the broken alicorn up to the beast's forehead, where the horn was broken from. ~ E rplacing~ $n kneels before the crumpled unicorn's body and holds an alicorn up against the creatures forehead. ~ E brightflash~ Suddenly, a bright flash issues forth from the alicorn, bathing it and the unicorn in a nimbus of blue light. ~ E music~ The sound of a harp's melody runs through the grove briefly, and a feeling of life and wonderment fills your being before it fades away. ~ E getsup~ Suddenly, the blue nimbus around the unicorn ceases and the horned beast rises steadily to its feet, alicorn and all. ~ E alreadyfreed~ The unicorn has already been freed. The only evidence of its presence are hoof prints in the ground. ~ E toolowlev~ You try replacing the alicorn on the unicorn's head, but cannot muster enough power and concentration to will it back together with the beast. Perhaps it will work better when you are more experienced. ~ E wrongclass~ Try as you might to replace the alicorn on the unicorn's head, you just do not know enough about woodland lore and beasts to manage the feat. ~ E nounihere~ You don't see that here. ~ E noalicorn~ Sadly, you do not have an alicorn to try and place on the crumpled unicorn. ~ ! 0 0 0 A ~ ~ wait( 3 ); if( doing_quest( ch, 39 ) ) { act_tochar( #thankyou1, ch ); act_notchar( #bows, ch ); update_quest( ch, 39 ); wait( 2 ); act_room( #teleports, ch ); mob = mob_in_room( 1473, room ); junk_mob( mob ); end; } if( done_quest( ch, 39 ) ) { act_tochar( #thankyou2, ch ); act_notchar( #bows, ch ); wait( 2 ); act_room( #teleports, ch ); mob = mob_in_room( 1473, room ); junk_mob( mob ); end; } if( !has_quest( ch, 39 ) ) { act_tochar( #thankyou3, ch ); act_notchar( #bows, ch ); wait( 2 ); act_room( #teleports, ch ); mob = mob_in_room( 1473, room ); junk_mob( mob ); end; } ~ E teleports~ The tip of the unicorn's horn begins to glow and the unicorn sudden disappears. ~ E thankyou1~ The unicorn looks straight into your eyes and you hear its voice in your head: " I cannot thank you enough for freeing me. I have been in this grove for centuries, waiting for someone like you to take up the task of freeing me. I am forever in your debt. Perhaps one day I can return the favor. " ~ E thankyou2~ The unicorn looks straight into your eyes and you hear its voice in your head: " Even though I sense that this task is not new to you, I am still very grateful for been freed from my waking sleep. Thank you. " ~ E thankyou3~ The unicorn looks straight into your eyes and you hear its voice in your head: " Though I normally might find suspect one who helps another for no apparent reason, I am too grateful to care. You have my most profound thanks. " ~ E bows~ The unicorn bows its head to $n as if in thanks. ~ ! 0 0 0 1579 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48130 Northwest Corner - Amidst Tall Oak Trees~ Unlike the desert which lies just a few hundred yards to the north, the climate here is cool and welcoming. All around you, trees and plants of both ordinary and exotic varieties thrive in a celebration of life. Most of the trees in this part of the grow are tall, sturdy oaks, whose sheltering branches creates a canopy which is almost impervious to sunlight. To the east, past a large stump there is clear evidence of an ancient stone structure while to the south, the forest flora is in full bloom. The trees and vegetation along the north and west grow in a tangled mass, forming a natural barrier against trespassing. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48129 10 10 5 D2 ~ ~ 0 -1 48131 10 10 5 E 1 east stump~ Just to the east there is a large tree stump. From here it is hard to tell what type of tree it once was, but judging from its size, one thing is for certain. It used to be a very ancient tree. ~ E oak trees~ All around you loom mighty oak trees of every size and shape. Some have many branches while others have but a few. The most remarkable thing about the tall oak trees, aside from their bright green leaves, is that, without fail, the tallest of the oaks lie at the edge of the grove. Many of the oaks' branches arc gracefully overhead forming part of the canopy above. ~ E canopy~ The canopy of leaves and branches up overhead allows but little light, be it moon or sun, to pass down through to the ground. Much of the canopy consists of the upper branches of the mighty oak trees which surround the outside of the grove in a protective circle. ~ E plants~ All sorts of green and unusual plants can be found growing along around the base of some of the trees and along the forest floor. Several rubber plants, a couple of holly berry bushes, and a host of thistle vines are just a few of the many species of plants growing in the forest. ~ E flowers~ Clusters of red and yellow wild flowers grow at the base of each oak tree, adding a splash of color to their dark brown and grey bark-covered trunks. Also, in scattered patches along the forest floor, purple sage bushes and white orchids flourish. ~ E vegetation~ In terms of grass and other lower forms of vegetation, there is not much for there is not enough sunlight for much to prosper in the ancient forest. Out of what little grass and vegetation that can grow, there are three varieties. The first two look to be of ordinary vines, but the third appears to be of a hybrid grass which is dark green on the upside and a velvet blue on the underside. ~ E holly bushes~ The holly bushes clustered around a couple of the trees are just now in full bloom. With their smooth but jagged leaves protecting its crop of fresh, new berries, most predators would probably think twice about being lured in by the attractive berry. ~ A w we wes west n no nor nort north~ ~ act_tochar( #prevent, ch ); act_notchar( #rprevent, ch ); ~ E prevent~ The trees shift and move to block your passage, as though they were sentient. ~ E rprevent~ The trees shift and sway, and move to intercept $n, blocking $s passage in $s chosen direction. ~ ! 0 0 0 A pic pick~ bus bush hol holl holly ber berr berry~ i = random( 1, 4 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i != 4 ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 663 ), ch ); } else { act_tochar( #picklast, ch ); act_notchar( #rpicklast, ch ); obj_to_char( oload( 663 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #none, ch ); else act_tochar( #playeronly, ch ); ~ E picks~ You pick a bright red holly berry from the bush. ~ E rpicks~ $n picks a bright red holly berry from a bush. ~ E none~ There are no more ripe berries clinging to the bush. ~ E playeronly~ As you pick the holly berry, you brush up against one of the bush's prickly leaves, and you drop it instantly. The berry rolls away and disappears into the undergrowth. ~ E picklast~ You pick the last ripe holly berry from the bush. ~ E rpicklast~ $n mutters as $e picks the last ripe holly berry from the bush. ~ ! 0 0 0 1577 9 1509949540 3 0 1578 9 1509949540 3 0 415 17 1509949540 -2 0 2942 17 1509949540 -2 0 -1 S #48131 Forest Grove - At the Edge of a Fallen Monument~ Though chunks of limestone and pale orange quarry stone litter the forest floor from the broken monument which lies to the east, the plants and trees do not seem to mind. In fact, in some places the roots of trees or maturing saplings have grown at unusual angles around the pieces of stone. In other places, the stones have been sundered in half by growing vegetation forcing cracks in the stone wider. Whatever the case, it appears that the forest has undertaken the task of reclaiming the remains of the fallen pillar of stone. Patches of red and yellow lichen cover a majority of the broken stone shirds. ~ [Belgar] shird -> shard ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48130 10 10 5 D1 ~ ~ 0 -1 48226 10 10 5 D2 ~ ~ 0 -1 48132 10 10 5 E limestone chunks pale orange quarry stone~ Much of the limestone is riddled with minute cracks and fractures, as though some great force struck the once great obelisk. And as for the pieces of limestone which surround the broken chunks of quarry stone, most possess blackened surfaces and char marks. Markings or hieroglyphics of some kind at one time had been etched over the surface of the limestone, but time has worn the ancient writings smooth off. ~ E broken monument 1 east~ To the east lies the broken remains of an obelisk which, at one time, must have rose a couple of feet into the air. Some of the quarry stone blocks which lie about in cluttered heaps are ten to fifteen feet in diameter. The only part of the obelisk seemingly intact is its tip, which must have fallen straight off when the monument collapsed. ~ E roots~ While some of the roots have plunged willy-nilly down through the very stone remains of the obelisk, others have grown down around the fragments of stone, as if they were reluctant to touch the charred and broken stone bits. ~ E trees~ The trees in this part of the forest are a lot younger than those in surrounding parts of the grove. Both cedar trees and maple trees grow up around the remains of the monument almost as sentinels. ~ E shirds~ The stone shirds consists of smaller pieces of limestone and quarry stones and many of the tiny fragments are covered with colorful red and yellow lichens. ~ E red yellow lichen~ Small patches of red and yellow lichen grow along the surfaces of many of the tinier fragments of limestone and quarry stone which litter the forest floor around the tumbled monument. The lichen gives off an incredibly sweet aroma which makes your mouth water. ~ E vegetation~ Among some of the vegetation, you find a series of small, scrubby bushes with curved, crescent-shaped yellow berries. ~ A w we wes west~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A pic pick get~ red yel yell yello yellow lic lich liche lichen~ i = random( 1, 4 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i != 4 ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 2031 ), ch ); } else { act_tochar( #picklast, ch ); act_notchar( #rpicklast, ch ); obj_to_char( oload( 2031 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #none, ch ); else act_tochar( #playeronly, ch ); ~ E picks~ You pick a piece of aromatic red and yellow lichen off of one of the rocks. ~ E rpicks~ $n picks a piece of aromatic red and yellow lichen off of one of the rocks ~ E none~ There is not a piece of lichen that looks mature enough to get. ~ E playeronly~ Oh please! What would you use a piece of lichen for? ~ E picklast~ You pick the last piece of mature, aromatic red and yellow lichen off of the rocks. ~ E rpicklast~ $n picks the last piece of mature, aromatic red and yellow lichen off of one of the rocks. ~ ! 0 0 0 A get pic pick~ moo moon cre cres cresc cresce cresecen crescent ber berr berry~ i = random( 1, 20 ); if( is_player( ch ) ) if( rflag( reset1, room ) ) if( i < 5 ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 2032 ), ch ); } else if( i == 20 ) if( rflag( reset2, room ) ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 2032 ), ch ); wait( 2 ); act_tochar( #notice, ch ); act_notchar( #rnotice, ch ); obj_to_room( oload( 304 ), room ); remove_rflag( reset2, room ); } else { act_tochar( #picklast, ch ); act_notchar( #rpicklast, ch ); obj_to_char( oload( 2032 ), ch ); remove_rflag( reset1, room ); } else { act_tochar( #picklast, ch ); act_notchar( #rpicklast, ch ); obj_to_char( oload( 2032 ), ch ); remove_rflag( reset1, room ); } else act_tochar( #none, ch ); else act_tochar( #playeronly, ch ); ~ E picks~ Reaching over, you carefully pick one of the crescent-shaped berries. ~ E rpicks~ Reaching over, $n picks a crescent-shaped berry from one of the trees. ~ E none~ There are no more ripe berries on the bush. ~ E playeronly~ There are no more ripe berries on the bush that you can reach. ~ E picklast~ Taking a crescent-shaped berry from the topmost branch, you pick the last ripe berry from the plant. ~ E rpicklast~ $n takes the last ripe, crescent-shaped berry from one of the bushes. ~ E notice~ As you are picking one of the crescent-shaped berries, you discover a man-shaped root growing at the bash of the bush. ~ E rnotice~ While picking one of the crescent-shaped berries, $n uncovers a man-shaped root growing beneath the plant. ~ ! 0 0 0 1588 9 1509949540 3 0 189 17 1509949465 -2 0 2942 17 1509949540 -2 0 -1 S #48132 Tall Trees Surounding Ruins~ Tall cedar and pecan trees rise high into the sky, where they splay their leafy branches to create a canopy of greenery. Neither the light of the sun nor the moons can penetrate too deeply through the blanket of life overhead. Piles of dead leaves, rotten pecans, and discarded pecan shells litter the forest floor. In many places, the trees grow close enough together that not enough a gnome or a sprite could hope to get between or past them. What catches your eye most about about the grove here are the stone ruins which you can see resting in heaps to the northeast. From the way the forest has encroached upon the broken stone formation, it appears they have been in such a state for a long time. ~ *CF [Loxus] multi trigger on sear pecan ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48131 10 10 5 D2 ~ ~ 0 -1 48133 10 10 5 E trees cedar~ Among all the trees growing in the grove, here, there are tall cedars and big, branching pecan trees. Currently, the pecan trees have no pecans on them whatsoever, though the ground is covered with last season's downfalls. ~ E canopy~ Created from the meshing of both leafy cedar branches and pecan branches, the canopy above blocks out most natural light. Here and there, where a spot in the canopy lies open, there is a patch of grass growing on the forest floor. ~ E piles dead leaves~ Having fallen from their cedar or pecan trees, dead or dying leaves lie in piles beneath the trees, covering a significant portion of the forest floor. ~ E rotten pecans~ Rotten pecans lie in abundant little heaps all over the sparsely overgrown forest floor. The pecans look to have reached fruition and then to have went unpicked, for many still cling to twigs. ~ E shells~ Providing a natural mulch for next season's vegetation, lots of pecan shells, empty ones, lie all over the forest floor. Most of the shells show some type of gnaw marks. ~ E stone ruins~ The ruins to the east look to be the remains of a monument which probably stood about a fourth as tall as the great pyramid. The blocks of quarry stone from which the obelisk was constructed lie in fallen heaps, and are riddled with cracks and fissures. The pale green limestone which once covered the surface of the obelisk seems to have fared no better for the chunks of it you see are charred and fractured. ~ A w we wes west e ea eas east~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A ~ lea leav leave leaves~ if( rflag( reset0, room ) ) { act_tochar( #searching, ch ); act_notchar( #rsearching, ch ); remove_rflag( reset0, room ); wait( 3 ); act_tochar( #nothing, ch ); } else act_tochar( #nothing2, ch ); ~ E searching~ Carefully, you begin to search through the pile of leaves, leaf by leaf. ~ E rsearching~ Examining a leaf at a time, $n searches through a pile of leaves. ~ E nothing~ All your toils have been for nothing. There is nothing in the pile of leaves. ~ E nothing2~ The pile of leaves looks to have been already thoroughly examined with minimal results. ~ ! 9 0 0 A ~ pec peca pecan pecans pil pile piles~ if( rflag( reset1, room ) ) if( random( 1, 10 ) == 1 ){ act_tochar( #searching, ch ); act_notchar( #rsearching, ch ); remove_rflag( reset1, room ); wait( 3 ); act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_room( oload( 2038 ), room ); } else { act_tochar( #searching, ch ); act_notchar( #rsearching, ch ); remove_rflag( reset1, room ); wait( 3 ); act_tochar( #nothing1, ch ); } else act_tochar( #nothing1, ch ); ~ E searching~ Wading through their midst, you begin searching through a pile of pecan shells. ~ E rsearching~ $n begins to wade through and search a pile of pecan shells. ~ E find~ Hidden beneath some of the rotten pecan shells you find a single pecan! ~ E rfind~ $n finds a single pecan during $s search. ~ E nothing1~ You find nothing but dried and rotten pecan shells in the pile of old pecans. ~ ! 9 0 0 A pic pick~ pec peca pecan pecans~ act_tochar( #noreach, ch ); act_notchar( #cantreach2, ch ); ~ E noreach~ You cannot reach the pecans. ~ E cantreach2~ $n tries to pick a pecan off of one of the trees, but is not tall enough. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48133 Southwest Corner - A Stand of Pine Trees~ Broad, massive oak trees rise up along the edges of the grove, their trunks so close together that you can barely see between them. Just before the edge, though, stands a copse of pine trees, whose soft needles whisper in the breeze. A few of the larger, older trees show obvious signs of lightning and storm damage. A pair of pillow-like rocks lie at the base of a couple of pine trees, their granite surfaces covered with soft and inviting moss. The branches of an incredibly grand willow tree droop sorrowfully to the east. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48132 10 10 5 D1 ~ ~ 0 -1 48134 10 10 5 E 1 east willow~ A gigantic weeping willow stands in solitude to the east. Its branches droop so low and the tree looks so pitiful, that you can understand quite well how it got its name. ~ E pillow-like rocks~ Situated towards the center of the stand of pine trees, a pair of pillow-like stones rest protectively, their surfaces covered with a bed. of soft and feathery moss. The natural seats look comfortable and inviting. ~ E carpet moss~ Appropriately named 'carpet moss,' the mass of tiny, fibrous plants covering the pillow-like stones is of a rich, blue-green color and is soft and squishes to the touch. ~ E lightning damage storm~ At one time, severe lightning and heavy winds must have tore at this secluded copse of pine trees, for some of their branches still bear visible signs of damage. Twisted and cracked in some places and broken and charred in others, some of the damaged branches are still attached to the mighty pines. ~ A w we wes west s so sou sout south~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A ~ ~ i = random( 1, 20 ); if( random( 1, 2 ) == 1 ) { wait( i ); send_to_room( #weeping, room ); } loop( all_in_room ) { remove_cflag( 45, rch ); } if( random( 1,4 ) > 3 ) { room = find_room( 48134 ); set_rflag( status0, room ); set_rflag( status1, room ); set_rflag( status2, room ); } ~ E weeping~ Somewhere in the distance, you can hear the faint sobs of a weeping young woman. ~ ! 1 0 3 2168 17 1509949540 -2 0 1577 9 1509949540 3 0 755 17 1509949540 -2 0 2942 17 1509949540 -2 0 -1 S #48134 Before a Grand Weeping Willow~ Massive oak trees rise up to the south, providing a natural border for the ancient forest grove. While there are pine tress to the west, and a lot of exotic vegetation growing en masse to the east, only a single tree inhabits the clearing here. And yet, the tree, a colossal weeping willow whose height rivals any tree you have seen before, seems to be both a tree and not a tree at the same time. Its branches droop in graceful arcs and its deep brown bark looks smooth and soft. Besides its enormous size, the only unusual feature about the ancient weeping willow are two dark, pitted holes in its trunk. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48135 10 10 5 D3 ~ ~ 0 -1 48133 10 10 5 E trunk bark deep brown~ Though deep brown in color and obviously made of bark, the outer covering of the weeping willow's bark resembles nothing more or less than soft skin. ~ E branches~ The branches of the grand weeping willow are slender and droop in graceful arcs. At times, the branches bob up and down, as though the tree were actually weeping. ~ E eyes pitted holes~ As you look at the pitted holes set side by side in the middle of the weeping willow's trunk, you are overcome by how much they resemble closed eyes. ~ E 1 west pine trees~ A stand of arrow-straight pine trees loom gentle to the west, their number filled with both ancient and younger trees. Some of the trees look to have been damaged by lightning at one time. ~ E 1 east vegetation exotic~ The variety of flora preserved and packed into this small grove are astounding. Among the piles of dead leaves and lush green carpet of grass to the east, a single orchid plant grows in the shadow of one of the larger trees. ~ E oak~ As with the other fringes of the ancient grove, tall oak trees grow together along the edges to the south, as though to prevent anything foreign from getting in...or out. ~ A n no nor nort noth s so sou sout south~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A ~ ~ i = random( 1, 10 ); if( random( 1, 2 ) == 1 ) { wait( i ); send_to_room( #weeping, room ); } if( random( 1, 3 ) == 3 ) acode(find_room(48134), 5); ~ E weeping~ The branches of the ancient weeping willow shudder as the tree literally begins to weep. ~ ! 2 100 10 A ~ ~ if( rflag( reset0, room ) ) { act_tochar( #nogo, ch ); end; } else { loop( all_in_room ) { if( !cflag( 45, rch ) ) { act_tochar( #shatters2, ch ); end; } else i = random( 1, 4 ); if( i == 1 ) { act_tochar( #catchtear, rch ); remove_rflag( reset2, room ); obj_to_char( oload( 1791 ), rch ); } else act_tochar( #shatters, rch ); } } ~ E catchtear~ @b@G Carefully, you place your hand beneath one of the willow's eyes and catch one of its delicate blue tears. ~ E shatters~ @b@G Try as you might, you are unable to catch the delicate blue teardrop. It falls to the ground and shatters into a million pieces. ~ E nogo~ @b@G The willow trees' delicate tears fall to the ground and shatter since no one makes an effort to catch its sadness. ~ E shatters2~ @b@R Unchecked in their course, the sapphire tears shed by the willow tree fall to the ground and shatter into a million tiny pieces. ~ ! 0 0 0 A catch ~ tea tear teard teardr teardro teardrop~ if( rflag( status0, room ) ) { act_tochar( #catching, ch ); set_cflag( 45, ch ); remove_rflag( status0, room ); end; } if( rflag( status1, room ) ) { act_tochar( #catching, ch ); set_cflag( 45, ch ); remove_rflag( status1, room ); remove_rflag( reset0, room ); end; } if( rflag( status1, room ) ) { act_tochar( #catching, ch ); set_cflag( 45, ch ); remove_rflag( reset0, room ); remove_rflag( status1, room ); end; } if( rflag( status2, room ) ) { act_tochar( #catching, ch ); set_cflag( 45, ch ); remove_rflag( reset0, room ); remove_rflag( status2, room ); end; } if( !rflag( status2, room ) ) act_tochar( #toomany, ch ); ~ E catching~ Kneeling down before the tree, you pick out a safe spot just beneath one of its eyes in a hope to catch a falling tear drop. ~ E toomany~ @b@G There are already too many people standing around the base of the tree, trying to catch one of its delicate tears. You might have better luck another day. ~ ! 0 0 0 A ~ ~ i = random(1,5); wait( i ); act_room( #weeping, ch ); wait(5); if( !rflag( reset2, room ) ) { acode( find_room( 48134 ), 6 ); end; } act_room( #forming, ch ); i = random( 3, 7 ); wait( i ); act_room( #falling, ch ); wait(5); acode(find_room(48134), 3); ~ E weeping~ @b@C The grand willow tree which stands before you sobs and cries as though it were an intelligent being. Its branches droop even more with each sad wail. ~ E forming~ @b@C Actual tears begin to form at the corners of the two holes which before only resembled eyes. Now, the eyes are wide open and as you stare into their sea green depths, there is no question as to whether or not this tree is sentient. It clearly is. ~ E falling~ @b@C As the tears begin to roll out from the corner of the willow's eyes, you notice, that instead of being made out of water or even sap, the tears are actually tear-shaped jewels! How unusual indeed. ~ E shatters~ @b@R Unchecked in their course, the sapphire tears shed by the willow tree fall to the ground and shatter into a million tiny pieces. ~ ! 0 0 0 A *(*(*(*(*(*(*(*(*(*~ *************~ i = random( 1,6 ); if( i == 1 ) { wait(3); act_room( #message1, ch ); } if( i == 2 ){ wait(3); act_room( #message2, ch ); } if( i == 3 ){ wait(3); act_room( #message3, ch ); } if( i == 4 ){ wait(3); act_room( #message4, ch ); } if( i > 4 ) { wait(3); act_room( #message5, ch ); } ~ E message2~ The wails become louder and louder and the branches of the willow tree shake violently with grief. ~ E message3~ All of a sudden, the willow tree ceases all motion but the two holes in its trunk open wide, revealing sea green eyes of vast wisdom and intelligence. ~ E message4~ For several moments, the weeping willow continues to cry but at last, it seems, it has tired itself out. ~ E message5~ All of a sudden, the weeping willow ceases to cry, as though the very sight of you has given it added hope. ~ E message1~ For a moment, as the limbs of the ancient willow shake to and fro, an image of a young woman takes the place of the tree. As you stare at the vision, you cannot help but wonder what it means. As quickly as the image appears, it fades, and once again only a weeping willow tree stands before you. ~ ! 0 0 0 1588 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48135 Forest Grove - Near a Weeping Willow~ All around you, there are tress of every shape and size imaginable. From apple trees to zrelbark trees, this small, secluded grove plays host to a chorus of life. Dark green vines hang from the boughs of a giant weeping willow which lies to the west and to the northwest stands a circle of trees more ancient than any in this forest if their size is any clue. Though the ground is covered with dead, fallen leaves and the occasional broken branch, a carpet of rich green grass rolls out through the grove. In the distance to the far east, you can barely see the golden-yellow leaves of a magnificently large rowan tree. ~ [Belgar] tress -> trees ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48136 10 10 5 D1 ~ ~ 0 -1 48139 10 10 5 D3 ~ ~ 0 -1 48134 10 10 5 E dead fallen leaves piles branches~ Piles of fallen leaves and branches lie scattered about, decomposing and being reclaimed by nature. ~ E orchid exotic vegetation~ A single orchid plant grows in the shadow of one of the larger trees here. What is special about this small plant is that its irregularly shaped flowers are black as night. ~ E dark vines~ The thistle vines hang from the branches of the tree in an odd but symbiotic relationship with the mighty wooded plants. Thorns more than an inch long protrude from the sides of the thick, coiling vines. ~ A s so sou sout south~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A ~ ~ acode(find_room(48133),2); ~ ! 1 0 11 A pic pick~ bla blac black orc orch orchi orchid blo bloo bloom~ if( is_player( ch ) ) if( rflag( reset0, room ) ) if( random( 1, 20 ) == 13 ) { act_tochar( #pick, ch ); act_notchar( #rpick, ch ); obj_to_char( oload( 2046 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #notinbloom, ch ); remove_rflag( reset0, room ); } else act_tochar( #nomorebloom, ch ); else { act_tochar( #find20, ch ); wait( 1 ); act_tochar( #disappear, ch ); } ~ E pick~ Gingerly, with care not to touch its petals, you pick a single black orchid bloom off of the orchid plant. ~ E rpick~ With a more delicate touch than you ever thought possible, $n picks a black orchid bloom from a parcially obscured orchid plant growing in the grove. ~ E nomorebloom~ There are no more blooms on the orchid plant which are ready to be picked. ~ E notinbloom~ The orchid does not appear to be in bloom just this moment. ~ E find20~ As you pick the black orchid bloom, it suddenly shifts and twists in your hands, and changes into several platinum coins. You get twenty platinum coins. ~ E disappear~ The platinum coins suddenly disappear and you can hear the mischievous laughter of a forest sprite in the distance. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48136 Near a Copse of Shifting Trees~ The trees in this part of the ancient grove are by far older than you have seen almost anywhere. Thick and sturdy trees rise powerfully to the west in a complete circle, their trunks and branches so close together and interwoven that it would be impossible for even a rabbit to wiggle its way past. In fact, it looks as though the only way through the encircling grove to the west is to cut some of the trees down, which would take more effort than its worth. The encompassing trees act in a way you have never seen before, swaying to and fro not with the cool and gentle breeze, but against it. It is as though the trees are wary of your presence. The forest looks much more peaceful and calm to the east, and to the south, you can barely make out the drooping branches of an enormous weeping willow. ~ *CF ~ 301465600 3 5 0 D0 ~ ~ 0 -1 48145 10 10 5 D1 ~ ~ 0 -1 48138 10 10 5 D2 ~ ~ 0 -1 48135 10 10 5 D3 ~ ~ 235 -1 48137 10 10 5 E encircling swaying grove trees~ Grown so close together as to provide a natural barrier against intrusion, the trees seem huddled together as if they had purpose. If you were a superstition person, you might, just might believe that this part of the grove was haunted. ~ E trunks branches~ Between the smaller gaps in between the encircling trees, masses of wiry green vines grow in abundance, clogging up the gaps. ~ E weeping willow~ Larger than any you have ever seen, a willow tree, with drooping boughs and weak leaves lies to the south. As the wind blows through the branches, shaking them, the tree actually seems to weep. ~ A gre gree greet~ tre tree trees~ act_tochar( #greet, ch ); act_notchar( #rgreet, ch ); wait( 2 ); act_tochar( #cshifts, ch ); act_notchar( #shifts, ch ); wait( 2 ); act_tochar( #parts, ch ); open( room, west ); wait( 3 ); close( room, west ); send_to_room( #closes, room ); send_to_room(#closes, find_room(48137)); ~ E rgreet~ $n bows and begins to greet the trees in a rather unusual manner. One would think you might be hanging around more sane company. ~ E cshifts~ @b@G In response to your greeting, the trees seem somewhat more subdued if not more trustworthy of you. ~ E shifts~ @b@G Oddly enough, whatever $n was doing, has worked. The trees have stopped shifting and seem less wary of your presence. ~ E parts~ @b@G The trees seem to consider you for a moment. After a few seconds, couple of the more massive trees literally get up, roots and all, and settle down elsewhere, leaving a gap into a forest clearing to the west. ~ E rparts~ @b@G The trees seem to consider $n for a moment. After a few seconds, a couple of the more massive trees literally get up, roots and all, and settle down elsewhere, leaving a gap into a forest clearing to the west. ~ E closes~ The gap enter the small clearing closes as trees move in once again to fill it. ~ E greet~ You warmly greet the trees, trying to convince them you mean no harm. ~ ! 0 0 0 A ~ ~ i = random( 1, 20 ); if( random( 1, 2 ) == 1 ) { wait( i ); send_to_room( #shifting, room ); } ~ E shifting~ The trees to the west shift nervously in your presence, as though they are extremely wary of you. It probably would not be a good idea to light any fires here. ~ ! 1 0 7 A cut~ tre tree trees~ if( rflag( reset2, room ) ) if( rflag( reset1, room ) ) { act_tochar( #trycut, ch ); act_notchar( #rtrycut, ch ); wait( 2 ); act_tochar( #treebranch, ch ); act_notchar( #rtreebranch, ch ); i = 3d10+10; dam_message( ch, i, "The stout tree branch" ); inflict( ch, mob, i, " being crushed by a stout tree branch" ); remove_rflag( reset1, room ); } else { act_tochar( #trycut, ch ); act_notchar( #rtrycut, ch ); wait( 2 ); act_tochar( #treebranch2, ch ); act_notchar( #rtreebranch2, ch ); i = 6d10+20; dam_message( ch, i, "A group of tree branches" ); inflict( ch, mob, i, " being impaled on stout tree branches" ); remove_rflag( reset2, room ); } else { act_tochar( #trycut, ch ); act_notchar( #rtrycut, ch ); wait( 2 ); act_tochar( #treebranch3, ch ); act_notchar( #rtreebranch3, ch ); i = 9d10+30; dam_message( ch, i, "A mass of wicked tree branches" ); inflict( ch, mob, i, " being impaled on a hundred stout tree branches" ); act_room( #noheed, ch ); mload( 1484, room ); set_rflag( reset1, room ); set_rflag( reset2, room ); } ~ E trycut~ Determined to get through the thick, forest trees, you begin cutting at them with the nearest thing at hand. ~ E rtrycut~ $n pulls out something sharp and begins trying to cut a path through the trees. ~ E treebranch~ Suddenly, a single tree branch swoops downward at you. ~ E rtreebranch~ Suddenly, a single tree branch swoops downward at $n ~ E treebranch2~ Two tree branches, one to either side of you, swing down and strike you. ~ E rtreebranch2~ Two tree branches, one to either side of $n, swing down and strike $m. ~ E treebranch3~ As if the forest were alive, a host of tree branches swing madly down on top of you. ~ E rtreebranch3~ As if the forest were alive, a host of tree branches swing madly down on top of $n. ~ E noheed~ A voice calls out from somewhere up above: "Twice you were warned, now you shall pay for bringing harm into this forest. " Something then steps out from between the trees. ~ ! 0 0 0 1587 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48137 A Golden Font Hidden Deep within the Grove~ Surrounded on all sides by trees and vines, this clearing lies virtually hidden at the center of the grove. A golden, three-tiered fountain stands in the middle of the clearing, with water gurgling upwards out of the fountain and falling musically from the topmost tier. The font appears to be made entire of gold, as do the statues which adorn it. Around the fountain, tiny honeysuckle bushes grow in abundance, filling the tranquil clearing with a sweet-smelling fragrance. All around you, the trees shift and sway with the cool forest breeze. Somehow, though, while a sense of peace surrounds this place, the trees seem wary of your presence all the same. ~ ~ 301465600 2 9 0 D1 stand of shifting trees~ ~ 235 -1 48136 7 10 5 E statues~ Each corner of the fountain is graced by a different statue. The first statue is that of a fairly attractive woman with six arms in a gossamer dress. Diagonal from her stands another female statue, but this one is of a water nymph with serpentine hair. Next to her is a statue of a fabled wemic - the leonine equivalent of a centaur. And across from him is a handsome humanoid with feathery wings. Each statue holds some type of vessel from which a liquid pours down into the fountains basin. ~ E wemic leonine~ Seemingly mixed together from both a lion and a man, the statue which stands before you is like none you have ever seen before. Like a centaur, the upper portion of the wemic is that of a muscular man, with bulging biceps and a mane of long, braided hair. The man's face, intelligent enough, resembles the ferocious features of a lion more than anything. Between the statues hands, he holds a wineskin, and from it a pale red liquid flows into the fountain. The lower portion of the statue has the characteristics of a lion. Its paws are quite large and tipped with claws and it has powerful-looking legs. A long, curving tail protrudes from the hind end of the statue. At the base of the statue is a small, engraved placard. ~ E handsome humanoid wings feathery~ In some ancient stories, there are tales of beautiful, winged beings who serve the gods; they are called angels. Gazing at the life- size statue before you, you can understand why. Clad only in a tight loincloth, the statue has the form and features of a very handsome human male. The statue has both large and powerful arm and leg muscles. Short crop hair frames the statue's heavenly face and amazingly deep eyes. At waist level, the statue holds out a slender flask, from which pours a bright blue liquid. And as the liquid enters the fountain, some of it splashes upwards, to drip down the statue's incredible pecs and abdominal muscles and back into the fountain. The only unusual thing about the statue, aside from its incredible beauty, which even a troll might appreciate, are the two massive, feathery wings sprouted from its back. At the base of the statue, there is an etching. ~ E water nymph serpentine~ This golden statue is buxom and shapely beyond belief. Wearing nothing but a smile and her ankle-long hair, which, sadly, coils like a serpent about her body strategically, the statue stands opposite another feminine statue whose beauty can only pale in comparison. The statue's face resembles an elven maiden's; cool, serene, and beautiful. In her hands, the water nymph (for there is no mistaking her features for anything less) holds an urn, from which a somber grey liquid pours into the fountain. Near the petite toes of the nymph, there is a small carving in the gold. ~ E woman six arms~ Neither attractive nor ugly, this statue is of an ordinary- looking woman. Her hair is of medium length and her garments those of a modest woman. About her head she wears a diadem of sorts, which encircles the crown of her hair. The only thing not ordinary about this female is that she has six arms. Count them, six. Two of her hands she holds steepled, as though praying. Two more she holds out in supplication. In her third set of hands she holds a bowl, and pours from it a burgundy liquid which falls into the fountain, to be mixed with its sparkling waters. At the statue's feet, there is an engraved plaque. ~ E plaque~ A series of unreadable hieroglyphics have been etched into the plaque. ~ E placard~ A series of unreadable hieroglyphics have been etched into the placard. ~ E etching~ A series of unreadable hieroglyphics have been carved into the etching. ~ E carving~ A series of unreadable hieroglyphics have been etched into the carving. ~ E water glitters field stars~ Until the water of the fountain mixes with the waters of the four statues, it looks like an ordinary liquid. But once it touches the floor of the bottom basis and merges with the waters being poured out by the four corner statues, it takes on a life of its own. ~ E honeysuckle bushes~ A host of vine-like bushes with tender green leaves and clusters of bright yellow, orange, and white flowers grow up around the base of the fountain, filling the air with their sweet perfume. ~ E shifting trees~ About the found stands a circle of tightly spaced trees, whose branches rustles nervously on the wind. The only section of trees here which looks close to inviting are the shifting trees to the east. ~ A ~ ~ i = random( 1, 20 ); if( random( 1, 2 ) == 1 ) { wait( i ); send_to_room( #weeping, room ); } ~ E weeping~ From somewhere to the south, you can here the faint, wracking sobs of a young woman. ~ ! 1 0 2 A bow~ tre tree trees~ act_tochar( "You bow before the trees.", ch ); act_notchar( #rbows, ch ); wait(3); act_tochar( #cshifts, ch ); act_notchar( #shifts, ch ); wait(3); act_tochar( #parts, ch ); act_notchar( #rparts, ch ); open( room, east ); wait(2); close( room, east ); send_to_room( #closes, room ); send_to_room( #closes, find_room( 48136 )); ~ E shifts~ @b@G The trees seem pleased with $n's show of homage. ~ E parts~ @b@G Two of the larger trees, an oak and a pine, bend against the breeze and seperate themselves from one another, creating a gap into the rest of the forest grove. ~ E rparts~ The trees, after seemingly studying $n, part before $m, creating a gap into the forest beyond. ~ E closes~ The trees shift back into position to cover up the gap. ~ E cshifts~ @b@G The trees stop shifting nervously and seem pleased with your homage. ~ E rbows~ $b bows before the trees. ~ ! 0 0 0 A dri drin drink~ fountain golden font~ if( find_stat( ch, level ) < 20 ) { act_tochar( #barrier, ch ); act_notchar( #rbarrier, ch ); end; } if( !rflag( status0, room ) ) { act_tochar( #empty, ch ); end; } else { act_tochar( #drinking, ch ); act_notchar( #rdrinking, ch ); wait( 2 ); act_room( #dryup, ch ); remove_rflag( status0, room ); acode( room, 4 ); } ~ E barrier~ @b@C A barrier snaps into visibility before you. The barrier surrounds the golden font on all sides and you have the feeling you do not possess the power to counter it. ~ E rbarrier~ @b@C You watch as $n is held back from the fountain by a barrier which makes itself visible at $s approach. ~ E drinking~ @b@B Braver than most, you cup your hands and drink a hearty mouthful of the unknown liquid which flows from the fountain. ~ E rdrinking~ @b@G Without knowing what liquid fills the incredible golden font, $n reaches down and drinks some of it. ~ E empty~ On second glance, there is nothing to drink from the golden fountain. The only liquid pouring forth from it disappears before collecting. ~ E dryup~ The sound of the liquid bubbling down the side of the fountain changes as the liquid disappears once it reaches the bottom. You cannot tell where the water-like liquid goes, but for all intents and purposes, the font is now dry. ~ ! 0 0 0 A ~ fountain golden font~ wait( 2 ); i = random( 1, 9 ); if( i == 1 ) { i = random( -6, 6 ); drain_stat( ch, str, 7, i ); act_tochar( #str, ch ); act_notchar( #diff, ch ); end; } if( i == 2 ) { i = random( -6, 6 ); drain_stat( ch, wis, 7, i ); act_tochar( #wis, ch ); act_notchar( #diff, ch ); end; } if( i == 3 ) { i = random( -6, 6 ); drain_stat( ch, int, 7, i ); act_tochar( #int, ch ); act_notchar( #diff, ch ); end; } if( i == 4 ) { i = random( -6, 6 ); drain_stat( ch, dex, 7, i ); act_tochar( #dex, ch ); act_notchar( #diff, ch ); end; } if( i == 5 ) { i = random( -6, 6 ); drain_stat( ch, con, 7, i ); act_tochar( #con, ch ); act_notchar( #diff, ch ); end; } if( i == 6 ) { act_tochar( #drainexp, ch ); act_notchar( #rdrainexp, ch ); drain_exp( ch, 10d100+5000 ); end; } if( i == 7 ) { act_tochar( #acid, ch ); act_notchar( #racid, ch ); i = 6d12+40; dam_message( ch, i, "The acidic water" ); inflict( ch, mob, i, "drinking acid" ); end; } if( i == 8 ) { act_tochar( #poison, ch ); act_notchar( #rpoison, ch ); poison( ch ); end; } if( i == 9 ) { act_tochar( #plague, ch ); act_notchar( #rplague, ch ); plague( ch ); end; } ~ E str~ @b After drinking from the fountain, your limbs burn as though someone had reached into your body and pulled on them. ~ E diff~ You cannot put your finger on it, but $n looks quite different after having drank from the fountain. ~ E wis~ @b In the blink of an eye, your mind fades from consciousness. But when you awake, your understand of the world at large is different. ~ E int~ @b Soon after drinking from the fountain, your head explodes in pain and you feel your intellect assaulted. ~ E dex~ @b Suddenly, your limbs are seized by an incredible feeling. When the sensation fades, you perceive that your nimbleness has changed. ~ E con~ @b Strangely, not much seems to happen once you have drank from the fountain. You might feel a little more or less alive, but then again, that could have been something you ate too. ~ E poison~ @b@R You heart begins to beat faster and your vision blurs slightly as you realize that you just drank poison from the golden fountain. ~ E rpoison~ $n doubles over in pain and begins to twitch as though poisoned. ~ E acid~ @b@G Suddenly, the liquid from the fountain begins to burn and sear both your hands and your insides as though it were acid. ~ E racid~ You watch in horror as $n's throat is parcially eaten away and $e screams a mangled scream of torture and agony. ~ E plague~ @b@M Soon after drinking from the golden font, you begin to feel a bit nauseous and begin to break out in a cold sweat. ~ E rplague~ Other than looking a little pale after drinking from the fountain, $n looks fine. ~ E drainexp~ @G Shortly after drinking the liquid from the fountain, you begin to feel pain. Suddenly, the pain is so great that it knocks you to the ground and all you can do is writhe agony. You can feel energy ebbing from your body at an alarming rate. ~ E rdrainexp~ @G Soon after $n drinks from the fountain, $e begins to writhe and collapses to the ground. For a split second, you can see precious life energy ebbing from $s body, leaving $m parcially drained. ~ ! 0 0 0 A l lo loo look~ fountain golden font~ if( rflag( status0, room ) ) act_tochar( #desc1, ch ); else act_tochar( #desc2, ch ); ~ E desc1~ Square in shape, the fountain is indeed made from pure gold. Tiny blue tiles of lapis lazuli decorate each of the three tiers of the fountain, as well as the bases of the four statues which stand on each corner of the lowest tier. Water emerges from the top of the fountain and fills the basin of the first tier before trickles down the edges and filling the next basin and so forth. When the water reaches the bottom tier, it mixes with the waters being poured out by the four statues and glitters like a field of stars. ~ E desc2~ Square in shape, the fountain is indeed made from pure gold. Tiny blue tiles of lapis lazuli decorate each of the three tiers of the fountain, as well as the bases of the four statues which stand on each corner of the lowest tier. Water emerges from the top of the fountain and fills the basin of the first tier before trickles down the edges and filling the next basin and so forth. When the water reaches the bottom tier, it mysteriously vanishes after a second or two. ~ ! 0 0 0 A ~ ~ if( random( 1, 20 ) == 20 ) set_rflag( status0, room ); continue; ~ ! 3 0 2 A gather~ down silver feathers~ if( !is_player( ch ) ) { act_tochar( #end, ch ); end; } i = random( 1, 20 ); if( doing_quest( ch, 40 ) ) if( rflag( reset0, room ) ) if( i < 5 ) { act_tochar( #gather, ch ); act_notchar( #rgather, ch ); obj_to_char( oload( 2034 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #already, ch ); remove_rflag( reset0, room ); } else act_tochar( #dontsee, ch ); else act_tochar( #dontsee, ch ); ~ E gather~ Reaching up behind his wings, you pluck a single soft, downy feather out of the winged statue's back. The feather appears real in every detail. ~ E rgather~ $n reaches up and takes something from the winged statue of a man. ~ E already~ It looks as though someone has already the statue's esscense. ~ E dontsee~ You don't see that here. ~ E end~ You can't reach that. ~ ! 0 0 0 A gather~ mane clumps~ if( !is_player( ch ) ) { act_tochar( #end, ch ); end; } i = random( 1, 30 ); if( doing_quest( ch, 40 ) ) if( rflag( reset1, room ) ) if( i < 5 ) { act_tochar( #gather, ch ); act_notchar( #rgather, ch ); obj_to_char( oload( 2035 ), ch ); remove_rflag( reset1, room ); } else { act_tochar( #already, ch ); remove_rflag( reset1, room ); } else act_tochar( #dontsee, ch ); else act_tochar( #dontsee, ch ); ~ E gather~ Reaching carefully up to the statue of the leonine man, you find a clump of its mane which feels very real and very soft. ~ E rgather~ $n reaches up and takes something from the statue of the wemic. ~ E already~ It looks as though someone has already removed something from the statue. ~ E dontsee~ You don't see that here. ~ E end~ You can't reach that. ~ ! 0 0 0 A gather~ vial water~ if( !is_player( ch ) ) { act_tochar( #end, ch ); end; } i = random( 1, 40 ); if( doing_quest( ch, 40 ) ) if( rflag( reset0, find_room( 48003 ) ) ) if( i < 5 ) { act_tochar( #gather, ch ); act_notchar( #rgather, ch ); obj_to_char( oload( 2036 ), ch ); remove_rflag( reset0, find_room( 48003 ) ); } else { act_tochar( #already, ch ); remove_rflag( reset0, find_room( 48003 ) ); } else act_tochar( #dontsee, ch ); else act_tochar( #dontsee, ch ); ~ E gather~ Tucked behind the ear of the water nymph, there is a tiny vial tucked behind her ear. The vial is tightly stoppered and contains a vivid blue liquid. ~ E rgather~ $n reaches up and plucks something out from behind the water nymph statue's ear. ~ E already~ It looks that there use to be something behind the water nymph's ear, but it is no longer there. ~ E dontsee~ You don't see that here. ~ E end~ You find nothing special. ~ ! 0 0 0 A gather~ circlet crown~ i = random( 1, 50 ); if( is_player( ch ) ) if( doing_quest( ch, 40 ) ) if( rflag( reset0, find_room( 48004 ) ) ) if( i < 5 ) { act_tochar( #gather, ch ); act_notchar( #rgather, ch ); obj_to_char( oload( 2037 ), ch ); remove_rflag( reset0, find_room( 48004 ) ); } else { act_tochar( #already, ch ); remove_rflag( reset0, find_room( 48004 ) ); } else act_tochar( #dontsee, ch ); else if( random( 1, 100 ) < 5 ) { act_tochar( #gather, ch ); act_notchar( #rgather, ch ); obj_to_char( oload( 2037 ), ch ); remove_rflag( reset0, find_room( 48004 ) ); } else act_tochar( #no, ch ); ~ E gather~ As you examine the statue of the woman with six arms, it seems as if her head bows forward. Part of the circlet worn about her head falls directly into your hands. ~ E rgather~ The statue of the six-armed woman bows slightly to $n and something falls from her head into $s hands. ~ E already~ There seems to be nothing special hidden in or around the statue. ~ E dontsee~ You don't see that here. ~ E no~ Your instincts tell you to leave that alone. ~ ! 0 0 0 A l lo loo look~ plaque enserpina serpent~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: May this idol of the lesser deity Enserpina stand as a lasting tribute to her once kind and thoughtful nature. As a demigoddess to the People, crafts and technology were her domain. It is she who designed the Great Pyramid, hoping to please her sister, the Goddess of the People. A fragment of her essence has been imbued into part of a stone circlet this idol wears. Only by gathering it and the essence of her siblings may the Goddess of the People be restored to power. Once this is done, She may choose to restore unto Enserpina her once true and beautiful form. Until then, as payment for her betrayal, Enserpina, like all of the Goddess' siblings, must endure whatever shattered bodies the Goddess thrust upon them with the last vestiges of her fading will for their betrayal. ~ ! 0 0 0 A l lo loo look~ placard leonemus lionine ~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Until the Goddess is restored to power, this statue alone shall recall and remind others of Lionemus' former strength and prowess. It was through his skills and brute strength that allowed the People to lay the first stones of the Great Pyramid's foundation. Were it not for his part in the betrayal of the goddess, he would still walk the realms in his true form. But what was done is done and can only be undone by restoring unto the Goddess her powers. Though this idol be made of stone, a part of it still retains Lionemus' former essence. With it, in part, lies the key to Her salvation. ~ ! 0 0 0 A l lo loo look~ ramuset etching angel~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Never was there a more youthful, more handsome deity, as was the demigod Ramuset. And at times his want for merriment would fill the entire valley, enlivening the spirits of the People, no matter what the occasion. And on his wings arrived many messages more swiftly than thought. But out of jealously, he joined his siblings in a fight against their sister, the Goddess of the People. And though they won the battle, banishing the Goddess' powers and form from this plane, it was not without consequence for it is said that now Ramuset must walk the land in the form of a manbat, a creature as ugly as Ramuset was once beautiful. Part of Ramuset's essence has been imbued into part of this statue in hopes that it might help right the grand betrayal of the heavens. ~ ! 0 0 0 A l lo loo look~ multiplina carving nymph~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As daughter of the Keeper and bringer of light, Multiplina was once the Goddess best friend and advisor. When the Goddess of the valley was betrayed by Multiplina and her other siblings, it startled Her most that the daughter of the Balance would seek to overthrow Her. As punishment, the Goddess used her last influences upon this place to transform Multiplina and her siblings into whatever their hearts most reflected at the moment of their betrayal. In hopes that one day the Goddess shall be brought back among us, I, her last living vessel and priestess, have imbued part of this idol with Multiplina's godly essence, for only through it and the eccenses of the other demigods shall a way to bring back the goddess be found. ~ ! 0 0 0 A translate~ plaque enserpina serpent~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: May this idol of the lesser deity Enserpina stand as a lasting tribute to her once kind and thoughtful nature. As a demigoddess to the People, crafts and technology were her domain. It is she who designed the Great Pyramid, hoping to please her sister, the Goddess of the People. A fragment of her essence has been imbued into part of a stone circlet this idol wears. Only by gathering it and the essence of her siblings may the Goddess of the People be restored to power. Once this is done, She may choose to restore unto Enserpina her once true and beautiful form. Until then, as payment for her betrayal, Enserpina, like all of the Goddess' siblings, must endure whatever shattered bodies the Goddess thrust upon them with the last vestiges of her fading will for their betrayal. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $ examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ placard lion lionemus lionine~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Until the Goddess is restored to power, this statue alone shall recall and remind others of Lionemus' former strength and prowess. It was through his skills and brute strength that allowed the People to lay the first stones of the Great Pyramid's foundation. Were it not for his part in the betrayal of the goddess, he would still walk the realms in his true form. But what was done is done and can only be undone by restoring unto the Goddess her powers. Though this idol be made of stone, a part of it still retains Lionemus' former essence. With it, in part, lies the key to Her salvation. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ etching angel ramuset~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Never was there a more youthful, more handsome deity, as was the demigod Ramuset. And at times his want for merriment would fill the entire valley, enlivening the spirits of the People, no matter what the occasion. And on his wings arrived many messages more swiftly than thought. But out of jealously, he joined his siblings in a fight against their sister, the Goddess of the People. And though they won the battle, banishing the Goddess' powers and form from this plane, it was not without consequence for it is said that now Ramuset must walk the land in the form of a manbat, a creature as ugly as Ramuset was once beautiful. Part of Ramuset's essence has been imbued into part of this statue in hopes that it might help right the grand betrayal of the heavens. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ multiplina carving nymph~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As daughter of the Keeper and bringer of light, Multiplina was once the Goddess best friend and advisor. When the Goddess of the valley was betrayed by Multiplina and her other siblings, it startled Her most that the daughter of the Balance would seek to overthrow Her. As punishment, the Goddess used her last influences upon this place to transform Multiplina and her siblings into whatever their hearts most reflected at the moment of their betrayal. In hopes that one day the Goddess shall be brought back among us, I, her last living vessel and priestess, have imbued part of this idol with Multiplina's godly essence, for only through it and the eccenses of the other demigods shall a way to bring back the goddess be found. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1581 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48138 At the Heart of the Small Forest Grove~ This may not be the geographic center of the small grove, but something whispers into your mind that this its true heart. There is a feeling of peace and serenity higher than anything else you have felt here. Much of the forest floor is covered with dry and dead leaves and broken branches. The parts of the forest floor which are not have been overrun by dark green wildgrass. Tall, sheltering trees of every type stand like natural sentinels in every direction. Unlike most of the trees, though, the ones to the west appear strangely different and perhaps a bit...nervous. ~ *CF [Loxus] hieroglyphs need formatting .. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48144 10 10 5 D1 ~ ~ 0 -1 48143 10 10 5 D2 ~ ~ 0 -1 48139 10 10 5 D3 ~ ~ 0 -1 48136 10 10 5 E trunks branches~ Between the smaller gaps in between the encircling trees, masses of wiry green vines grow in abundance, clogging up the gaps. ~ E leaves~ Heaps of dead and dried leaves already on their way to being reclaimed by nature lie strewn about the forest floor. The only thing these leaves are good for are playing and jumping in. ~ E grass~ In most places, the canopy of leaves formed by the surrounding trees make it impossible for ordinary grass, a plant that loves sunlight, to grow. The grass here is no exception. The only grass which grows along the dark forest floor is a strange, pallid yellow grass with forked blades. Tiny mounds of purple and yellow stick up out of the grass in a few places. ~ E purple yellow mounds~ On closer examination, the tiny 'mounds' turn out to be mushrooms. Minuscule purple mushrooms with yellow dots along their caps protrude out of the wild grass no more than a couple of inches. The mushrooms smell delectable. ~ E trees 1 west~ The trees to the west shift to and fro, both with and against the fresh, fragrant breeze. If you did not know better, you would attribute the motions of the trees to sentient nervousness. ~ A ~ gra gras grass~ if( rflag( reset0, room ) ) act_tochar( #findmush, ch ); else act_tochar( #nripe, ch ); ~ E nripe~ You find nothing of interest in the grass besides some unripe mushrooms. ~ E findmush~ Searching through the grass, you can see the caps of several ripe and ripening mushrooms. ~ ! 9 0 0 A pick pic~ mus mush mushr mushro mushroo mushroom~ i = random( 1, 4 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i != 4 ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1522 ), ch ); } else { act_tochar( #picklast, ch ); act_notchar( #rpicklast, ch ); obj_to_char( oload( 1522 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #noneripe, ch ); else act_tochar( #playeronly, ch ); ~ E picks~ You pick a fresh and colorful mushroom out of the tall grass. ~ E rpicks~ $n picks what looks to be a mushroom out of the tall grass. ~ E picklast~ Sadly, the mushroom which you pick out of the tall grass is the last fully mature mushroom in the area. ~ E rpicklast~ $n picks a mushroom out of the tall grass. There does not seem to be any more left worth grabbing. ~ E noneripe~ There does not seem to be any mushrooms large enough to warrant picking. ~ E playeronly~ Try as you might, the mushroom seems tightly rooted into the ground. ~ ! 0 0 0 A jum jump pla play~ lea leav leave leaves~ if( rflag( reset1, room ) ) if( random( 1, 12 ) == 1 ) { act_tochar( #jump, ch ); act_notchar( #rjump, ch ); wait( 2 ); act_tochar( #feelslab, ch ); remove_rflag( reset1, room ); } else { act_tochar( #jump, ch ); act_notchar( #rjump, ch ); } else act_tochar( #jump, ch ); ~ E jump~ Gleefully, you jump up and down in the pile of leaves - WHEE! ~ E rjump~ Gleefully, $n jumps up and down in the pile of leaves - WHEE! ~ E feelslab~ Just as you landing in the pile of leaves, you lose your balance and fall down hard on a slab of stone which lies beneath the pile. ~ ! 0 0 0 A l lo loo look~ sla slab sto ston stone stones~ if( !rflag( reset1, room ) ) act_tochar( #desc, ch ); else act_tochar( #donesee, ch ); ~ E desc~ The slab of stones beneath the pile of leaves is carved from granite and has been deliberately placed here as it is not naturally occurring. Carved into its rocky surface are a series of indecipherable designs. ~ E donesee~ You don't see that here. ~ ! 0 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( find_skill( ch, track ) > 4 ) if( !rflag( reset0, find_room( 48006 ) ) ) { act_tochar( #trail, ch ); remove_rflag( reset0, room ); } else act_tochar( #losetrail, ch ); else act_tochar( #notenough, ch ); ~ E trail~ The unicorn's trail, which seems magically preserved, leads to the north. ~ E losetrail~ Try as you might, you lose the unicorn's trail. ~ E notenough~ You are not adroit enough in tracking to follow the trail. ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( !rflag( reset1, room ) ) if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); else act_tochar( #dont, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: (Numerous lines of hieroglyphics have been rubbed away along the top of the inscription.) ..... .n.. ...s ...ley was gained thro... but a single .... and it took ... ... ... ..... .. . ...... .. .............................................................................................................................. ................................................................................................................................ ................................................................................................................................ ...ss... wor. ..d t... it took to build ... m....ent, but the People ....ed a way to put down for all time the .... ... ....... they had pledged to the ....... so .....ful were they. When finished, ......................................................................................................... marked distaste for them. Ins..... ... ..v...te fl.... was placed ... the marble ........ May the l.... ....... be as a symbol .. her pow..................................................................... ..................................................... ~ E dont~ You don't see that here. ~ ! 0 0 0 A translate~ slab hieroglyphics glyphics~ if( rflag( reset1, room ) ) { act_tochar( #dont, ch ); end; } if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E dont~ <Type 'help' for help> ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: (Numerous lines of hieroglyphics have been rubbed away along the top of the inscription.) ..... .n.. ...s ...ley was gained thro... but a single .... and it took ... ... ... ..... .. . ...... .. .............................................................................................................................. ................................................................................................................................ ................................................................................................................................ ...ss... wor. ..d t... it took to build ... m....ent, but the People ....ed a way to put down for all time the .... ... ....... they had pledged to the ....... so .....ful were they. When finished, ......................................................................................................... marked distaste for them. Ins..... ... ..v...te fl.... was placed ... the marble ........ May the l.... ....... be as a symbol .. her pow..................................................................... ..................................................... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1577 9 1509949540 3 0 415 17 1509949465 -2 0 2942 17 1509949540 -2 0 -1 S #48139 Forest Grove - Near a Rowan Tree~ Massive and tall oak trees surround thus small grove, providing a natural fence for the vibrant forest. Flowering bushes and plants grow around and near most of the fruit trees here, adding their own little splashes of color to an already colorful and tranquil scene. Situated as far away from the trees as possible, there is a circle of stones set deep into the ground. Most of the stones are rough pieces of granite, but a couple appear to be of pale green limestone. Rustling in the breeze, the golden yellow leaves of an ancient rowan tree, whose branches are thicker than your waist, beckon to you. ~ [Brenna] 'surround thus small grove' should be this small grove. [B'yann] When I search stone, it says nothing of interesting, should be interest ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48138 10 10 5 D1 ~ ~ 0 -1 48140 10 10 5 D3 ~ ~ 0 -1 48135 10 10 5 E circle stones~ Situated a safe distance from anything flammable, someone has built a modest fire pit. The pit is built deep and has been encircled with small chunks and wedges of stone. Whoever built this fire pit respected the forest a great deal to take so much time and caution in building it away from the trees and foliage. ~ E granite~ Most of the granite rocks in the circle of stones are grey granite, a fairly common rock, especially in the canyon of the Southern Narak Desert. Since you have not seen any other sources of granite near here, you presume that the pieces here came from the desert. ~ E pale green limestone~ Mixed in with the wedges of grey granite, there are a few fragments of limestone. Each piece of the pale green stone is slightly blackened on both sides and tiny, hairline fractures riddle through the pieces as though some great force impacted them. ~ E fruit trees~ While there is an abundance of edible things within the small grove, the trees here are the only ones which bear fruit. And in fact, there are two types of fruit trees here. The first set of fruit trees look to be pear trees, for they have glossy green leaves, white flowers, and pieces of fruit which are spherical at the bottom and taper at the end towards the stem. The other trees can be nothing else but orange trees, for globes of yellowish-red fruit hand from their many branches. ~ E bushes flowering plants~ Among all the growing bushes and flowers, there is a large patch of red clover flourishing beneath the fruit trees. The clover covers much of the ground where little grass will grow and it has leaflets in bunches of three. Globular heads of fragrant, rose-purple flowers peek up out of the clover beds. ~ A s so sou sout south~ ~ acode( find_room( 48130 ), 1 ); ~ ! 0 0 0 A pic pick~ app appl apple apples~ i = random( 1, 4 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i < 3 ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 49 ), ch ); } else { act_tochar( #picklast, ch ); act_notchar( #rpicklast, ch ); obj_to_char( oload( 49 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #noneripe, ch ); else act_tochar( #playeronly, ch ); ~ E picks~ You pick an apple from one of the apple trees. ~ E rpicks~ $n picks an apple from one of the apple trees. ~ E picklast~ You pick an apple from one of the apple trees. Unfortunately, it appears that the apple is the last ripe apple on any of the trees. ~ E rpicklast~ $n picks an apple from one of the apple trees. Unfortunately, it appears that the apple is the last ripe apple on any of the trees. ~ E noneripe~ There are no ripe apples on the apple trees to pick. ~ E playeronly~ You tug and tug and tug, but the tree just does not seem to want to give up its apples to you. ~ ! 0 0 0 A ~ ~ ~ ! 0 0 0 A pic pick~ ora oran orang orange~ i = random( 1, 4 ); if( is_player( ch ) ) if( rflag( reset1, room ) ) if( i < 3 ) { act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 50 ), ch ); } else { act_tochar( #picklast, ch ); act_notchar( #rpicklast, ch ); obj_to_char( oload( 50 ), ch ); remove_rflag( reset1, room ); } else act_tochar( #noneripe, ch ); else act_tochar( #playeronly, ch ); ~ E picks~ You pick an orange from one of the fruit trees growing in the area. ~ E rpicks~ $n picks an orange from one of the fruit trees growing in the area. ~ E picklast~ You seem to have picked the last ripe orange from any of the trees here. ~ E rpicklast~ $n seems to have picked the last ripe orange from the orange trees here. ~ E noneripe~ There are no more ripe oranges to be had in this small orchard of fruit trees. ~ E playeronly~ You cannot seem to get a good grip on the golden orbs of fruit. ~ ! 0 0 0 A pic pick sea sear search searc~ clo clov clove clover red~ if( is_player( ch ) ) if( rflag( reset2, room ) ) if( random( 1, 100 ) == 11 ) if( !has_obj( 2047, ch ) ) { remove_rflag( reset2, room ); act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 4 ); act_tochar( #findred, ch ); act_notchar( #rfindred, ch ); obj_to_char( oload( 2047 ), ch ); } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); remove_rflag( reset2, room ); wait( 4 ); act_room( #fades, ch ); } else act_tochar( #notspecial, ch ); else act_tochar( #notspecial, ch ); else act_tochar( #findbut, ch ); ~ E search~ With a careful eye, you begin to search through the bed of red clover. ~ E rsearch~ With a careful eye, $n begins to search through the bed of red clover. ~ E fades~ Deep in the bed of red clover, you find a special one with five leaves. As you tough it though, it fades away and disappears completely. ~ E notspecial~ You find many clovers with red leaves, but none of them look special. ~ E findbut~ You find a single red clover with five leaves, but decide to leave it where it is. ~ E findred~ You can only smile gleefully as you find a single red-leaf clover with five leaves in the bed of ordinary red clover. ~ E rfindred~ $n begins jabbering and carrying on. Apparently $e found something in the bed of clover. ~ ! 0 0 0 A ~ fire firep firepit firepi campsite sto ston stone stones cir circ circl circle~ if( is_player( ch ) ) if( rflag( reset0, find_room( 48005 ) ) ) if( random( 1, 10 ) == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 4 ); act_tochar( #findstone, ch ); act_notchar( #rfindstone, ch ); obj_to_char( oload( 2048 ), ch ); remove_rflag( reset0, find_room( 48005 ) ); } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 4 ); act_tochar( #nothing, ch ); remove_rflag( reset0, find_room( 48005 ) ); } else act_tochar( #already, ch ); else act_tochar( #nothing, ch ); ~ E search~ You begin to search through the fire pit, looking for something useful. ~ E rsearch~ $n begins rummaging through the fire pit. ~ E already~ You find nothing of interesting in the fire pit. ~ E nothing~ You find nothing of interesting in the fire pit. ~ E findstone~ While searching through the stone fire pit, you find a section of stone with strange designs on it. ~ E rfindstone~ While searching through the stone fire pit, $n seems to have found something. ~ ! 9 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( find_skill( ch, track ) > 4 ) if( !rflag( reset0, find_room( 48140 ) ) ) { act_tochar( #trail, ch ); remove_rflag( reset0, find_room( 48006 ) ); } else act_tochar( #losetrail, ch ); else act_tochar( #notenough, ch ); ~ E trail~ The unicorn's trail, which seems magically preserved, leads to the north. ~ E losetrail~ Try as you might, you lose the unicorn's trail. ~ E notenough~ You are not adroit enough in tracking to follow the trail. ~ ! 0 0 0 1588 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48140 An Ancient Rowan Tree~ While there are oak trees to the south and lush greenery all around, there is only one tree here in the immediate vicinity. But, oh, what a tree it is. The tree has near-ebony roots which are partly exposed, a trunk thicker than a pachyderm covered with dark brown bark, and immense branches that look like they could buckle under their own weight at any moment. Juxtaposed against the burly and massive features of the tree, a spray of delicate golden yellow leaves cover nearly every inch of its branches. If this tree is not the oldest in the grove, it is very close to being so. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48143 10 10 5 D1 ~ ~ 0 -1 48141 10 10 5 D3 ~ ~ 0 -1 48139 10 10 5 E rowan tree~ Unlike most rowan trees who have clusters of orange-red berries and sprays of gentle white flowers up and down their branches, this deciduous tree is devoid of both. Instead, the ancient tree has leaves of a golden yellow color that even a blind man would find beautiful. ~ E branches~ With a tree as ancient as this one must be, it suffers from an affliction that it cannot get away from: weight death. Judging from the looks of the sagging branches, it is only a short amount of time before the tree folds under its own weight. One well placed kick or shake would probably send the poor tree crashing to its grave. ~ E thick trunk~ The bark of this deciduous tree is of a dark brown color and has several places where branches were removed from its lower trunk in the distant past. Large knot holes are evidence of this. Around a couple of the knot holes, a wispy moss clings to the bark of the tree. ~ E wispy moss~ In a couple of places, the wispy golden moss covers the trunk of the tree, resembling facial hair and eye brows. ~ E knot holes~ Though several knot holes mar the smooth, dark brown deciduous trees bark, the two which look the most interesting stand side by side, almost like eyes. And as you look closer, a trail of golden moss runs down the front of the tree as if to form a beard and eyebrows. In fact, the trunk of the tree looks so much like a face that you are tempted to talk to it. ~ E near-ebony roots~ In several places, the near ebony roots of the grand rowan tree have been almost gnawed in to. Where this has occurred, a thick, viscous sap as red as blood collects in small pools beneath the roots. ~ E small pool blood-colored sap~ A rich blood-colored sap gathers beneath some of the exposed roots. It has an earthy yet sweet smell. ~ A s so sou sout south~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( find_skill( ch, track ) > 4 ) if( !rflag( reset0, find_room( 48141 ) ) ) { act_tochar( #trail, ch ); remove_rflag( reset0, room ); } else act_tochar( #losetrail, ch ); else act_tochar( #notenough, ch ); ~ E trail~ The unicorn's trail, which seems magically preserved, leads to the west. ~ E losetrail~ Try as you might, you lose the unicorn's trail. ~ E notenough~ You are not adroit enough in tracking to follow the trail. ~ ! 0 0 0 A l lo loo look~ lea leav leave leaves butterfly butterflies butter~ if( rflag( reset1, room ) ) if( random( 1, 10 ) == 1 ) { act_tochar( #desc, ch ); wait( random( 4, 8 ) ); act_room( #leaves, ch ); mload( 1475, room ); remove_rflag( reset1, room ); } else act_tochar( #desc, ch ); else act_tochar( #desc, ch ); ~ E desc~ Silvery veins cover the large but delicate golden yellow leaves which sprout from the tree's branches. And as the wind gentle moves through the branches, many of the leaves flutter to and fro, their leafy folds like the wings of butterflies. ~ E leaves~ A host of the silvery-veined leaves fall off the tree and descend on you. Too late, you realize, that the leaves are really large and hungry butterflies. ~ ! 0 0 0 A shake kick move~ tree rowan~ act_tochar( #shake, ch ); act_notchar( #rshake, ch ); wait( random( 2, 5 ) ); if( !mob_in_room( 1475, room ) ) if( rflag( reset1, room ) ) { act_room( #flutter, ch ); mload( 1475, room ); remove_rflag( reset1, room ); } else act_room( #booming, ch ); else act_room( #booming, ch ); ~ E shake~ You give the ancient rowan tree a good shake, sending its branches and golden leaves swaying. ~ E rshake~ $n gives the ancient rowan tree a good shake, sending its branches and golden leaves swaying. ~ E flutter~ @YA host of yellow butterflies swarm down out of the tree!@n ~ E booming~ @RIn a boming voice, the rowan tree shouts: "Leave me alone! I won't speak to anyone until She is restored!" ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48141 Southeast Corner - A Stand of Ashwood Trees~ At the southeastern fringe of the secluded grove, just inside the stout ring of encircling oak trees, stands a small copse of ashwood trees. The trees vary in height, from a sapling which barely reaches up to your knees to a gigantic brute of an ashwood who stands a good forty feet tall. At the foot of one of the ashwood trees, there are fresh scratches in the dirt. To the north rise the branches of a strange and gnarled tree while to the west the golden yellow leaves of an ancient rowan tree weave in a near-hypnotic pattern. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48142 10 10 5 D3 ~ ~ 0 -1 48140 10 10 5 E ashwood copse~ The small copse at the southeastern edge of the grove contains only ashwood trees of varying sizes and heights. For the most part, the younger and shorter trees grow in a circle around the gigantic one. ~ E sapling~ The two foot tall, ashwood sapling looks pliable enough to break in two. Its soft bark is grey in color and has a tiny knot hole already set into its exterior. ~ E gigantic ashwood brute~ The largest tree in the copse, an ancient ashwood tree stands nearly at the center of the gathering of trees, ringed protectively by the other, younger ashwoods. This incredible tree sports massive, compound leaves and clusters of tiny green flowers. ~ E foot scratches dirt~ The fresh gouges in the dirt seem indicative of some type of animal's tracks. ~ A s so sou sout south e ea eas east~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( find_skill( ch, track ) > 4 ) if( !rflag( reset0, room ) ) { act_tochar( #trail, ch ); remove_rflag( reset0, room ); } else act_tochar( #losetrail, ch ); else act_tochar( #notenough, ch ); ~ E trail~ The unicorn's trail, which seems magically preserved, leads to the west. ~ E losetrail~ Try as you might, you lose the unicorn's trail. ~ E notenough~ You are not adroit enough in tracking to follow the trail. ~ ! 0 0 0 A l lo loo look~ tra trai trail tra trac track tracks~ if( find_skill( ch, track ) > 4 ) { act_tochar( #trail, ch ); remove_rflag( reset0, room ); } else act_tochar( #normaldesc, ch ); ~ E trail~ The tracks, on closer examination, belong to that of a unicorn, a heretofore fabled creature. The trail, though, leads to the west but soon disappears. ~ E normaldesc~ You have no idea what the hoofed tracks belong to and you cannot tell for certain where they go. ~ ! 0 0 0 1577 9 1509949540 3 0 1588 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48142 Before an Incredibly Strange Tree~ You have seen a lot of unusual and odd trees in your lifetime, but this one has to be the strangest. While it has branches, leaves, and a trunk, that is where the similarities between it and a normal tree end. This particular tree has bright orange bark, blue leaves shaped like five-pointed stars and branches which end in human-like hands. Several pieces of cone-shaped fruit also hang from the tree, suspended from a few of the fingered hands. At the southeast corner of the grove rises a small stand of ashwood trees and to the west the old but peaceful grove continues. The top of a massive rowan tree can barely be seen through the canopy, to the southwest. ~ *CF ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48141 10 10 5 D3 ~ ~ 0 -1 48143 10 10 5 E strange tree bright orange bark~ The trunk and branches of the tree are covered with a brilliant orange bark. The bark itself, rather than being an outer layer of dead plant material, is composed of tiny, interlocking, triangular scales. ~ E leaves star five-pointed blue~ About as big around as your palm, star-shaped leaves cling to the orange tree branches. Each leaf has five points, like a pentagram. Wide veins of red run from each tip of the leaf to converge at the stem, which folds under some of the triangular orange bark scales. The leaves cover nearly every each of the strange tree's branches, except their ends, which end in human-like fingers. ~ E branches human-like hands~ As the trunk of the strange tree diverges into branches, the branches rise upwards. At the end of each branch are finger-like twigs, which are black and not orange in color. In the "grasp" of some of these "hands," there are unusual, cone-shaped fruits. ~ E cone-shaped fruit~ Pieces of cone-shaped fruit hang from the hand-like ends of some of the tree's branches. Never before have you seen such fruit! Each has a circular base which is deep red in color but as the fruit tapers and extends upwards, the color fades, until it is a creamy white color. A faint, minty odor hands around the fruit. ~ E rowan~ The golden leaves of an ancient, hardy rowan tree can be seen to the distant southwest. ~ A e ea eas east n no nor nort north~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A pic pick~ fru frui fruit con cone cone-shaped~ act_tochar( #trying, ch ); act_notchar( #rtrying, ch ); wait( 2 ); act_tochar( #swats, ch ); act_notchar( #rswats, ch ); i = random( 10, 50 ); dam_message( ch, i, "A strange tree's swatting branch" ); inflict( ch, mob, i, "a strange tree's bashing branches" ); wait( 1 ); act_room( #myfruit, ch ); ~ E trying~ Standing on the tips of your feet, you strain and try to pick one of the cone-shaped pieces of fruit. ~ E rtrying~ $n stands on $s tip toes and tries to pick one of the colorful pieces of cone-shaped fruit. ~ E swats~ Suddenly, one of the arm-like branches takes a swat at you! ~ E rswats~ Suddenly, one of the arm-like branches takes a swat at $n. ~ E myfruit~ The strange, living tree yells: "My fruit! Get your own and leave me alone!" ~ ! 0 0 0 A ~ ~ ch = rand_player( room ); if( is_resting( ch ) ) if( random( 1, 20 ) == 1 ) if( !has_obj( 2033, ch ) ) { act_tochar( #hands, ch ); act_notchar( #rhands, ch ); obj_to_char( oload( 2033 ), ch ); } ~ E hands~ The strange tree smiles and hands you a piece of fruit. ~ E rhands~ The strange tree hands $n a piece of fruit. ~ ! 2 5000 0 A ~ ~ if( random( 1, 12 ) == 1 ) act_room( #offer, ch ); ~ E offer~ The branches of the strange tree sway gently, as if inviting you to rest beneath its boughs. ~ ! 2 500 0 A ~ ~ wait( 2 ); if( random( 1, 20 ) == 1 ) if( !has_obj( 2033, ch ) ) { act_tochar( #hands, ch ); act_notchar( #rhands, ch ); obj_to_char( oload( 2033 ), ch ); } else act_tochar( "A strange tree sways back and forth before you.", ch ); else act_tochar( "A strange tree sways back and forth before you.", ch ); ~ E hands~ A piece of fruit falls from the tree, just as you enter the area. ~ E rhands~ A piece of fruit falls to $n's feet from the strange tree here. ~ ! 1 0 12 1587 9 1509949540 3 0 755 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48143 Near the Heart of the Forest Grove~ Though the lush and green grove is calm and serene, the clearing to the west seems even more so. Here, the trees grow at a slight angle in an effort from their branches to break through the existing canopy formed from the larger and taller trees around them. Tiny saplings and sprigs of grass grow along the forest floor in the spots where sunlight is able to cascade down through the woven blanket of greenery. To the east looms a tall but strange-looking trees and to the south, at the edge of the grove, stands a massive but ancient rowan tree. ~ *CF [Belgar] strange-looking trees -> tree ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48142 10 10 5 D2 ~ ~ 0 -1 48140 10 10 5 D3 ~ ~ 0 -1 48138 10 10 5 E sprigs grass~ Where the sunlight cascades down through the open spots in the canopy, patches of thick green grass thrive. The grass is also tall enough to obscure anything in its depths. ~ E tiny saplings~ Supple little saplings of all varieties grow up out of the forest floor, desperately striving to reach the sunlight. ~ E canopy~ Like a quilted blanket or a tightly woven wicker basket, the branches of the tallest trees intertwine to create a sheet of leafy darkness up above. A few gaps in the living tapestry allow for light to fall down onto the forest floor. ~ E rowan~ Far to the south, a rowan tree with ebony bark and fluttering golden leaves stands out like a torch flickering in the darkness. ~ E strange 1 east~ A tree, both strange in shape and color looms to the east. It is unclear as to whether or not it is even a tree. ~ A n no nor nort north~ ~ acode(find_room(48130),1); ~ ! 0 0 0 1588 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48144 Near the Heart of the Forest Grove~ The trees in this part of the ancient valley grove grow tall and straight, with few branches sprouting off their trunks for at least the first twenty feet. Pieces of stone, shiny from a slick, wet moss covering their surfaces, lie here and there at the base of a few of the trees. As light shines down through the leafy canopy, shadows play across the wrinkled bark of the trees, giving you the impression of faces. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48128 10 10 5 D2 ~ ~ 0 -1 48138 10 10 5 D3 ~ ~ 0 -1 48145 10 10 5 E trees~ In this part of the grove, there is something quite unusual about the trees. For one thing, they are all of the same variety, though exactly what you have no idea. Secondly, every single tree looks to be of the same height. Last but not least, the trees appear to have only two thick, massive branches supporting a host of green leaves. ~ E slick wet moss~ So green it is almost black, thick moss covers almost every inch of the rocks and stones lying amidst the leaves on the forest floor. Strangely, the moss cannot be found anywhere on the trees here, as though it dare not touch them. ~ E pieces stone~ A few slabs of stone lie on the ground and look like perfect places to sit. Mostly, the slabs are made of granite, but one or two of them have been cut from orange quarry stone and appear to have been dragged here. ~ E 4 bases~ At the base of each tree, two huge roots can be seen plunging down into the earth, undoubtedly in search of nutrients. Usually, trees have more than just two roots holding them in place but these mighty trees apparently need only two. ~ E wrinkled bark faces~ As you examine the tree trunks more carefully, you are amazed at how close some of them resemble faces. ~ A e ea eas east~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A l lo loo look~ wr wrin wrink wrinkl wrinkle wrinkled bar bark fac face faces~ i = random( 1, 10 ); if( rflag( reset0, room ) ) if( i == 10 ) { act_tochar( #desc, ch ); wait( random( 3, 15 ) ); act_room( #emerges, ch ); mload( 1474, room ); remove_rflag( reset0, room ); } else { act_tochar( #desc, ch ); remove_rflag( reset0, room ); } else { act_tochar( #desc, ch ); remove_rflag( reset0, room ); } ~ E desc~ As you examine the tree trunks more carefully, amazed at how close some of them resemble faces. ~ E emerges~ Suddenly, the branches of the trees begin to move all about you and one of them uproots itself and approaches. ~ ! 0 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( find_skill( ch, track ) > 4 ) if( !rflag( reset0, find_room( 48138 ) ) ) { act_tochar( #trail, ch ); remove_rflag( reset0, room ); } else act_tochar( #losetrail, ch ); else act_tochar( #notenough, ch ); ~ E trail~ The unicorn's trail, which seems magically preserved, leads to the west. ~ E losetrail~ Try as you might, you lose the unicorn's trail. ~ E notenough~ You are not adroit enough in tracking to follow the trail. ~ ! 0 0 0 1588 9 1509949540 3 0 2168 17 1509949540 -2 0 189 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48145 Clearing in the Forest - Near a Fallen Obelisk~ While trees and plants lie in every direction elsewhere, here they recede, leaving a quaint little clearing, perfect for picnics or just lounging around and taking in the wondrous view of exotic flora. Several slabs of pale orange quarry stone and limestone lie about the clearing, covered with moss and colorful patches of lichen. The chunks of stone appear to be fragments of debris which have broken off of a much larger stone formation, which rests on its side, in ruins, to the west. Judging from the vegetation growing on and over the stones, it has rested thus for quite some time. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48127 10 10 5 D1 ~ ~ 0 -1 48144 10 10 5 D2 ~ ~ 0 -1 48136 10 10 5 D3 bunch of shifting trees~ ~ 0 -1 48226 10 10 5 E flora~ The most exotic pieces of flora in this part of the wood have to be a series of snapdragon flowers who grow in a protective semi-circle around half the clearing. ~ E snapdragon flowers~ The snapdragon flowers growing along the edges of half the clearing stand about a foot and a half tall and have petals either of a solid red, yellow, or orange color with shades of the other two along the fringes. ~ E clearing~ The ground, at last, is covered with a thin carpet of deep green grass, for there are enough gaps in the canopy to allow ground cover to grow here. There are several rocks on which to sit on and a particularly flat rock that would serve as a nice picnic table. ~ E slabs orange quarry stone limestone chunks fragments~ The pieces of stone scattered about come in two varieties: limestone and quarry stone. The quarry stone is of a faint orange color and composes a bulk of the debris. The limestone on the other hand is of a pale shade of green and is far less abundant. Both types of stone have suffered severely, for cracks and charring score their surfaces deeply. ~ E moss~ On the surface of both the rocks and trees grow a blood-red moss. Unlike most mosses which are soft and wet to the touch when in their prime, this moss is coarse and dry. ~ E lichen~ A foul-smelling lichen covers a fair amount of the rocks and trees in this section of the grove. While the lichen does not look to be of a poisonous nature, you can never tell for sure. ~ E ruins 1 west~ To the west lie the toppled ruins of a once tall and tapering monument. Blocks of quarry stone and limestone sheets rest in tumbled messes all over. At the center of the mess if a pyramidal structure, which at one time probably was the tip of the monument. ~ E vegetation~ Thick, sturdy vines creep and crawl over, under, around, and through all the dark recess and over the stone ruins themselves. For the most part, the vines encompass most of the rocks, except in a few rare cases where a sprig of some wild herb grows. ~ A get tak take~ spr spri sprig ger germ germa german germand germande germander~ i = random( 1, 10 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i > 2 ) { act_tochar( #nothing, ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #pullup, ch ); act_notchar( #rpullup, ch ); obj_to_char( oload( 284 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); else act_tochar( #nothing, ch ); ~ E nothing~ You don't see that here. ~ E pullup~ Bending down, you pull up a sprig of something green. ~ E rpullup~ Bending down, $n pulls up a green spring and pockets it. ~ ! 0 0 0 A tra trac track~ uni unic unico unicor unicorn~ if( find_skill( ch, track ) > 4 ) if( !rflag( reset0, find_room( 48144 ) ) ) { act_tochar( #trail, ch ); remove_rflag( reset0, room ); } else act_tochar( #losetrail, ch ); else act_tochar( #notenough, ch ); ~ E trail~ The unicorn's trail, which seems magically preserved, leads to the north. ~ E losetrail~ Try as you might, you lose the unicorn's trail. ~ E notenough~ You are not adroit enough to follow the trail. ~ ! 0 0 0 1586 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48146 Atop Ancient Ruins~ Surrounded on every side by imposing, spiraling dunes, a series of stone ruins lie in a crumpled mass at your feet. In places, the stone ruins are completely covered by crimson sand while in others, the remains of the structure can clearly be seen, just as if someone has tried to excavate a portion of it. From what lies above the desert's sandy surface, you can see a few broken columns carved from pale orange quarry stone. The corners of a few square-cut blocks of the same stone also stick up out of the sand. ~ *CF [Fraelith] says passage to east [Fraelith] in room east rather ~ 301465600 10 9 0 D1 stone block~ stone block~ 235 -1 48147 10 10 5 D3 gap~ ~ 235 -1 48126 10 10 5 E ruins~ It is impossible to gauge what the ruins used to be, there simply is not enough of the structure left, at least on the surface, to make an educated guess. But judging from the columns and blocks, the ruins could have formed the roof or a floor of some small building. The size and thickness of the quarry stone blocks is suggestive that they probably could not have been functional foundation stones. ~ E columns~ The columns of stone which stick up out of the swirling red sands are about three feet in diameter and perfectly round. Faint but legible hieroglyphics adorn one of the columns. ~ E corners blocks~ Cut with a precision which belies their apparent age, the blocks of stone are massive, yet thin. They are carved from pale orange quarry stone and only the corners appear to be at all weathered, as though they have only recently been exposed to the elements. The edge of another cut block, this one of red sandstone, juts out of the side of one of the spiraling dunes to the east. ~ E 1 east edge sandstone~ The block of red sandstone wedged into the side of one of the eastern dunes of red sand looks purposefully placed there. The stone glistens like no sandstone you have ever seen, as though it has been coated with something. A few fissures travel over the surface of the sandstone block. ~ E fissures~ The fissures appear to run throughout the entire block of sandstone. It would not take much to bash or crush the block into oblivion. ~ E spiraling dunes~ Stream-like arms spiral off of central columns of sand, forming swirling mounds of arid earth all around the ruins here. The dunes stand tall and in every direction, surrounding the ruins. There seems to be very little space between one dune and the next. ~ A bash crush smash break~ block rock stone~ if( !is_open( find_room( 48146 ), east ) ) if( find_stat( ch, str ) > random( 8, 14 ) ) { act_tochar( #shatters, ch ); act_notchar( #rshatters, ch ); remove_rflag( reset1, find_room( 48146 ) ); open( find_room( 48146 ), east ); } else { act_tochar( #hurtfist, ch ); act_notchar( #rhurtfist, ch ); } else act_tochar( #already, ch ); ~ E shatters~ You slam your fist into the cracked stone block, shattering it into a thousand little pieces. Behind the stone lies a passage. ~ E rshatters~ $n slams $s fist into one of the blocks of stone, shattering it. In place of the stone lies a passage. ~ E hurtfist~ You slam your fist into the block of stone but nearly crush your hand! ~ E rhurtfist~ $n slams $s fist into a block of stone and screams in pain as $e nearly breaks $s fist. ~ E already~ You don't see that here. Perhaps the block has already been crushed. ~ ! 0 0 0 A l lo loo look~ space between next one gap~ if( rflag( reset0, room ) ) if( class( ch ) == ranger ) { act_tochar( #desc, ch ); i = random( 3, 7 ); wait( i ); act_tochar( #notice, ch ); act_notchar( #pointsout, ch ); remove_rflag( reset0, room ); } else act_tochar( #desc, ch ); else act_tochar( #noticedesc, ch ); ~ E desc~ The dunes to the west crowd very close to one another, with very little space between any of them. ~ E notice~ You notice that there is a gap between the two dunes that can be entered. ~ E pointsout~ $n looks west and points to a gap between the dunes where it is likely you can fit through. ~ E noticedesc~ The dunes to the west crowd very close to one another, with very little space between any of them. However, you can make out a small gap between a couple of the dunes which is large enough to enter. ~ ! 0 0 0 A enter~ gap space~ if( rflag( reset0, find_room( 48146 ) ) ) act_tochar( #disclaimer, ch ); else { act_tochar( #follows, ch ); act_notchar( #rfollows, ch ); transfer( ch, find_room( 48126 ) ); loop( followers ) { act_tochar( #follows, rch ); act_notchar( #rfollows, rch ); transfer( rch, find_room( 48126 ) ); } } ~ E disclaimer~ Whatever that is you are unable to enter it. ~ E follows~ You enter the gap between two of the dunes. ~ E rfollows~ You watch as $n disappears into the gap between two of the dunes. ~ ! 0 0 0 1573 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48147 Before a Squat Tower of Sand~ A short, square tower built from sheets of red sandstone stands at the end of this section of the desert like a boulder in a cul-de-sac. The tower has but one level and its top is rimmed by battlements. A pile of bound reeds lie up against the front of the tower, their ends flapping in the breeze. Immense dunes of sand stand in every other direction. Something strange seems to be near the reeds. ~ *CF [Fraelith] tower extra [Lansharra] ok. the stupid monster blocks the way out. hrm. ~ 301465608 10 9 0 D0 door of bound reeds~ door bound reed~ 2187 -1 48148 10 10 5 D3 ~ ~ 235 -1 48146 10 10 5 E reed door~ A pile of reeds stacked side to side lean up against the front of the short tower. The reeds stand about seven tall and are of a dried tan color. Strips of leather coil about the reeds, binding them together into a flat, door-like plane. ~ E dunes immense~ Large, behemoth dunes of stand loom to the south and east, blocking your view in those directions. These spiral dunes are perhaps some of the tallest ones you have seen. A passage lies through one of the western dunes, but it appears a stone block denies passage through it. ~ E battlements~ The battlements of the squat tower have spear-like points jutting up out of their tops. The alternating indentation of the battlements, though, seem too narrow and stilted to be used for defense. ~ E red sandstone walls~ The sandstone walls of the tower glisten with moisture. However, as you look closer, the moisture is actually a coating of hardened resin. Which also means the sandstone walls are actually just carefully molded sand walls. ~ E stone block~ A stone block lies wedged in a passage through the side of a westerly dune. Deep cracks run through the stone. It probably would not take much to smash it open. ~ A n no nor nort north~ ~ i = random( 1, 10 ); if( rflag( reset0, room ) ) if( i == 1 ) act_tochar( #monster1, ch ); else if( i == 2 ) act_tochar( #monster2, ch ); else if( i == 3 ) act_tochar( #monster3, ch ); else if( i == 4 ) act_tochar( #monster4, ch ); else if( i == 5 ) act_tochar( #monster5, ch ); else if( i == 6 ) act_room( #monster6, ch ); else if( i == 7 ) act_room( #monster7, ch ); else if( i == 8 ) act_room( #monster8, ch ); else if( i == 9 ) act_room( #monster9, ch ); else act_room( #monster10, ch ); else continue; ~ E monster1~ A gigantic crustacean monster blocks your passage north with one, gruesome claw. ~ E monster2~ The eye stalks of a giant crustacean monster glare down at you as you try to pass by it. ~ E monster3~ The gigantic crustacean monster takes a swipe at your head, for trying to pass him. Luckily he misses. ~ E monster4~ The gigantic crustacean monster stands directly in your path, its clawed feet spread in a wide, sturdy stance. ~ E monster5~ Just as it looks like you will bypass the gigantic crustacean monster, it knocks you back with its chitinous claws. ~ E monster6~ The gigantic crustacean monster glares at you and says: " None shall pass! " ~ E monster7~ The gigantic crustacean monster glares at you and says: "How dare you attempt to get past me. Try again and you will regret it!" ~ E monster8~ The gigantic crustacean monster glares at you and says: "You cannot pass, it is forbidden!" ~ E monster9~ The gigantic crustacean monster glares at you and says: "Only friends of the crab people are allowed to pass." ~ E monster10~ The gigantic crustacean monster glares at you and says: "You are not welcome here. Go away!" ~ ! 3 0 1 A l lo loo look~ som some somet someth something str stran stra strang strange~ if( rflag( reset0, room ) ) act_tochar( #monster, ch ); else act_tochar( #nomonster, ch ); ~ E monster~ As you stare at the space near the door, you very nearly miss the giant monster which stands at least twenty feet high. It looks to be a very large hybrid of a man and crab, with humanoid legs and the upper body and pinching claws of a crab. The edges of the sand crabman are dark and smokey, like tentrils of vapor. ~ E nomonster~ It seems your imagination is playing tricks on you. There is nothing to the north, near the stack of reeds. ~ ! 0 0 0 A disbelieve~ san sand gol gole golem mon mons monst monste monster~ if( cflag( 57, ch ) ) if( rflag( reset0, room ) ) if( find_stat( ch, int ) > random( 10, 20 ) ) { remove_rflag( reset0, room ); act_tochar( #concentrate, ch ); act_notchar( #rconcentrates, ch ); wait( 3 ); act_tochar( #shimmers, ch ); act_notchar( #rshimmers, ch ); wait( 3 ); interpret( ch, "yell It's not real! It is just a trick of the reflecting light!" ); wait( 1 ); act_tochar( #disappears, ch ); act_notchar( #rdisappears, ch ); remove_rflag( reset1, room ); } else { act_tochar( #invain, ch ); act_notchar( #rinvain, ch ); } else act_tochar( #already,ch ); else act_tochar( #nogo, ch ); ~ E concentrate~ You stare intently at the giant sand golem, concentrating. ~ E rconcentrates~ $n stops dead in $s tracks and begins looking at the giant sand golem with intense concentration. ~ E shimmers~ As you concentrate on the golem, the edges of it begin to shimmer slightly. You recognize it for the illusion that it is. ~ E rshimmers~ The edges of the giant golem of sand begin to shimmer slightly, as though it were being illuminated from behind. ~ E disappears~ Suddenly, with a loud *POP* and rush of air, the golem disappears entirely. ~ E rdisappears~ Once $n begins calling the giant sand golem an illusion, everything becomes clear to you. The golem disappears out of sight with a loud *POP*. ~ E invain~ As you bring your will to bear on the giant sand golem, you realize it's no use. You cannot concentrate enough. ~ E rinvain~ $n looks very frustrated as $e stares aimlessly at the giant golem of sand. ~ E already~ The giant sand golem has already been dissipated. ~ E nogo~ You don't know how to do that. ~ ! 0 0 0 A bash smash punch ~ stone block~ acode( find_room( 48146 ), 1 ); ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 2 open~ door bound reeds 1 north~ if( !is_open( room, north ) ) { show( ch, room, north ); continue; } else continue; ~ E to_char~ You open the door of bound reeds. ~ E to_room~ $n opens the door of bound reeds. ~ E to_side~ The door of bound reeds opens. ~ ! 8 0 1 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48148 Inside a Squat Tower of Sand~ The interior of this short tower of sand is surprisingly sophisticated for its decor is nothing what you might have expected in the desert. The tower is completely round on the inside and stands about forty feet tall. Spiraling around the resin-coated walls are shelves of sand which jut directly out of the walls. Upon the shelves are a variety of scrolls, tomes, and objects, each of which looks anywhere from mildly old to extremely ancient. The floor of the tower has been tiled with small squares of alternating red and black glass, upon which sits a chair, table, and desk, all made out of sculpted sand. On the east wall, just under a particularly high bookshelf, hangs a worn and tattered tapestry and to the south stands a door formed from bound reeds. ~ *CF ~ 301465601 10 9 0 D1 tattered, woven tapestry~ tattered woven tapestry~ 171 -1 48151 10 10 5 D2 door of bound reeds~ door bound reeds~ 2187 -1 48147 10 10 5 E door bound reeds~ Thick, century-old reeds, bound together with strips of hide, form a door which is set into the south wall. Though crude, the door prevents the elements for wandering in uninvited (as well as vagrants) and is lockable from the inside, by way of a descending bar. ~ E worn tattered tapestry 1 east~ Woven from bleached desert grass, the tapestry which hangs here is very old and perhaps dates back to the founding of this small settlement. Most of the tapestry is too faded to make out, but from what you can see, it appears that a deadly scene of conquest is taking place. Hordes of crab people are fleeing from the great pyramid while a bolt of lightning strikes its tip. At the edge of the tapestry, you notice that a bar mechanism runs behind it and you realize that the tapestry is a concealed door out to the east. ~ E scrolls **M**~ Out of all the scrolls lining the shelves, very few, if any, appear useful. Most seem to be ancient and would probably crumble to dust at the slightest touch. Each scroll is carefully rolled up and bound with a single ribbon of hide. ~ E tomes **M**~ This modest library of books contains more volumes than many you have seen previously. Unfortunately, if the foreign scripts down their spines are any indication, all of them are illegible. The tomes vary in size, color, and shape; from a round, palm-sized volume bound in blue, scaly hide to a two-foot, green librum which is about as thick as your arm and has been bound in the shape of a triangle. ~ E objects **M**~ While the scrolls and tomes outnumber the objects on the shelves, the objects themselves are nonetheless as interesting. Placed at the beginning and end of each shelf, probably as bookends, the objects vary in type and oddity, from the skull of what you think must be a crabman, to a stylized string instrument. ~ E bookshelves shelves **M**~ The bookshelves which spiral up and around the tower are actually extensions of the red, sandy walls themselves. They jut straight out, providing a flat surfaces for the books to rest upon. ~ E floor tile squares black red **M**~ Small tiles of black and red glass stretch around the length of the floor. The pattern of colored-tiles alternates so that there is never two tiles of the same color side by side. ~ E chair~ A high-backed chair with an unusually wide seat sits behind the desk and to the side of the large, sand-sculpted table, so that it might be used for sitting at both. Formed from resin-coated red and black sand, the chair matches the alternating tiled floor perfectly. The arms of the chair bear deep scratch marks, as though they were the frequent victim of someone's agitation. ~ E table **M**~ Sculpted from black sand and coated with a clear, hardening resin, this table stands about three feet high and lies adjacent to the desk in the chamber. The surface of the table is clear of everything, except for a few pieces of old papyrus. ~ E old papyrus **M**~ The papyrus on the desk appears to be some type of official document. It is written in a flowing script you would not have credited the crab people with and bears some type of official seal down at the bottom. ~ E desk **M**~ Sculpted from red sand and coated with hardening resin like every other structure and piece of furniture you have seen thus far, this desk stands in front of a large chair and adjacent to a large table. The desk has but a single drawer and its surface is clean of anything but a quill of sorts, a few sheets of blank papyrus, and a bottle of what must be ink. ~ E ink bottle **M**~ The bottle on the desk contains a thick, black fluid which looks harmless and is probably what you think it is: ink. ~ A bar~ tapestry door~ if( !is_open( room, east ) ) if( rflag( status1, find_room( 48150 ) ) ) { act_tochar( #bars, ch ); act_notchar( #rbars, ch ); remove_rflag( status1, find_room( 48150 ) ); } else act_tochar( #already, ch ); else act_tochar( #need, ch ); ~ E need~ The tattered, tapestry door must be closed first in order to bar it. ~ E bars~ Picking up a beam of wood leaning in the corner, you slide it into groves to either side of the tattered tapestry, thus barring the concealed door. ~ E rbars~ $n bars the front of the tattered tapestry with a beam of wood which once rested in adata the corner of the chamber. ~ E already~ The tattered tapestry has already been securely barred against intrusion. ~ ! 0 0 0 A unbar move~ tapestry door bar~ if( !rflag( status1, find_room( 48150 ) ) ) { act_tochar( #unbar, ch ); act_notchar( #runbar, ch ); set_rflag( status1, find_room( 48150 ) ); } else act_tochar( #already, ch ); ~ E unbar~ You lift the beam of wood out of its groves and put it back in the corner of the room. Nothing is blocking the tattered tapestry now. ~ E runbar~ You watch as $n removes a beam of wood from across the tattered tapestry and unbar the concealed door. ~ E already~ There is nothing in place over the tattered tapestry door to bar it against intrusion. ~ E already~ The door behind the tattered tapestry is already open. ~ E barred~ You cannot open the tattered tapestry door. It is barred closed. ~ E opens~ The tattered tapestry swings open. ~ ! 0 0 0 A ope open~ tapestry door~ if( !rflag( status1, find_room( 48150 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, east ) ) { act_room( #opens, ch ); open( room, east ); show( ch, room, east ); } else act_tochar( #already, ch ); ~ E already~ The door behind the tattered tapestry is already open. ~ E barred~ You cannot open the tattered tapestry door. It is barred closed. ~ E opens~ The tattered tapestry swings open. ~ ! 0 0 0 A 2 open~ 1 south door reeds bound~ if( !is_open( room, south ) ) { show( ch, room, south ); continue; } else continue; ~ E to_char~ You open the door of bound reeds. ~ E to_room~ $n opens the door of bound reeds. ~ E to_side~ The door of bound reeds opens. ~ ! 8 0 4 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48149 At the Base of a Spiraling Column of Sand~ You stand along side one of the southernmost edges of the great canyon which surrounds the entire Naraki desert. The endless sands continue outward, lapping at the base of the canyon walls like errant waves. Out of the center of these waves of sand, a single, columnar-dune rises, twisting and spiraling upward like an alicorn. A few loose pebbles rest along the foot of the spiraling column of sand. The battlements of two identical castles built from red sandstone peek up over dunes of sand to the southeast. ~ *CF [Ssleestaq] you can't look column or dune?? ~ 301469696 10 9 0 D0 ~ ~ 0 -1 48151 10 10 5 D1 ~ ~ 0 -1 48150 10 10 5 D2 watery illusion~ watery illusion~ 235 -1 48002 10 10 5 E canyon walls cliffs~ The walls of the great canyon which surrounds the Naraki desert rises up to the south, with sheer cliffs too steep to climb. The red granite and sandstone walls of the ancient valley walls act as a natural southern boundary. Or prison. ~ E loose pebbles~ The loose pebbles which lie at the base of the spiraling dune of sand are arranged in a perfectly straight row. Each pebble gleams slightly, as though they were coated with something shiny. ~ E battlements identical castles~ Twins in every respect, two castles built from red sandstone stand to the near southwest. You cannot see much more than their battlements from here, except maybe for little blue and green flags waving from the tips of the castles' towers. ~ A rem remo remov remove get~ peb pebb pebbl pebble~ if( rflag( status0, find_room( 48150 ) ) ) if( rflag( reset0, room ) ){ act_tochar( #getpebble, ch ); act_notchar( #rgetpebble, ch ); obj_to_char( oload( 78 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #cantget, ch ); end; } else { act_room( #magicflare, ch ); end; } if( !is_open( room, south ) ) { wait( 3 ); act_room( #slightshimmer, ch ); wait( 2 ); act_room( #dispelled, ch ); open( room, south ); } else act_room( #slightshimmer, ch ); ~ E magicflare~ The southern wall flares brightly with magic along the outline of a solid door of sand. ~ E cantget~ The pebbles seem to be imbedded into the ground. Try as you might, you cannot pick one up. ~ E slightshimmer~ The edges of the tower of spiraling sand shimmer around the outlines of a door. ~ E dispelled~ Where once there was a wall of sand there is now an open passage into the side of the tower of sand. ~ E getpebble~ Reaching down, you pick up one of the pebbles from the ground. ~ E rgetpebble~ $n reaches down and picks up a pebble. ~ ! 0 0 0 A l lo loo look ~ foo foot~ if( !is_open( room, south ) ) if( find_stat( ch, int ) > random( 12, 20 ) ) act_tochar( #revealed, ch ); else act_tochar( #normaldesc, ch ); else act_tochar( #noillusion, ch ); ~ E revealed~ To the south, in the wall of towering sand, you can see the shimmering outline of an illusionary door. ~ E normaldesc~ The foot of the spiraling dune of sand is surrounded by a straight line of pebbles, whose surfaces gleam with unusual properties. Out of the corner of your eye, part of the dune shimmers, like a mirage. ~ E noillusion~ The foot of the spiraling dune of sand is surrounded by a straight line of pebbles, whose surfaces gleam with unusual properties. Now that some of the pebbles have been removed and the line broken, a doorway, previously veiled by illusion, is set into the side of the spiraling dune to the south. ~ ! 0 0 0 A bas bash~ illusionary door tower~ if( !is_open( room, south ) ) if( !rflag( status0, find_room( 48150 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, int ) > random( 12, 20 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status0, find_room( 48150 ) ); wait( 1 ); act_tochar( #opens, ch ); open( room, south ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else act_tochar( #noneed, ch ); else act_tochar( #alreadyopen, ch ); ~ E alreadyopen~ The way into the tower of spiraling sand is already open. ~ E bash~ You slam yourself into the side of the spiraling tower of sand in an effort to bash an opening in the structure. ~ E rbash~ $n slams into the side wall of the tower of sand. ~ E noneed~ There does not seem a need for that. Only the illusionary door must be dispelled. ~ E nobash~ As you slam into the side of the towering wall of sand, an intense magical force throws you back. ~ E rnobash~ Ineptly, $n throws $mself against the side of the towering spiral of sand. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the tower of sand, part of the wall shimmers, revealing an illusionary door. Perhaps if you had the ability to concentrate more. ~ E rfeeble~ $n makes a feeble attempt at bashing in the side of the tower. Apparently $e does not realize that illusion and magic shroud the structure. ~ E opens~ Through a bit of luck and very little skill, the illusion and magic surrounding the tower of sand to the south dissipates, revealing a passageway into the spiraling dune. ~ ! 0 0 0 A ~ ~ acode( find_room( 48161 ), 2 ); ~ ! 1 0 3 A custom~ blue sand pinch handful clump~ acode( find_room( 48158 ), 8 ); continue; ~ ! 0 0 0 1574 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48150 Before Twin Castles of Red Sand~ To the south, at the edge of the red desert, stand two castles of sandstone, whose turrets and battlements rise into the sky as tall as any dune. The castle which stands to the direct south has three towers, each of whose top is graced by tiny green flags which flap in the breeze. The shadow of an enormous spiral of sand stretches in front of the castle from the west. Adjacent to this castle, to the east, looms its twin. The walls between each castle are oriented so that the eastern castle cannot be reached directly from here. ~ ||Invasion code|| ~ 301465600 10 9 0 D2 driftwood beam~ driftwood beam~ 139 -1 48152 10 10 5 D3 ~ ~ 0 -1 48149 10 10 5 E towers battlements~ At the points along an imaginary triangle, three towers rise up, forming the corners of the castle. The battlements which branch off from the towers have alternating indentations, designed for defense. The indentations, though, appear too thin to offer much protection. ~ E walls~ What look to be individual blocks of red sandstone have been closely stacked and fit together to construct the walls of this fortification. The surface of the sandstone, though, has a dew-like sheen on it. Set into the frontmost wall is a flat, driftwood beam several feet across. ~ E driftwood beam~ A beam of driftwood, larger than most, stands upright against the front castle wall. The beam is very old and half-petrified and stands in the exact middle of the castle wall, like a door. ~ E dew-like sheen~ On closer inspection, the dew-like sheen is actually a hardened resin which has been applied to each inch of the castle's surface. Indeed, the walls are not made of sandstone blocks, but of sculpted sand! ~ E spiral shadow~ The shadow which stretches across part of the western twin castle belongs to a spiraling tower of stand which stands like a silent sentinel to the west. ~ E 1 east twin~ The castle whose walls adjoin this one is its exact twin. Save for having a different amount of towers and colored flags, both twins look to be mirror images of the other. ~ A bas bash~ beam driftwood~ if( !is_open( room, south ) ) if( !rflag( status2, find_room( 48155 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, str ) > random( 13, 21 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status2, find_room( 48155 ) ); wait( 1 ); act_tochar( #opens, ch ); open( room, west ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else act_tochar( #noneed, ch ); else act_tochar( #alreadyopen, ch ); ~ E alreadyopen~ The beam of driftwood has already been pulled aside. ~ E bash~ You slam yourself into the beam of driftwood in an effort to bash the beam aside. ~ E rbash~ $n slams into the beam of driftwood with a solid THUD. ~ E noneed~ There does not seem a need for that. The beam of driftwood looks like it can easily be moved. ~ E nobash~ As you slam into the beam of driftwood, you succeed only in rattling your teeth. ~ E rnobash~ Ineptly, $n throws $mself against the beam of driftwood. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the beam of driftwood, it gives slightly, but remains firmly in place. Perhaps if you were a bit stronger you could bash it aside. ~ E rfeeble~ $n makes a feeble attempt at bashing the beam of driftwood open. Apparently the beam is much more stout than it seems. ~ E opens~ You can hear the barring mechanism splinter as the beam of driftwood bursts aside. ~ ! 0 0 0 A move ope open~ beam driftwood~ if( !rflag( status2, find_room( 48155 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, south ) ) { act_room( #opens, ch ); open( room, south ); } else act_tochar( #already, ch ); ~ E barred~ The beam of driftwood appears to be braced closed from the inside. ~ E opens~ The beam of driftwood moves to one side. ~ E already~ The beam of driftwood has already been placed aside. ~ ! 0 0 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48151 Before a Squat Tower of Sand~ The red, sandy plains of the desert are fairly level here. Except for a series of unusual formations of sand to the east, this area looks as though the sand has been artificially leveled. Abruptly to the west, a squat tower of sand ascends into the sky (at least for thirty or so feet). From the side of the tower hangs a mat of braided grasses. The walls and towers of red sandstone castles can be seen in nearly every direction. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48163 10 10 5 D1 ~ ~ 0 -1 48161 10 10 5 D2 ~ ~ 0 -1 48149 10 10 5 D3 mat of braided grasses~ mat braided grasses~ 171 -1 48148 10 10 5 E squat tower 1 west~ The sandstone castle to the west is actually a short tower which stands maybe thirty feet tall. ~ E 1 east ~ To the far east, you can see the twin battlements of identical sand castles. ~ E 1 north~ Two castles stand to the north. The first, which lies more to the northwest, is very small and easy to ignore. The second castle is a little larger but has a more modest architecture. ~ E 1 south~ A tall, spindle of sand rises to the south. It ascends into the sky like a gigantic, tapering candle. ~ E mat braided grass~ Attached to the side of the short tower is a mat of braided grass. The mat has been fashioned from bits of both brown and green desert grass and has been coated with resin. The mat has a distinct rectangular shape, like a door. ~ A bas bash~ mat braided grass~ if( !is_open( room, west ) ) if( !rflag( status1, find_room( 48150 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, str ) > random( 13, 21 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status1, find_room( 48150 ) ); wait( 1 ); act_tochar( #opens, ch ); open( room, west ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else act_tochar( #noneed, ch ); else act_tochar( #alreadyopen, ch ); ~ E alreadyopen~ The mat of braided grass is already open. ~ E bash~ You slam yourself into the mat of braided grass in an effort to bash it open. ~ E rbash~ $n slams into the mat of braided grass. ~ E rnobash~ Ineptly, $n throws $mself against the mat of braided grass. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the mat of braided grass, it gives slightly, but remains firmly in place. Perhaps if you were a bit stronger you could bash it open. ~ E rfeeble~ $n makes a feeble attempt at bashing the mat of braided grass open. Apparently it is much stronger than it appears. ~ E opens~ You can hear the barring mechanism splinter as the mat of braided grass bursts open. ~ E bash~ You slam yourself into the mat of braided grass in an effort to bash it open. ~ E nobash~ As you slam into the mat of braided grass, you succeed only in rattling your teeth. ~ E noneed~ There does not seem a need for that. The mat of braided grass looks like it can be easily opened. ~ ! 0 0 0 A ope open~ mat braided grass~ if( !rflag( status1, find_room( 48150 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, west ) ) { act_room( #opens, ch ); open( room, west ); show( ch, room, west ); } else act_tochar( #already, ch ); ~ E barred~ The mat of braided grass won't open. It has been barred from the inside. ~ E opens~ The mat of braided grass swings aside. ~ E already~ The mat of braided grass has already been moved. ~ ! 0 0 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48152 Inside the Western Twin Sand Castle~ The inside of this sand castle is relatively plain and not too large. The chamber probably stands about thirty feet tall and goes back about twenty feet. It has few embellishments. On the western wall there stands a brazier forged of a dark, smoky glass and back towards the south wall stands a statue on a marble pedestal. The floor is covered with loose sand and a heap of the sandy material lies against the eastern wall of the castle. A single table and chair are the room's only pieces of identifiable furniture. A giant beam of driftwood, several feet thick and wide, hangs from hinges set into the northern wall of resin-coated sand. The giant piece of driftwood is being used as a door. ~ *CF ~ 301469697 10 9 0 D0 driftwood beam~ driftwood beam~ 139 -1 48150 10 10 5 D1 sandy heap~ sandy heap~ 235 -1 48153 10 10 5 E brazier dark smoky glass ~ Forged from melted black sand, this fire brazier stands about two feet tall and has a delicate lattice of glass filigree cascading up and down its length. Three spiraling columns of smoky glass jut outward from the bowl of the brazier, acting as a tripod for the glass fire burner. ~ E 1 south statue~ Sculpted from white sand and glazed with hardening resin, this statue bears close resemblance to a human with the head and poise of a cat. Obviously feminine, the statue rests upon a pedestal of marble, giving it a height of about five feet. While in good condition, a few cracks mar the base of the statue, probably from age. ~ E base **M**~ ~ E pedestal marble~ The pedestal on which the statue of the cat-like person stands is made of marble. It has been carved into the shape of a hexagonal disk and has smooth corners. The surface of the marble is polished so that it almost glows in the light. ~ E 5 sandy heap **M**~ The heap of sand to the east does, indeed, look to be a makeshift pallet of sorts. There are depressions in the sand to indicate that it has been used recently for a place to rest, at least. ~ E table **M**~ This small, round table has three legs and a triangular table top. The legs of the table are sculpted from black sand while the top of the table is made from red sand. Both are covered with hardening resin, to help them keep their shape. There is nothing on the table. ~ E chair **M**~ This red chair is shaped from the sand of the desert and mixed with resins and pigments to harden and darken the color of the medium. It has a low back and long, wide arm rests. Loose sand has been piled in the seat of the chair, to provide a softer surface on which to sit. ~ E driftwood beam~ This thick beam of salvaged wood stands about six feet tall and is approximately four fe to the northern wall by brackets and strips of leathery hide. Two slots, one to either side of the beam, allow for a much slimmer beam of wood to be placed in between them in order to barricade the door. Such a piece of slim wood leans up against the corner of the chamber. ~ E slim wood corner~ A slim piece of wood, which looks like a door bar, stands in the northeast corner of the room. ~ A bar ~ beam driftwood~ if( !is_open( room, north ) ) if( rflag( status2, find_room( 48155 ) ) ) { act_tochar( #bars, ch ); act_notchar( #rbars, ch ); remove_rflag( status2, find_room( 48155 ) ); } else act_tochar( #already, ch ); else act_tochar( #need, ch ); ~ E need~ Before the doorway can be barred, the beam of driftwood must be drawn closed. ~ E bars~ Picking up a beam of wood leaning in the corner, you slide it into groves to either side of the larger beam of driftwood, thus barring the door. ~ E rbars~ $n bars the beam of driftwood with a smaller beam of wood which once rested in the corner of the chamber. ~ E already~ The beam of driftwood has already been securely barred against intrusion. ~ ! 0 0 0 A unbar move~ beam driftwood~ if( !rflag( status2, find_room( 48155 ) ) ) { act_tochar( #unbar, ch ); act_notchar( #runbar, ch ); set_rflag( status2, find_room( 48155 ) ); } else act_tochar( #already, ch ); ~ E unbar~ You lift the beam of wood out of its groves and put it back in the corner of the room. The beam of driftwood is now unbarred. ~ E runbar~ You watch as $n removes a beam of wood from across the larger beam of driftwood and unbars the door. ~ E already~ There is nothing in place over the beam of driftwood to bar it against intrusion. ~ ! 0 0 0 A 1 open~ driftwood beam door~ if( !rflag( status2, find_room( 48155 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, north ) ) { act_room( #opens, ch ); open( room, north ); } else act_tochar( #already, ch ); ~ E already~ The beam of driftwood stands to the side already. ~ E barred~ You cannot open the beam of driftwood. It is barred closed. ~ E opens~ The large beam of driftwood moves aside. ~ ! 0 0 0 A move~ mound heap sandy piles~ if( !is_open( room, east ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, east ); } else { act_tochar( #moveback, ch ); act_tochar( #rmoveback, ch ); close( room, east ); } ~ E moves~ You spend several moments, moving the pile of sand away from the wall. Soon, a secret passage into the adjoining twin castle is revealed. ~ E rmoves~ $n spends a little while, moving sand away from the wall. After a few moments, $e discovers a secret passage that runs between the two twin castles! ~ E moveback~ You move the pile of sand aside and cover up the secret passage into the adjoining castle. ~ E rmoveback~ $n moves a pile of sand against the wall, concealing the adjoining passageway to the other castle. ~ ! 0 0 0 A l lo loo look~ mound heap sandy piles~ if( !is_open( room, east ) ) act_tochar( #desc, ch ); else act_tochar( #movedesc, ch ); ~ E desc~ The heap of sand to the east does, indeed, look to be a makeshift pallet of sorts. There are depressions in the sand to indicate that it has been used recently for a place to rest, perhaps even as a bed. ~ E movedesc~ The heap of sand used for a bed has been shifted aside and a secret passage to the east revealed. ~ ! 0 0 0 1549 9 1509949540 3 0 1021 17 1509949448 -1 0 305 17 1509949450 -1 0 38 17 1509949455 -1 0 210 17 1509949540 -1 0 474 17 1509949515 -1 0 1269 17 1509949485 -1 0 1182 17 1509949540 -1 0 127 17 1509949540 -1 0 249 17 1509949453 -1 0 189 17 1509949515 -1 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48153 Inside the Eastern Twin Sand Castle~ The inside of this sand castle is not too large and relatively plain. The chamber probably stands about twenty feet tall and goes back about thirty feet. It has few embellishments. On the eastern wall there stands a brazier forged of a light, tan glass and back towards the south wall stands a statue on a malachite pedestal. The floor is covered with loose sand and a heap of the sandy material lies against the western wall of the castle. A single chair and table are the room's only pieces of identifiable furniture. A giant, fresh water oyster shell hangs from hinges set into the northern wall of resin-coated sand, acting as a door. ~ ~ 301469697 10 9 0 D0 giant oyster shell door~ giant oyster shell door~ 171 -1 48154 10 10 5 D3 sandy heap~ sandy heap~ 235 -1 48152 10 10 5 E brazier light tan glass **M**~ This delicate fire burner is truly a work of art. Graceful limbs of glass curve down from its fiery bowl to form four, geometrically enhanced legs. Around the rim of the brazier, tiny glass forest animals dance and frolic around a scene of foliage and life. As the brazier consumes handfuls of dried desert grass, it gives off a pleasant and smokeless scent. ~ E 1 south statue **M**~ The statue resting upon a malachite pedestal has the features of a humanoid woman. She is not old, but nor is she young. In fact, the features of the statue are hard to place an age upon. She wears a flowing gown and her features and poise are vaguely reminiscent of a predatory cat. ~ E pedestal malachite~ This cylindrical wedge of stone is made of a dark green malachite and has been polished to perfection. Not a single rough edge or spot remains on the pedestal. The sides of the pedestal slope slightly inward. ~ E floor loose sand **M**~ The floor of this castle is covered loosely with sand, giving the impression that you have never left the desert. Some of the sand looks to be piled into a nest or bed along the western wall. ~ E 5 sandy heap~ The heap of sand resting alongside the west wall looks purposefully placed and well piled. The heap seems reminiscent of a nest or a bed. ~ E table **M**~ This small, round table has six legs and a round top. The legs of the table are sculpted from red sand while the top of the table is made from black sand. Both are covered with hardening resin, to help them keep their shape. There is nothing on the surface of the table. ~ E chair~ This simple, high-back chair rests a comfortable distance away from the table, next to the fire brazier. Fashioned from pieces of petrified wood, the chair looks extremely hard. ~ E giant oyster shell ~ A giant, fresh water oyster has been killed and its shell mounted by hinges on the northern wall. Thus, it serves the purpose of a makeshift door. To either side of the shell there are notches through which a sliding bar can be dropped into place, thus keeping anything out of the castle chamber. Next to the oyster shell is just such a bar. ~ E bar sliding~ The sliding bar next to the door appears to be made of petrified tree bark. Not much could probably get through the oyster shell door once this bar were dropped down into place. ~ A bar~ oyster shell door~ if( !is_open( room, north ) ) if( rflag( status1, find_room( 48155 ) ) ) { act_tochar( #bars, ch ); act_notchar( #rbars, ch ); remove_rflag( status1, find_room( 48155 ) ); } else act_tochar( #already, ch ); else act_tochar( #need, ch ); ~ E need~ The giant oyster shell needs to be brought to a close first. ~ E bars~ Picking up a beam of wood resting in the corner, you slide it into groves to either side of the giant oyster shell door. Thus, the door is now barred. ~ E rbars~ $n bars the giant oyster shell door with a beam of wood which once rested in the corner of the chamber. ~ E already~ The giant oyster shell door has already been securely barred against intrusion. ~ ! 0 0 0 A unbar move~ giant oyster shell door~ if( !rflag( status1, find_room( 48155 ) ) ) { act_tochar( #unbar, ch ); act_notchar( #runbar, ch ); set_rflag( status1, find_room( 48155 ) ); } else act_tochar( #already, ch ); ~ E unbar~ You lift the beam of wood out of its groves and put it back in the corner of the room. The giant oyster shell door is now unbarred. ~ E runbar~ You watch as $n removes a beam of wood from across the giant oyster shell door and unbars the door. ~ E already~ There is nothing in place over the giant oyster shell door to bar it against intrusion. ~ ! 0 0 0 A ope open~ giant oyster shell door~ if( !rflag( status1, find_room( 48155 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, north ) ) { act_room( #opens, ch ); open( room, north ); } else act_tochar( #already, ch ); ~ E already~ The giant oyster shell door is already open. ~ E barred~ You cannot open the giant oyster shell door. It is barred closed. ~ E opens~ The giant oyster shell door opens. ~ ! 0 0 0 A mov move~ sandy mound heap piles~ if( !is_open( room, west ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, west ); } else { act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, west ); } ~ E moves~ You spend several moments, moving the pile of sand away from the wall. Soon, a secret passage into the adjoining twin castle is revealed. ~ E rmoves~ $n spends a little while, moving sand away from the wall. After a few moments, $e discovers a secret passage that runs between the two twin castles! ~ E moveback~ You move the pile of sand aside and cover up the secret passage into the adjoining castle. ~ E rmoveback~ $n moves a pile of sand against the wall, concealing the adjoining passageway to the other castle. ~ ! 0 0 0 A ~ ~ if( !is_open( room, west ) ) act_tochar( #desc, ch ); else act_tochar( #movedesc, ch ); ~ E desc~ The heap of sand to the east does, indeed, look to be a makeshift pallet of sorts. There are depressions in the sand to indicate that it has been used recently for a place to rest, perhaps even as a bed. ~ E movedesc~ The heap of sand used for a bed has been shifted aside and a secret passage to the west revealed. ~ ! 0 0 0 1550 9 1509949540 3 0 1025 17 1509949540 -1 0 1020 17 1509949490 -1 0 285 17 1509949485 -1 0 78 17 1509949540 -1 0 284 17 1509949540 -1 0 246 17 1509949475 -1 0 280 17 1509949460 -1 0 206 17 1509949485 -1 0 81 17 1509949500 -1 0 872 17 1509949505 -1 0 304 17 1509949448 -1 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48154 Before Twin Castles of Red Sand~ To the south, at the edge of the red desert, stand two castles of sandstone, whose turrets and battlements rise into the sky as tall as any dune. The castle which stands right in front of you has six, slender towers, each of whose top is graced by large blue flags which lie limp, regardless of the breeze. The walls of the eastern twin castle are oriented as such that the other castle cannot be reached directly from here. In the distance, to the north, stretches a path which runs north, back into the main desert. ~ *CF ~ 301469696 10 9 0 D0 nothing~ nothing~ 0 -1 48155 10 10 5 D2 giant oyster shell door~ giant oyster shell door~ 171 -1 48153 10 10 5 E towers battlements~ At the points along an imaginary trapezoid four towers rise up, forming the corners of the castle. The battlements which branch off from the towers have alternating indentations, designed for defense. The indentations, though, appear too thin to offer much protection. ~ E walls~ What look to be individual blocks of red sandstone have been closely stacked and fit together to construct the walls of this fortification. The surface of the sandstone, though, has a dew-like sheen on it. Set into the frontmost wall is a curved, shell from a giant, fresh water oyster. ~ E giant fresh oyster shell~ The giant shell has a speckled white and blue surface, with bits of rock adhered to it. From the ridges along its lip, the oyster looks to have come from a large body of fresh water. Rather than leaning up against the wall, the oyster shell looks to actually hang from the castle wall, like a door. ~ E dew-like sheen~ On closer inspection, the dew-like sheen is actually a hardened resin which has been applied to each inch of the castle's surface. Indeed, the walls are not made of sandstone blocks, but of sculpted sand! ~ E spiral shadow~ The shadow which stretches across part of the western twin castle belongs to a spiraling tower of stand which stands like a silent sentinel to the west. ~ E 1 west twin~ The castle whose walls adjoin this one is its exact twin. Save for having a different amount of towers and colored flags, both twins look to be mirror images of the other. ~ A bas bash~ oys oyst oyste oyster she shel shell gia gian giant doo door~ if( !is_open( room, south ) ) if( !rflag( status1, find_room( 48155 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, str ) > random( 13, 21 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status1, find_room( 48155 ) ); wait( 1 ); act_tochar( #opens, ch ); open( room, west ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else act_tochar( #noneed, ch ); else act_tochar( #alreadyopen, ch ); ~ E alreadyopen~ The giant oyster shell has already been pulled aside. ~ E bash~ You slam yourself into the giant oyster shell in an effort to bash the door open. ~ E rbash~ $n slams into the giant oyster shell door. ~ E noneed~ There does not seem a need for that. The giant oyster shell looks like it can be easily opened. ~ E nobash~ As you slam into the giant oyster shell, you succeed only in rattling your teeth. ~ E rnobash~ Ineptly, $n throws $mself against the giant oyster shell door. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the door made from a giant oyster shell, it gives slightly, but remains firmly in place. Perhaps if you were a bit stronger you could bash it open. ~ E rfeeble~ $n makes a feeble attempt at bashing the giant oyster shell open. Apparently the giant freshwater shell is much stronger that it appears. ~ E opens~ You can hear the barring mechanism splinter as the giant oyster shell bursts open. ~ ! 0 0 0 A ope open~ oys oyst oyste oyster she shel shell gia gian giant doo door~ if( !rflag( status1, find_room( 48155 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, south ) ) { act_room( #opens, ch ); open( room, south ); } else act_tochar( #already, ch ); ~ E barred~ The giant oyster shell door refuses to budge. It has been braced from the inside. ~ E opens~ The giant oyster shell opens like a door. ~ E already~ The giant oyster shell door is already open. ~ ! 0 0 0 A ~ ~ acode( find_room( 48161 ), 2 ); ~ ! 1 0 1 A custom~ black sand pinch handful clump~ acode( find_room( 48158 ), 8 ); continue; ~ ! 0 0 0 1574 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48155 Red Desert Path with a Branching Trail ~ Continuing unimaginatively onward like a caravan slave, the path through the red desert sweeps ever on its course, from north to south. Characteristic red blocks of granite stand to either side of the broad desert trail, marking, perhaps, the safe points in the path. Here though, the trail branches to the east and has cruder blocks of red granite demarcating it. ~ *CF .. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48158 10 10 5 D1 ~ ~ 0 -1 48156 10 10 5 D2 ~ ~ 0 -1 48154 10 10 5 E red granite blocks~ There are two sets of red granite blocks in this part of the desert. One set are smoothed and polished, and the other are fashioned from cruder chunks of granite and have coarse edges. The later look amazingly like rejects. ~ E polished smooth~ The smoothed blocks of red granite are polished until they almost gleam. Their edges are sharp and precise and their surfaces are devoid of any scratches or markings. ~ E cruder coarse rejects~ The coarse blocks of red granite stand to either side of a smaller trail which branches off the main path. The trail travels to the east, where you can see the top of a tent. The surfaces of the granite plugs of stone look much older and weathered and have marking alongside them. ~ E markings~ The markings etched in the surfaces of a few of the older, cruder blocks of granite appear to be hieroglyphics. ~ A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm an begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ....eful were ..... When finished, ... .... Priest and ...... laid .... ... a.... not an idol, for ... ... expressed a marked ........ for them. Instead, ... ........ flo... was placed .... ... marble surface. May ... .o.... forever be as . ...... of ... power and may the Valley, ... ....... and the Peo... .. .. one for an ........ ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ....eful were ..... When finished, ... .... Priest and ...... laid .... ... a.... not an idol, for ... ... expressed a marked ........ for them. Instead, ... ........ flo... was placed .... ... marble surface. May ... .o.... forever be as . ...... of ... power and may the Valley, ... ....... and the Peo... .. .. one for an ........ ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48156 Outside of a Large Tent~ A crude, rectangular tent fashioned from strips of animal hide attached to slender poles has been erected at the end of the desert trail's only branch. The tent looks very old and smells of ill-cured hides. The front of the tent has leather fastening strips, along where the material looks to part. Red blocks of granite stand to either side of a path which winds to the west and merges with a wider trail heading north and south. ~ *CF ~ 301465600 10 9 0 D1 tent flaps~ tent flaps~ 131 -1 48157 10 10 5 D3 ~ ~ 0 -1 48155 10 10 5 E animal skins hides~ For the most part, the animal skins are light in color and sewn together crudely with yet more strips of animal hide or leather. The majority of the hide is covered with short, soft fur, which reminds you of a desert hare. The rest consists of various, unidentifiable shreds of skin. ~ E slender poles~ These slender poles appear to be a type of reed or bamboo that you have not seen growing in any part of the desert. The poles are dead and lifeless, having been cut sometime ago. ~ E leather strips~ The leather strips on the front of the tent seem to be meant for securely closing the tent during times of privacy, need, or rising desert storms. Currently, the strips of leather hang loose and unfastened on the tent flaps. ~ E flaps~ The flaps of the tent are really nothing more than two large animal skins. The skins, if the odorous, shaggy fur still attached to them is any indication, once belonged to a camel. ~ E blocks granite red~ The blocks of granite here are not as smoothly polished or as cleanly cut as the rest of the blocks which form the desert trail just to the west. In fact, not only are the blocks more crudely fashioned, but they are also crooked and uneven, and look to have been placed here as an after thought. ~ 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48157 Desert Trader's Tent~ Fashioned from animal skins sewn together with crude skill and ribbons of leather, this small tent stands about eight feet tall and has barely enough room for three, maybe four people of human height to stand comfortably. The interior smells of rotten flesh and contaminated water. In the middle of the tent stands a tiny, ironwork brazier, which gives off a faint amount of heat. Woven blankets and hides lie on the floor of the tent, offering but little comfort from the hard, sandy ground. Hanging from a support pole in the ceiling of the tent there is an unlit lantern. Shadows clamber around the corners of the tent. ~ *CF [Ssleestaq] the preyless hunter ~ 301469696 10 4 0 D3 tent flaps~ tent flaps~ 131 -1 48156 10 10 5 E tent 1 west~ This rectangular tent is constructed from supple but dried reeds and pieces of animal skin. Two large, shaggy furs hang from the west end of the central tent pole. Between the two skins runs a seam along where leather straps can securely fasten the two flaps closed. ~ E flaps~ The two flaps of skin hang limply at the western end of the tent. The flaps can easily be parted though. ~ E pole ceiling~ A wide, supple reed runs the length of the tent's ceiling, supporting the fabric of animal hides hanging off of it. A chain hangs from this central support and from it, a lantern swings gentle from side to side. ~ E unlit lantern~ Unlike most lanterns which hold oil, this one holds a simple, fat candle. The lantern is forged from pieces of iron melded together and curled with an eye for detail. Triangles of glass with a shiny, metallic backing line the interior of the lantern with the apparent purpose of directing all the light out of one panel. ~ E woven blankets~ A few old, woven blankets lie on the floor of the tent. The blankets, though riddled with holes and tears, look well cared for. Woven from plant fibers, the blankets are a little rougher than you would like. ~ E hides~ The majority of the animal skins the tent fabric is composed of are small, furry, and soft. Many of them remind you of desert hare skins. The others look to be either camel or lizard hides. ~ E brazier ironwork ~ Forged completely from iron, the brazier is very elegant in design. It has a flowing rim and curving legs. Pieces of rose-colored glass are set into some of the ironwork, making the simple fire brazier a work of art. ~ A light~ lantern lamp~ if( !rflag( lit, room ) ) if( find_stat( ch, int ) > random( 9, 12 ) ) { act_tochar( #ponder, ch ); wait( 2 ); act_tochar( #idea, ch ); wait( 2 ); act_tochar( #lighting, ch ); act_notchar( #rlightning, ch ); set_rflag( lit, room ); wait( 2 ); act_tochar( #noshadows, ch ); } else act_tochar( #noidea, ch ); else act_tochar( #donelitdetails, ch ); ~ E donelitdetails~ The lantern has already been lit and casts its light about the room, dispelling all shadows and revealing many previously concealed details in the old tent. ~ E ponder~ You ponder for a moment on how to light the lantern. ~ E idea~ Finally, after pondering the problem for several moments, you get a marvelous idea! ~ E noidea~ After a few moments of thought, you have no idea what to do with the lantern. It's just a lantern anyway. ~ E lighting~ Picking up a hot coal from the flaming brazier with a set of tongs lying beside it, you lift the hot coal up and light the lantern. ~ E rlightning~ With a set of tongs, $n takes a hot coal out of the flaming brazier and lights the old lantern which hangs above. ~ E noshadows~ The lantern's light casts out the shadows in the room, revealing many previously concealed details. ~ ! 0 0 0 A l lo loo look~ concealed details~ if( rflag( lit, room ) ) act_tochar( #details, ch ); else act_tochar( #not, ch ); ~ E details~ All about the room, there are details you previously missed. There are numerous hieroglyphic panels and sketchings, as well as a drawing. ~ E not~ You don't see that here. ~ ! 0 0 0 A l lo loo look~ panels~ if( rflag( lit, room ) ) act_tochar( #panels, ch ); else act_tochar( #not, ch ); ~ E not~ You don't see that here. ~ E panels~ There are three panels of stone that bear hieroglyphics. One is made of quartz, one is made of granite, and the last is made of sandstone. Each appears to have been sanded clean of detail. ~ ! 0 0 0 A l lo loo look~ drawing sketching~ if( rflag( lit, room ) ) act_tochar( #draw, ch ); else act_tochar( #not, ch ); ~ E not~ You don't see that here. ~ E draw~ A faded charcoal sketch is tacked to the side of the tent. Previously veiled in darkness, the sketch depicts a crabman dressed in robes going into the forest and bowing to greet the trees in a solemn gesture of peace. In another part of the sketch, once the robed crabman has bowed and greeted the trees, the trees in turn bow back. ~ ! 0 0 0 A ~ ~ if( rflag( lit, room ) ) { act_room( #flicker, ch ); remove_rflag( lit, room ); continue; } else continue; ~ E flicker~ The lantern light flickers and dies as a breeze enters the room from the west. ~ ! 3 0 8 2425 17 100 -2 0 1472 9 1509949540 3 0 2014 17 1509949540 -1 0 54 17 1509949540 -1 0 24 17 1509949540 -1 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48158 Red Desert Path - Before A Colossal Sand Castle~ Blocks of red granite run parallel to one another as they create a north-south section through part of the Naraki Desert. Located to the east of the path lies a sandstone castle of colossal size and architectural complexity. Towers rise off the main castle wall at the corners of the massive fortification. Stained glass windows with frames of petrified bark are set into both the castle and tower walls while the castle itself is surrounded by a moat of brown silt. The red granite blocks part briefly at the entrance to the castle, right in front of an opaque glass drawbridge. Smaller, less grandiose castles of sand stand among the dunes along the western horizon. ~ *CF ~ 301469704 10 9 0 D0 ~ ~ 0 -1 48159 10 10 5 D1 opaque glass drawbridge~ opaque glass drawbridge~ 235 -1 48169 10 10 5 D2 ~ ~ 0 -1 48155 10 10 5 D3 ~ ~ 0 -1 48160 10 10 5 E opaque glass drawbridge~ Forged from melted sand, the castle's drawbridge is one solid piece of thick glass. The glass is opaque and framed in heavy bronze. Upon the center of the drawbridge is a coat of arms. The drawbridge appears to some how lower, providing a bridge for the moat of brown silt encircling the castle. ~ E stained glass windows~ The stained glass windows are composed of slim ingots of colored red, black, blue, clear, and tan glass which have been pinched between bronze framework patterns. Predominant among the window glasses is a theme of the ocean. Within the patterns of glass strange, multi-colored fish and grasses swim through watery depths. ~ E walls castle~ The walls of the castle stand tall and wide, topped by dovetailing parapets. The surface of the walls have a glossy look to them which is a result of a special resin which has been used to coat its surface. Instead of being built out of individual blocks of stone, the red, sandy walls are sculpted from the sands of the desert itself and hardened with this resin. Lines are engraved into the walls to give the illusion of stone. ~ E towers~ Towers of sculpted sand emerge from the corner walls of the grand fortress The dimensions seem all wrong, however. They seem too stilted and flat to actually be part of the castle structure. ~ E coat of arms~ A three-part coat of arms has been etched into the surface of the drawbridge. The first part consists of a shield bearing the emblem of a pyramid. Over the pyramid, forming the second part, rise great storm clouds and a descending bolt of lightning. To either side of the etched pyramid, broken chains grasped in crabman claws make up the third part of the emblem. ~ E path blocks red granite~ Rectangular blocks of red granite demarcate a path through the red sand desert, from north to south. Each block has been polished and smoothed and bears not a single blemish. ~ E silt moat~ A sea of silt completely encircles the colossal sand castle, making passage over its drawbridge the only possible way into it. To either side of the moat's shore stand feline statues. ~ A knock~ opaque glass drawbridge~ if( rflag( status0, find_room( 48155 ) ) ) if( !is_open( room, east ) ) { act_tochar( #knock, ch ); act_notchar( #rknocks, ch ); } else act_tochar( #why, ch ); else act_tochar( #barred, ch ); ~ E knock~ You cannot walk up and knock on the door. Without the drawbridge of opaque glass being lowered, you cannot cross the moat of silt. ~ E rknocks~ $n makes a move to cross the moat of silt to knock on the drawbridge, but looks to have thought better of it. ~ E why~ If the drawbridge of opaque glass has already been lowered, why would you need to knock on it? ~ E barred~ It looks as though the glass drawbridge has been barred shut. ~ ! 13 0 0 A bash~ opaque glass drawbridge~ if( !is_open( room, east ) ) if( !rflag( status0, find_room( 48155 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, str ) > random( 13, 21 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status0, find_room( 48155 ) ); wait( 1 ); act_tochar( #splinters, ch ); i = 6d6+10; dam_message( ch, i, "A few shards of flying glass" ); inflict( ch, mob, i, "a piece of flying glass" ); open( room, east ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else { act_tochar( #noneed, ch ); end; } else act_tochar( #open, ch ); if( rflag( reset2, find_room( 48029 ) ) ) if( random( 1, 10 ) == 1 ) { remove_rflag( reset2, find_room( 48029 ) ); act_tochar( #summoned, ch ); act_notchar( #rsummoned, ch ); mload( 1452, room ); i = 5d6+5; attack( ch, mob, i, "sandy tendril" ); } ~ E alreadyopen~ The drawbridge of opaque glass is already open. ~ E bash~ Having to cross the moat of silt surrounding the castle to do so, you leap across. You slam yourself into the drawbridge of opaque glass in an effort to bash the drawbridge open. ~ E rbash~ $n jumps across the moat of silt and slams into the drawbridge of opaque glass. ~ E noneed~ There does not seem a need for that. Why would you want to risk injury, destroying it for no reason? ~ E nobash~ As you throw yourself across the moat of silt and slam into the drawbridge of opaque glass, you succeed only in rattling your teeth. ~ E rnobash~ Ineptly, $n throws $mself across the moat of silt and crashes against the drawbridge of opaque glass. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the drawbridge of opaque glass, it gives slightly, but remains firmly in place. Perhaps if you were a bit stronger you could bash it open. ~ E rfeeble~ $n makes a feeble attempt at bashing the drawbridge of opaque glass open. Apparently it's stronger than $s bash. ~ E splinters~ Fragments of glass fly everywhere as the heavy drawbridge of glass splinters slightly and falls open. ~ E summoned~ Your efforts concerning the drawbridge of opaque glass have disrupted one of the denizens living in the moat of silt. A large beast covered with sand rises up with tendrils of sand flailing wildly. ~ E rsummoned~ Disturbed by $n's effort with the drawbridge, a silt monster, with tendrils of sand flailing wildly, it rises up from the moat of silt. ~ E open~ The drawbridge of glass is already open! ~ ! 0 0 0 A l lo loo look~ e ea eas east~ if( !is_open( room, east ) ) act_tochar( #isup, ch ); else act_tochar( #isdown, ch ); ~ E isup~ The opaque glass drawbridge is up. ~ E isdown~ The opaque glass drawbridge is down. ~ ! 0 0 0 A insert place affix implant use~ pebble shiny nice eye~ if( rflag( status0, find_room( 48155 ) ) ) if( rflag( reset0, room ) ) if( has_obj( 2017, ch ) ) { act_tochar( #placing, ch ); act_notchar( #rplacing, ch ); obj = has_obj( 2017, ch ); junk_obj( obj, 1 ); remove_rflag( reset0, room ); wait( 3 ); act_tochar( #wink, ch ); act_notchar( #rwink, ch ); wait( 3 ); act_room( #lowers, ch ); open( room, east ); } else act_tochar( #nopebble, ch ); else act_tochar( #already, ch ); else act_tochar( #closes, ch ); ~ E placing~ You take a pebble, which appears to be the same size as the statue's missing eye, and place it into the empty eye socket. ~ E rplacing~ $n pulls out a nice-looking pebble and places it in the empty eye socket of the feline statue. ~ E wink~ It might have been your imagination, but once you placed the pebble in the cat's head, it seems to have winked at you. ~ E rwink~ You have been in the desert much too long. As soon as $n places the pebble in the cat statue's empty eye socket, you quite clearly see the feline statue wink at $m. ~ E nopebble~ You have nothing of the appropriate size and shape to place in the cat's empty eye socket. ~ E already~ A nice-looking pebble already gleams in the cat's eye socket. ~ E lowers~ Slowly, the drawbridge of opaque glass lowers. ~ E closes~ A thin eye lid of glass covers the empty socket, preventing anything from being placed in it. ~ ! 0 0 0 A l lo loo look ~ fel feli felin feline sta stat statu statue statues~ if( rflag( reset0, room ) ) act_tochar( #emptysocket, ch ); else act_tochar( #pebbled, ch ); ~ E emptysocket~ To either side of where the drawbridge is suppose to come to rest on the shore, stand two statues of sleek, hunting cats. Each statue is forged from opaque, black glass as shiny as obsidian and has tiny, pebble-sized emeralds for eyes. Their mouths are agape in ferocious but silent roars as they face outward, away from the castle protectively. One of the cats' eyes is missing, though. ~ E pebbled~ To either side of where the drawbridge is suppose to come to rest on the shore, stand two statues of sleek, hunting cats. Each statue is forged from opaque, black glass as shiny as obsidian and has tiny, pebble-sized emeralds for eyes. Their mouths are agape in ferocious but silent roars as they face outward, away from the castle protectively. One of the cats has a loose but nice-looking pebble for an eye, rather than an emerald. ~ ! 0 0 0 A l lo loo look ~ eye soc sock socke socket mis miss miss missi missin missing~ if( rflag( reset0, room ) ) act_tochar( #nopebble, ch ); else act_tochar( #pebbled, ch ); ~ E nopebble~ The cat which stands to the left of the drawbridge landing is missing its right eye. Even so, it manages to look even more menacing. ~ E pebbled~ The cat which stands to the left of the drawbridge has one emerald eye and one loose pebble for an eye. The statue to the right has two, gleaming emerald eyes. ~ ! 0 0 0 A remove get steal~ eye peb pebb pebbl pebble~ if( !obj_in_room( 2017, room ) ) if( !has_obj( 2017, ch ) ) if( !rflag( reset0, room ) ) { act_tochar( #removing, ch ); act_notchar( #rremoving, ch ); set_rflag( reset0, room ); wait( 1 ); act_tochar( #swipe, ch ); act_notchar( #rswipe, ch ); obj_to_room( oload( 2017 ), room ); i = 4d5+3; dam_message( ch, i, "The feline statue's wicked claw" ); inflict( ch, mob, i, "being snapped in two by a feline statue's swipe" ); wait( 3 ); act_room( #raises, ch ); close( room, east ); } else act_tochar( #nopebble, ch ); else { act_tochar( #noway, ch ); act_notchar( #rnoway, ch ); i = 4d5+3; dam_message( ch, i, "The feline statue's wicked claw" ); inflict( ch, mob, i, "being snapped in two by a feline statue's swipe" ); act_room( #raises, ch ); close( room, east ); } else { act_tochar( #noway, ch ); act_notchar( #rnoway, ch ); i = 4d5+3; dam_message( ch, i, "The feline statue's wicked claw" ); inflict( ch, mob, i, "being snapped in two by a feline statue's swipe" ); act_room( #raises, ch ); close( room, east ); } ~ E removing~ With relative ease, you pluck the pebble out of the left feline statue's eye socket. ~ E rremoving~ $n reaches over and plucks the pebble-eye out of the left feline statue. ~ E swipe~ Before you can pocket the nice-looking pebble, the statue becomes partially animate and takes a swipe at you with its claws. The statue then resumes its sleep after it has knocked the pebble from your hands. ~ E rswipe~ You watch in awe as the feline statue comes to life and swipes at $n, knocking the pebble from $s hands. ~ E nopebble~ There is nothing like that in the cat statue's eye socket. ~ E raises~ Once the feline statue turns back into glass, the drawbridge begins to slowly raise. ~ E noway~ The statue of the feline comes to life and swats at you! ~ E rnoway~ The feline statue comes to life and swats at $n! ~ E resume~ The feline resumes the form of a stone statue. ~ ! 0 0 0 A custom~ 0 red sand clump pinch handful~ if( mob_in_room( 1574, room ) ) act_tochar( #custom, ch ); else act_tochar( #noone, ch ); continue; ~ E custom~ The young crabman looks very happy playing with the sand. ~ E noone~ You are not in a shop. ~ ! 0 0 0 A ~ ~ acode( find_room( 48161 ), 2 ); ~ ! 1 0 13 1574 9 1509949540 3 0 1575 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48159 Red Desert Path~ Impenetrable and immense, the sheltering walls of the canyon loom overhead to the east, its cliffs sloping inward towards the desert. And to the west, spiraling dunes of sand emerge from an otherwise flat, scarlet plain of sand. Between the two natural barriers runs a rough but visible trail. To either side of the trail stand blocks of red granite, whose polished surfaces gleam. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48167 10 10 5 D2 ~ ~ 0 -1 48158 10 10 5 E canyon walls cliff~ The granite walls of the sunken valley lie just to the east. The wall here is so tall that cliffs are formed up above. However, the canyon walls slope inward, making scaling the cliffs an impossible feat. In places, the rough granite surfaces of the cliffs are tinged with red, marking them as a probable source for the granite blocks lining the edges of the desert path. ~ E spiraling dunes~ Unlike barchan dunes whose sandy crescents dot the majority of the main desert, the crimsons sand here spiral around a central column of sand, creating a swirling design in the sandy canvas. The dunes stand as tall as a hundred or so feet, and oft block what lies beyond. Between two of the slimmer spiral dunes, though, you can catch a glimpse of a red, sandstone castle to the west! ~ E polished granite blocks~ Each block has been cut with precision and in the exact same shape and size as the one next to it. These rectangular blocks border the edge of a desert path which courses north to south through this red desert region. The path looks well maintained and traveled. ~ 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48160 In the Center of the Red Desert Expanse~ Blood-red sand fills your gaze in every direction as rising dunes dot the landscape. Blocks of red granite, set in pairs, lie to the far east, denoting a path through the desert. Across from the path stands an imposing castle. Castles of sand lie in all other directions but they are no where near as large or impressive as the easternmost one. Swirls of sand cascade over the surface of a stone formation to the near south. ~ *CF ~ 301469696 10 9 0 D0 ~ ~ 0 -1 48165 10 10 5 D1 ~ ~ 0 -1 48158 10 10 5 D2 ~ ~ 0 -1 48161 10 10 5 D3 ~ ~ 0 -1 48163 10 10 5 E sandstone stone formations~ The sandstone formations which rise to the south appear at first to be nothing more than tiny sand dunes. As you stare at them a moment, though, you can make out distinct, statuesque forms among them. ~ A ~ ~ acode( find_room( 48161 ) , 2 ); ~ ! 1 0 15 A custom~ white sand clumps pinch handful~ acode( find_room( 48158 ), 8 ); continue; ~ ! 0 0 0 1574 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48161 Amidst Strange Sand Formations~ In most cases, the surrounding arid land is level and flat, with its sands forming protective dunes around the area. But here, the sands are piled in miniature dunes and mounds and are wrought with strange designs and shapes. There are also a few statue-like sand sculptures as well, rising up from the sand. Each formation has a creative touch to it and could not have been formed by nature alone. The walls of a large, sandstone castle lie to the south and southeast. ~ *CF ~ 301469696 10 9 0 D0 ~ ~ 0 -1 48160 10 10 5 D3 ~ ~ 0 -1 48151 10 10 5 E piles miniature dunes mounds~ The miniature dunes appear to have been carefully molded by hand. They have spiraling arms and crisp edges. Also, geometric designs score the surfaces of several of the smaller sand mounds. ~ E statues statue-like sculptures~ Sculpted from sand, three statues stand here. Each statue is nearly perfect and looks to have been made with a child's attention to detail. The statues are all of crab people. One appears to be wearing a crown, one a diadem, and one carries a large polearm. ~ E strange designs shapes~ Many of the designs are geometric in origin. But a few appear to be hieroglyphics. The shapes are crudely drawn and jagged, as though made by a clawed hand. ~ E 1 south sandstone castle~ To the south stands one of two, twin castles, whose battlements loom at the southern edge of the red desert. This tower has three towers and small, fluttering flags. ~ E 5 southeast~ The castle to the southeast has walls which adjoin the castle next to it. Both castles are identical in every respect, except for the numbers of towers they have. This one has four towers. ~ A 10 rikeralpha~ ~ send_to_room( #closebar0, find_room( 48168 ) ); send_to_room( #closebar0, find_room( 48165 ) ); close( find_room( 48165 ), north ); remove_rflag( status0, find_room( 48161 ) ); send_to_room( #closebar1, find_room( 48164 ) ); send_to_room( #closebar1, find_room( 48163 ) ); close( find_room( 48163 ), north ); remove_rflag( status1, find_room( 48161 ) ); send_to_room( #closebar2, find_room( 48162 ) ); send_to_room( #closebar2, find_room( 48163 ) ); close( find_room( 48163 ), west ); remove_rflag( status2, find_room( 48161 ) ); send_to_room( #closebar3, find_room( 48169 ) ); send_to_room( #closebar3, find_room( 48158 ) ); close( find_room( 48158 ), east ); remove_rflag( status1, find_room( 48155 ) ); send_to_room( #closebar4, find_room( 48153 ) ); send_to_room( #closebar4, find_room( 48150 ) ); close( find_room( 48150 ), south ); remove_rflag( status0, find_room( 48155 ) ); send_to_room( #closebar5, find_room( 48152 ) ); send_to_room( #closebar5, find_room( 48154 ) ); close( find_room( 48154 ), south ); remove_rflag( status2, find_room( 48155 ) ); send_to_room( #closebar6, find_room( 48002 ) ); send_to_room( #closebar6, find_room( 48149 ) ); close( find_room( 48149 ), south ); remove_rflag(status0, find_room( 48150 ) ); send_to_room( #closebar7, find_room( 48148 ) ); send_to_room( #closebar7, find_room( 48151 ) ); close( find_room( 48151 ), west ); remove_rflag( status1, find_room( 48150 ) ); mob = mob_in_room( 1574 , find_room( 48149 ) ); junk_mob( mob ); mob = mob_in_room( 1574 , find_room( 48154 ) ); junk_mob( mob ); mob = mob_in_room( 1574, find_room( 48158 ) ); junk_mob( mob ); mob = mob_in_room( 1574 , find_room( 48160 ) ); junk_mob( mob ); mob = mob_in_room( 1574 , find_room( 48161 ) ); junk_mob( mob ); ~ E closebar0~ In response to the alert raised, the slab of petrified treebark is closed and barred. ~ E closebar1~ In response to the alert raised, the door of beaten chitin is closed and barred. ~ E closebar2~ In response to the alert raised, the woven grass drawbridge is closed and barred. ~ E closebar3~ In response to the alert raised, the opaque glass drawbridge is closed and barred. ~ E closebar4~ In response to the alert raised, the beam of driftwood is closed and barred. ~ E closebar5~ In response to the alert raised, the giant oyster shell door is closed and barred. ~ E closebar6~ In response to the alert raised, the tower of sand is magically sealed against intrusion. ~ E closebar7~ In response to the alert raised, the mat of braided grass is closed and barred. ~ E burrow~ Sensing danger, a young crabman burrows down, out of sight. ~ ! 0 0 0 A ~ ~ if( !rflag( status2, find_room( 48161 ) ) ) if( mob_in_room( 1574, room ) ) { act_room( #burrow, ch ); mob = mob_in_room( 1574, room ); junk_mob( mob ); } continue; ~ E burrow~ Sensing danger, a young crabman burrows down, out of sight. ~ ! 1 0 9 A ~ ~ send_to_room( #openbar0, find_room( 48168 ) ); send_to_room( #openbar0, find_room( 48165 ) ); set_rflag( status0, find_room( 48161 ) ); send_to_room( #openbar1, find_room( 48164 ) ); send_to_room( #openbar1, find_room( 48163 ) ); set_rflag( status1, find_room( 48161 ) ); send_to_room( #openbar2, find_room( 48162 ) ); send_to_room( #openbar2, find_room( 48163 ) ); set_rflag( status2, find_room( 48161 ) ); send_to_room( #openbar3, find_room( 48169 ) ); send_to_room( #openbar3, find_room( 48158 ) ); set_rflag( status1, find_room( 48155 ) ); send_to_room( #openbar4, find_room( 48153 ) ); send_to_room( #openbar4, find_room( 48150 ) ); set_rflag( status0, find_room( 48155 ) ); send_to_room( #openbar5, find_room( 48152 ) ); send_to_room( #openbar5, find_room( 48154 ) ); set_rflag( status2, find_room( 48155 ) ); send_to_room( #openbar6, find_room( 48002 ) ); send_to_room( #openbar6, find_room( 48149 ) ); set_rflag(status0, find_room( 48150 ) ); send_to_room( #openbar7, find_room( 48148 ) ); send_to_room( #openbar7, find_room( 48151 ) ); set_rflag( status1, find_room( 48150 ) ); ~ E openbar0~ In response to the scout, the slab of petrified treebark is unbarred. ~ E openbar1~ In response to the scout, the door of beaten chitin is unbarred. ~ E openbar2~ In response to the scout, the woven grass drawbridge is unbarred. ~ E openbar3~ In response to the scout, the opaque glass drawbridge is unbarred. ~ E openbar4~ In response to the scout, the beam of driftwood is unbarred. ~ E openbar5~ In response to the scout, the giant oyster shell door is unbarred. ~ E openbar6~ In response to the scout, the tower of sand is magically sealed against intrusion. ~ E openbar7~ In response to the scout, the mat of braided grass is unbarred. ~ ! 0 0 0 A custom~ white pinch clump handful grain~ acode( find_room( 48158 ), 8 ); continue; ~ ! 0 0 0 1574 9 1509949540 3 0 1575 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48162 Inside a Small Sand Castle~ The first thing you notice about the inside of this small sand castle is the incredible amount of heat confined within the room. The walls are coated with a sooty fill. In the center of the room, taking center stage, stands a huge fire pit and forge. Unlike a metalworking forge, this one seems to be suited for only forging and blowing glass. A giant bellows lies at the foot of the fire pit, as does a basin filled with some black rocks and dried reeds. Beside the forge stands a sand-sculpted rack. A column of wispy smoke rises from the fiery pit to escape through an opening in the ceiling. The walls of this chamber are unadorned, save for a single tapestry which has been fastened to the north wall. To the east stands what looks like a drawbridge made of woven grasses. ~ *CF ~ 301469697 10 9 0 D1 woven drawbridge of grass~ woven drawbridge grass~ 235 -1 48163 10 10 5 E fire pit forge~ Surrounded by rock and melted sand, a large pit is sunk into the floor. The pit is filled with burning black stone and dried reeds, which give off an incredible amount of heat. The heat seems to conduct itself up a column of stone rises up out of the center of the pit. There are a couple of hollow cubbies in the column, suggestive of miniature kilns. The top of the column looks smooth enough to be able to turn or spin glass on. ~ E bellows~ A giant bellows fashioned from bits of hardened leather and bone stands at the base of the forge. With but a few pumps from this large bellows, any fire could probably be stoked. ~ E rack sand-sculpted~ This rack stands about four feet tall and holds a variety of tools. Its red, sandy material has been covered with clear resin to help it maintain its shape. ~ E tools variety~ A variety of tools, most of which you cannot put a name to, stand or lean up against the rack. Most of the tools seem like they would prove useful in forging or blowing glass sculptures. ~ E reeds black rocks basin~ The basin beside the forge is made of a dark, smoky glass and has a series of imperfections running through it. Inside the basin, there are chunks of hard black rock and cut sections of an extremely woody reed. Both the reeds and the stone look like they might burn well. ~ E hole ceiling~ The hole in the ceiling allows all the smoke to escape from the fire pit and forge. It is rimmed with a heavy layer of black soot. ~ E tapestry~ The tapestry hanging on the northern wall has been coated with the same clear resin that the walls have been treated with. It is made from high quality, woven threads and the dyes and embroidery upon the tapestry are extraordinary. The tapestry depicts a creature with a body of stone, wings, claws, and a grim but apathetic look. In one hand the creature holds a balance, while in the other he holds an anvil. All in all, the fine tapestry looks out of place in this sandy abode. ~ E woven drawbridge~ Piles of dried brown desert grass have been tightly banded together with strips of hide to form a working drawbridge. The surface of the gate shines and has been lavished with several heavy coats of clear, hardening resin. The massive gate is set into the east wall and appears to have an actual, working mechanism which lowers and raises the drawbridge. There is also a bar which can slide back into the wall mounted on the drawbridge, so that the gate can be held against invaders. ~ A bar~ draw drawb drawbr drawbri drawbrid drawbridg drawbridge wov wove woven gra gras grass~ if( !is_open( room, east ) ) if( rflag( status2, find_room( 48161 ) ) ) { act_tochar( #bars, ch ); act_notchar( #rbars, ch ); remove_rflag( status2, find_room( 48161 ) ); } else act_tochar( #already, ch ); else act_tochar( #need, ch ); ~ E need~ The drawbridge should be closed first before it is barred. ~ E bars~ Picking up a beam of wood leaning in the corner, you slide it into groves to either side of the woven grass drawbridge, thus barring it. ~ E rbars~ $n bars the woven grass drawbridge with a beam of wood which once rested in the corner of the chamber. ~ E already~ The drawbridge of woven grass has already been securely barred against intrusion. ~ ! 0 0 0 A unbar move~ draw drawb drawbr drawbri drawbrid drawbridg drawbridge wov wove woven gra gras grass~ if( !rflag( status2, find_room( 48161 ) ) ) { act_tochar( #unbar, ch ); act_notchar( #runbar, ch ); set_rflag( status2, find_room( 48161 ) ); } else act_tochar( #already, ch ); ~ E unbar~ You lift the beam of wood out of its groves and put it back in the corner of the room. The drawbridge of woven grass is now unbarred. ~ E runbar~ You watch as $n removes a beam of wood from across the drawbridge of woven grass and unbars the door. ~ E already~ There is nothing in place over the woven grass drawbridge to bar it against intrusion. ~ ! 0 0 0 A pul pull~ lev leve lever~ if( !rflag( status2, find_room( 48161 ) ) ) { act_tochar( #barred, ch ); end; } else { act_tochar( #pulls, ch ); act_notchar( #rpulls, ch ); } wait( 2 ); if( !is_open( room, east ) ) { act_room( #opens, ch ); open( room, east ); show( ch, room, east ); } else { act_room( #closes, ch ); close( room, east ); } ~ E closes~ With a faint rush of air, the woven drawbridge of grass is raised upward until it closes. ~ E opens~ Tiny sand devils spin about as the woven drawbridge of grass lowers and kicks up sand. ~ E rpulls~ $n pulls down upon a squat, gnarled stick and the woven grass drawbridge begins to move. ~ E pulls~ As you pull down upon the squat, gnarled stick, the woven grass drawbridge begins to move. ~ E barred~ It is impossible to pull down the gnarled lever. A beam of wood has been placed both across the drawbridge and the lever, barring the door. ~ ! 0 0 0 1554 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48163 Before Two Castles of Sand~ A plain of red sand, hot as burning coals and red as blood stretches out before you and beyond to the east. The arid land undulates as dunes of sand rise and fall across its surface. Ascending out of the sands, though, stand two castles. Each castle is built entirely from sand and stands of near-equal height. Their walls have the look of being built from individual blocks of cut, red sandstone and gleam with a wet look. The castle of sand to the west has short, stocky battlements and spindly minarets rising off its sides. The castle which stands adjacent to it, though, has simpler walls and towers. A drawbridge of woven grass is set into the small castle to the west while a mass of beaten chitin lies up against the castle of sand to the north. The top of a squat tower can be seen to the south. In the distance, to the northwest, you can see the tip of a very large pyramid rising above the castles. ~ [Ssleestaq] should be stretches out to the east and south, the 'you' implies i'm facing south which is damned odd. [Ssleestaq] smartass :P perhaps you should knock. .. ~ 301465600 10 9 0 D0 door of beaten chiton~ door beaten chiton~ 171 -1 48164 10 10 5 D1 ~ ~ 0 -1 48160 10 10 5 D2 ~ ~ 0 -1 48151 10 10 5 D3 woven drawbridge of grass~ woven drawbridge grass~ 235 -1 48162 10 10 5 E squat tower~ To the far south stands a squat tower sculpted from sand. It has no windows or apparent doors that you can see, but it does seem to be a purposefully constructed building. ~ E l west~ The castle of sand which rises to the west is small but detailed. It has short, stocky battlements and blood-red minarets branching off of its side towers. The castle has no windows, but it does possess a drawbridge of tightly woven grass. A plume of smoke rises up from the center of the castle's roof. ~ E 1 north~ Modest both in design and size, the castle of sand which stands to the north has no windows and but two towers. The castle's front is graced by simple arches and modest pieces of statuary. ~ E mass beaten chitin~ The mass of chitin shell set into the front of the castle has been hammered into a roughly rectangular shape. Attached to the chitin is a strip of hardened leather, like a handle. The hammered mass, on closer inspection, is a swinging door. ~ E grass woven drawbridge~ Bound together with strips of leathery hide, sections of long-stemmed, desert grass have been woven together into a drawbridge. Judging from the chains hanging down on either side of the gate, it looks serviceable. Perhaps you should knock? ~ E walls blocks red sandstone ~ On closer examination, the walls of the sand castles are not built from blocks of sand stone. Rather, the castles have been sculpted by hand. Lines carefully drawn into the sand gives the appearance of individual stone blocks. Every surface has been coated with a thick, clear resin which lets the sand maintain its shape. ~ E modest statuary~ The statuary out front of the sand castle to the north consists of a few simple sandstone sculptures of miniature crabs. The crab statuary rests on the ground, all around the base of the castle. ~ E pyramid monument tip~ A pyramidal structure looms to the northwest. Its polished, pale-green limestone practically gleams. Along the upper part of the pyramid, near the tip, you can barely discern several tracks of hieroglyphics. ~ A kno knoc knock~ dra draw drawb drawbr drawbri drawbrid drawbridg drawbridge wov wove woven gra gras grass~ if( rflag( status2, find_room( 48161 ) ) ) if( !is_open( room, west ) ) { act_tochar( #knock, ch ); act_notchar( #rknock, ch ); wait( 3 ); act_room( #panel, ch ); wait( 3 ); act_room( #pulleys, ch ); wait( 1 ); act_room( #openthud, ch ); open( room, west ); show( ch, room, west ); } else act_tochar( #alreadyopen, ch ); else { act_tochar( #justasbar, ch ); act_notchar( #rjustasbar, ch ); } ~ E knock~ Feeling a little silly, you knock upon the drawbridge of woven grass. ~ E rknock~ $n knocks on the drawbridge of woven grass. How peculiar. ~ E justasbar~ As you knock upon the drawbridge, you can hear the sound of a bolt or bar being placed behind it. ~ E rjustasbar~ As $n knocks upon the drawbridge, you can hear the sound of a bolt or bar being slid into place. ~ E alreadyopen~ The drawbridge is already open, so there is no need to knock. ~ E panel~ A flap of grass in the drawbridge swings open, and behind the small window, you feel something is looking you over. The flap closes after a second or two. ~ E pulleys~ You can hear the grinding sound of some type of mechanism being operated, and the drawbridge of woven grass begins to fall. ~ E openthud~ The drawbridge of woven grass lowers with an audible whoosh. ~ ! 13 0 0 A bas bash~ wov wove woven gra gras grass dra draw drawb drawbr drawbri drawbrid drawbridg drawbridge~ if( !is_open( room, west ) ) if( !rflag( status2, find_room( 48161 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, str ) > random( 13, 21 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status2, find_room( 48161 ) ); wait( 1 ); act_tochar( #opens, ch ); open( room, west ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else act_tochar( #noneed, ch ); else act_tochar( #alreadyopen, ch ); ~ E bash~ You slam yourself into the drawbridge of woven grass in an effort to bash the door open. ~ E rbash~ $n slams into the drawbridge of woven grass. ~ E noneed~ There does not seem a need for that. The drawbridge of woven grass looks like it is easily opened. ~ E nobash~ As you slam into the drawbridge of woven grass, you succeed only in rattling your teeth. ~ E rnobash~ Ineptly, $n throws $mself against the drawbridge of woven grass. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the drawbridge of woven grass, it gives slightly, but remains firmly in place. Perhaps if you were a bit stronger you could bash it open. ~ E rfeeble~ $n makes a feeble attempt at bashing the drawbridge of woven grass open. Apparently it's much tougher than $s bash. ~ E opens~ You can hear the barring mechanism splinter as the drawbridge of woven grass bursts open. ~ E alreadyopen~ The drawbridge of woven grass is already open. ~ ! 0 0 0 A bas bash~ doo door bea beat beate beaten chi chit chiti chiti~ if( !is_open( room, north ) ) if( !rflag( status1, find_room( 48161 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, str ) > random( 13, 21 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status1, find_room( 48161 ) ); wait( 1 ); act_tochar( #opens, ch ); open( room, west ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else act_tochar( #noneed, ch ); else act_tochar( #alreadyopen, ch ); ~ E alreadyopen~ The door of beaten chitin is already open. ~ E bash~ You slam yourself into the door of beaten chitin in an effort to bash the door open. ~ E rbash~ $n slams into the door of beaten chitin. ~ E noneed~ There does not seem a need for that. The door of beaten chitin looks like it is easily opened. ~ E nobash~ As you slam into the door of beaten chitin, you succeed only in rattling your teeth. ~ E rnobash~ Ineptly, $n throws $mself against the door of beaten chitin. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the door of beaten chitin, it gives slightly, but remains firmly in place. Perhaps if you were a bit stronger you could bash it open. ~ E rfeeble~ $n makes a feeble attempt at bashing the door of beaten chitin open. Apparently it is a lot tougher than $e suspected. ~ E opens~ You can hear the barring mechanism splinter as the door of beaten chitin bursts open. ~ ! 0 0 0 A ope open~ doo door bea beat beate beaten chi chit chiti chitin~ if( !rflag( status1, find_room( 48161 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, north ) ) { act_room( #opens, ch ); open( room, north ); show( ch, room, north ); } else act_tochar( #already, ch ); ~ E barred~ The door of beaten chitin appears to be barred from the inside. ~ E opens~ The door of beaten chitin swings open. ~ E already~ The mass of beaten chitin has already been moved. ~ ! 0 0 0 A look~ hieroglyphics glyphics tracks~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...gave unto us renewed... ...than to the Land of the Dead. Thus,... ...the IV, Cleomina the III, Ramsetmos the I,... ...and glory. Also, by the will and powers of the Phraoah Setmos the VII,... ~ ! 0 0 0 A translate~ hieroglyphics glyphics tracks~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...gave unto us renewed... ...than to the Land of the Dead. Thus,... ...the IV, Cleomina the III, Ramsetmos the I,... ...and glory. Also, by the will and powers of the Phraoah Setmos the VII,... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1575 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48164 Within the Modest Sand Castle~ The inside of this sand castle resembles only partially what one might expect the interior architecture to look like. The resin-coated walls of red sand have been etched with lines to give the appearance of blocks of stone and the floor has been covered with a pigmented resin, to give it a green, marbleized look. A few tattered tapestries hang from the walls of the castle, as well as a mantle which protrudes over a small fireplace. Heaps of sand shaped closely to beds rest towards the back of the chamber, near the fireplace. All in all, this abode looks quite modest. Set into the south wall is a beaten door made of chitin. ~ *CF ~ 301469697 10 9 0 D2 door of beaten chiton~ door beaten chiton~ 171 -1 48163 10 10 5 E beds heaps sand **M**~ The sand which composes the bulk of the beds is fresh and clean, as though they have been recently changed. ~ E mantle **M**~ This long, slender plank of petrified wood spans one side of the wall to the other, nearly. A few worthless pieces of junk, like a crabman doll and a broken lantern, reside atop the mantle. ~ E fireplace **M**~ The fireplace is little more than a few crude rocks stack up on one another to create a bowl in which flammable fuels may be placed. A column of hollowed out sand rises up above the fireplace as a makeshift chimney. Mounted on the chimney wall, there is a plank of petrified wood acting as a mantle. ~ E blue-green stain floor **M**~ While the floor has been covered with a deep green, hardening resin, to help it keep its shape and to retain a color other than red, its surface is marred by a blue-green stain which spreads over the surface of it. The stain looks to be a couple of days old, and smells like rotten fish. Or crab. ~ E walls **M**~ The walls of the castle are coated with a thick but unusual resin which keeps them hardened and weather-proofed. A few splattered stains, of the same color and type which appear on the floor, discolor the wall in a few places. ~ E door beaten chitin~ Constructed from the shells of crab people, this door is sturdy and thick. The beaten plates which compose the door are of a dark orange color and have been cured to prevent drying or cracking. While the door lacks a sophisticated locking mechanism, it does indeed have a bar which can be dropped across the inside of the door, to prevent it from opening. ~ A bar ~ mas mass doo door bea beat beate beaten chi chit chiti chitin~ if( !is_open( room, south ) ) if( rflag( status1, find_room( 48161 ) ) ) { act_tochar( #bars, ch ); act_notchar( #rbars, ch ); remove_rflag( status1, find_room( 48161 ) ); } else act_tochar( #already, ch ); else act_tochar( #need, ch ); ~ E bars~ Picking up a beam of wood leaning in the corner, you slide it into groves to either side of the door of beaten chitin, thus barring the door. ~ E rbars~ $n bars the door of beaten chitin with a beam of wood which once rested in the corner of the chamber. ~ E already~ The door of beaten chitin has already been securely barred against intrusion. ~ E need~ The door of beaten chitin must be closed first in order to bar it. ~ ! 0 0 0 A unb unba unbar~ mas mass doo door bea beat beate beaten chi chit chiti chitin~ if( !rflag( status1, find_room( 48161 ) ) ) { act_tochar( #unbar, ch ); act_notchar( #runbar, ch ); set_rflag( status1, find_room( 48161 ) ); } else act_tochar( #already, ch ); ~ E unbar~ You lift the beam of wood out of its groves and put it back in the corner of the room. The door of beaten chitin is now unbarred. ~ E runbar~ You watch as $n removes a beam of wood from across the door of beaten chitin and unbars the door. ~ E already~ There is nothing in place over the slab of beaten chitin to bar it against intrusion. ~ ! 0 0 0 A ope open~ mas mass doo door bea beat beate beaten chi chit chiti chitin~ if( !rflag( status1, find_room( 48161 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, south ) ) { act_room( #opens, ch ); open( room, south ); show( ch, room, south ); } else act_tochar( #already, ch ); ~ E already~ The door of beaten chitin stands open already. ~ E barred~ You cannot open the door of beaten chitin. It is barred closed. ~ E opens~ The door of beaten chitin opens. ~ ! 0 0 0 1553 9 1509949540 3 0 25 17 1509949540 -1 0 27 17 1509949540 -1 0 4 17 1509949540 -1 0 229 17 1509949540 -1 0 230 17 1509949540 -1 0 330 17 1509949540 -1 0 6 17 1509949515 -1 0 948 17 1509949515 -1 0 20 17 1509949485 -1 0 949 17 1509949475 -1 0 552 17 1509949460 -1 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48165 Outside of a Plain-looking Sand Castle~ The dry, arid terrain of the red desert extends to the south. A collection of dunes soar one atop the other to the west, blocking all but the barest glimpse of a north to south trail. But while seemingly boundless desert expands to the south, here stands a sandstone castle. The castle has no windows or towers; rather, it is but a simple fort complex with sturdy walls. A slab of petrified tree bark lies up against the front of the castle. To the east, nearly adjoining the walls of the plain sandstone castle, looms a large but still modest sandstone construction. ~ [Loxus] no mesg when someone climbs up from below *show ~ 301465600 10 9 0 D0 slab of petrified tree bark~ slab petrified tree bark~ 171 -1 48168 10 10 5 D2 ~ ~ 0 -1 48160 10 10 5 D5 spot beneath the castle's wall~ spot beneath castle's wall~ 235 -1 48243 10 10 5 E trail~ Bordered to either side by blocks of smooth, polished granite, a trail winds itself through the desert, taking a north-south path at the eastern edge of the canyon. The trail looks moderately traveled from what you can see from your present vantage. ~ E slab petrified tree bark 1 north~ Cut at one time from a giant and ancient tree, this slab of bark has since undergone petrification. Rectangular in shape, the slab of bark lies up against the face of the castle, like a door. The slab is actually a fashioned cross-section of a tree, and rings can clearly be seen in the brown-black bark. ~ E rings ~ One hundred. Two hundred. Three hundred. After counting as many as four hundred rings upon the surface of this slab of bark, you grow weary with determining its age. Needless to say, it is old. ~ E walls~ Though the castle lacks battlements or towers, it does have small, exterior walls which merge with the castle itself. Mounds of sand litter the base of the castle walls. ~ E mounds sand~ Piles of red sand gather in heaps along the base of the castle walls. At one spot, the sand appears to be obscuring something beneath the wall. ~ E castle~ The castle which stands to the north rises maybe forty feet tall. It has no windows or battlements or even a drawbridge. In fact, there does not seem to be a way into the castle. The exterior of the castle gleams faintly, like no sandstone should. ~ E sandstone~ The sandstone which comprises the bulk of what the plain castle to the north is built from is, in fact, not sandstone at all. As you run your eyes over its surface, you can see traces of an external resin, which has been applied to the castle. The clear resin serves, as it seems, the purpose of hardening the sand to which it has been applied. The castle before you is really a sand castle, built entirely of sand. ~ A bas bash~ tre tree treeb treeba treebar treebark doo door sla slab pet petr petri petrif petrifi petrifie petrified~ if( !is_open( room, north ) ) if( !rflag( status0, find_room( 48161 ) ) ) if( find_skill( ch, bash ) > random( 4, 10 ) ) if( find_stat( ch, str ) > random( 13, 21 ) ) { act_tochar( #bash, ch ); act_notchar( #rbash, ch ); set_rflag( status0, find_room( 48161 ) ); wait( 1 ); act_tochar( #opens, ch ); open( room, west ); } else { act_tochar( #feeble, ch ); act_notchar( #rfeeble, ch ); } else { act_tochar( #nobash, ch ); act_notchar( #rnobash, ch ); } else act_tochar( #noneed, ch ); else act_tochar( #alreadyopen, ch ); ~ E bash~ You slam yourself into the slab of petrified treebark in an effort to bash the door open. ~ E rbash~ $n slams into the slab of petrified treebark. ~ E noneed~ There does not seem a need for that. The slab of petrified treebark looks like it is easily opened. ~ E nobash~ As you slam into the door of petrified treebark, you succeed only in rattling your teeth. ~ E rnobash~ Ineptly, $n throws $mself against the door of petrified treebark. Ouch, that must have hurt! ~ E feeble~ As you slam yourself into the door of petrified treebark, it gives slightly, but remains firmly in place. Perhaps if you were a bit stronger you could bash it open. ~ E rfeeble~ $n makes a feeble attempt at bashing the slab of petrified treebark open. Apparently its bark is better than $s bash. ~ E opens~ You can hear the barring mechanism splinter as the slab of petrified treebark bursts open. ~ E alreadyopen~ The slab of petrified treebark is already open. ~ ! 0 0 0 A l lo loo look~ hol hole spo spot be ben bena benea beneat beneath ~ if( rflag( reset0, room ) ) act_tochar( #spotdesc, ch ); else act_tochar( #hidden, ch ); ~ E spotdesc~ The spot beneath the castle wall looks to be a small but tight opening into a cave. Its interior, from what you can see, is dark and you can hear nothing from within. Perhaps the hole can be cleared further. ~ E hidden~ There appears to be a cavern entranec right below the castle wall. Signs of digging around the hole show that it has been uncovered recently. The hole leads deep into the ground at a steep angle. ~ ! 0 0 0 A dig clear~ sand spot beneath~ if( rflag( reset0, room ) ) if( race( ch ) == lizardman ) { act_tochar( #ldigs, ch ); act_notchar( #rldigs, ch ); } else { act_tochar( #digs, ch ); act_notchar( #rdigs, ch ); } else { act_tochar( #alreadydug, ch ); end; } wait( 5 ); act_tochar( #breakthru, ch ); act_notchar( #rbreakthru, ch ); open( room, down ); remove_rflag( reset0, room ); ~ E ldigs~ You begin digging at the base of the castle's wall with your claws, scooping the sandy earth out from beneath it. ~ E rldigs~ With $s claws, $n begins digging below the wall of the sand castle, scooping out clawfuls of sand. ~ E digs~ With your bare hands, you begin digging at the base of the castle's wall. ~ E rdigs~ $n begins scooping sand out from beneath the castle's wall with $s bare hands. ~ E breakthru~ After several moments, your digging pays off and you discover an opening below the castle wall. ~ E rbreakthru~ $n's perseverance has paid off! $e has discovered an opening just below the castle's wall. ~ E alreadydug~ Someone has already been digging in the sand here and has revealed a spot beneath the castle's wall that leads downward. ~ ! 0 0 0 A ope open~ doo door sla slab pet petr petri petrif petrifi petrifie petrified tre tree treeb treeba treebar treebark~ if( !rflag( status0, find_room( 48161 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, north ) ) { act_room( #opens, ch ); open( room, north ); show( ch, room, north ); } else act_tochar( #already, ch ); ~ E barred~ The door of petrified treebark appears to be barred from the inside. ~ E opens~ The slab of petrified treebark swings open. ~ E already~ The slab of petrified bark has already ben moved aside, like a door. ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ As you start down, you realize too late how long a drop it is! ~ E to_room~ $n starts to climb down anbd suddenly $s face is overcome by surprise. ~ ! 3 0 32 1575 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48166 Within a Sand-filled Tunnel~ Sculpted in the same manner as the castles of sand which stand in the red desert, a tunnel extends to the east from the secret opening behind the dais. The tunnel is taller than you might have expected, but a lot grimier too. The walls are coated with a thin layer of slime and there are a couple of piles of bones stacked up along the floor. On the floor, there is a large, metallic basin and set into the side wall is a length of iron chain. From here, you can see that the tunnel does not extend much beyond this point. ~ *CF ~ 301465600 0 5 0 D3 secret door~ secret door~ 235 -1 48169 10 10 5 E secret opening~ While there are no hints of this secret tunnel on the other side, here the door and mechanism are clearly discernible. A small, adjustable block sticks out beside the door, just at its edge. ~ E walls slime layer **M**~ As you examine the walls, you make two startling discoveries. The first, is that the slime coating the walls smells more than yesterday's dung heap. The second, is that the walls are not coated with slime, but instead, saliva. ~ E basin water **M**~ The metallic basin at your feet is made of steel and has been bolted down to the floor. The content of the basin looks to be water, but it is so cloudy and unappealing that you don't think drinking it would be such a good idea. Along the side of the water basin, there is a panel of etched hieroglyphics. ~ E length iron chain~ Securely fastened to the wall is a length of iron chain which hangs limply to the ground. Around the chain fastener there are deep gouges in the hard, packed sand and crimson stains are smeared over some of them. ~ E crimson stains **M**~ The crimson stains are indeed streaks of blood and a couple of them look fairly recent too. ~ 1412 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48167 Red Desert Path~ Bordered on either side by blocks of polished red granite, a trail winds north to south through the red desert. Dunes of impenetrable sand loom along the edge of the canyon to the east while to the south, you see the walls of some type of structure, possibly that of a castle. To the south you can also see the tops of similar, castle-shaped structures. There is also something strange about the sand to the south that might need further investigation. ~ *CF ~ 301465608 10 9 0 D0 ~ ~ 0 -1 48170 10 10 5 D2 ~ ~ 0 -1 48159 10 10 5 E blocks polished granite~ Nearly identical in every respect, square blocks of red granite rise up out of the sand, as demarcations of the desert path. The surfaces of the blocks are cool and smooth and bear no foreign symbols, unlike the marker stones in the sections of tan sand desert. ~ E castle castle-like tops~ Indeed, off in the distance, you can see the battlements, parapets, and spiraling minarets of miniature castles. About one-fourth the size of normal castles, these castles nevertheless look real. The architecture from castle top to castle top differs as greatly as two blades of grass. ~ A disbelieve~ wal wall liv livi livin living san sand ill illu illus illusi illusio illusion~ if( cflag( 57, ch ) ) if( rflag( reset0, room ) ) if( find_stat( ch, int ) > random( 10, 20 ) ) { remove_rflag( reset0, room ); act_tochar( #concentrate, ch ); act_notchar( #rconcentrates, ch ); wait( 3 ); act_tochar( #shimmers, ch ); act_notchar( #rshimmers, ch ); wait( 2 ); wait( 1 ); act_tochar( #disappears, ch ); act_notchar( #rdisappears, ch ); remove_rflag( reset1, room ); } else { act_tochar( #invain, ch ); act_notchar( #rinvain, ch ); } else act_tochar( #already, ch ); else act_tochar( #nogo, ch ); ~ E concentrate~ You stare intently at the wall of living sand and concentrate. ~ E rconcentrates~ $n stops dead in $s tracks and begins looking at the wall of sand with intense concentration. ~ E shimmers~ As you concentrate on the wall, the edges of it begin to shimmer slightly. You recognize this for the illusion that it is. ~ E rshimmers~ The edges of the living wall of sand begin to shimmer slightly, as though it were being illuminated from behind. ~ E disappears~ Suddenly, with a loud *POP* and a rush of air, the wall disappears entirely. ~ E rdisappears~ Once $n begins calling the wall of living sand an illusion, everything becomes clear to you. The wall disappears out of sight with a loud *POP*. ~ E invain~ As you bring your will to bear on the wall of living sand, you realize it's no use. You cannot concentrate enough. ~ E rinvain~ $n looks very frustrated as $e stares aimlessly at the wall of living sand. ~ E already~ The wall of living sand has already been dissipated. ~ E nogo~ You don't know how to do that. ~ ! 0 0 0 A ~ ~ i = random( 1, 10 ); if( rflag( reset0, room ) ) if( i == 1 ) act_tochar( #wall1, ch ); else if( i == 2 ) act_tochar( #wall2, ch ); else if( i == 3 ) act_tochar( #wall3, ch ); else if( i == 4 ) act_tochar( #wall4, ch ); else if( i == 5 ) act_tochar( #wall5, ch ); else if( i == 6 ) act_room( #wall6, ch ); else if( i == 7 ) act_room( #wall7, ch ); else if( i == 8 ) act_room( #wall8, ch ); else if( i == 9 ) act_room( #wall9, ch ); else act_room( #wall10, ch ); else continue; ~ E wall1~ The living wall of sand moves with the viscosity of liquid, blocking your every move. ~ E wall2~ Large hands of sand emerge from the wall, holding you back. ~ E wall3~ As you try and advance past the wall, its sands churn and shifts, threatening to surround you! Luckily, you jump back just in time. ~ E wall4~ The wall of sand moves to block your passage to the south, as though it were a living thing. ~ E wall5~ Just when you think you can dodge past the wall through an opening in it, the sides of the walls merge together, and narrowly miss trapping you in between. ~ E wall6~ A face emerges from the living wall of sand and says: "Oh dear! I'm afraid you'll have to go around." ~ E wall7~ A face emerges from the living wall of sand and says: " I'm sorry, I can't let you pass." ~ E wall8~ A face emerges from the living wall of sand and says: "Leave this place, before someone gets hurt." ~ E wall9~ A face emerges from the living wall of sand and says: "Leave this place, before someone else gets hurt." ~ E wall10~ A face emerges from the living wall of sand and says: "You better leave now, before someone else is murdered." ~ ! 3 0 4 A l lo loo look~ wal wall liv livi livin living s so sou sout south san sand~ if( rflag( reset0, room ) ) act_tochar( #wall, ch ); else act_tochar( #nowall, ch ); ~ E wall~ To the south, a wall of sand stands in your way. The edges of the sandy wall are wispy and almost non-existent but the rest of it churns and shifts in a solid, massive barrier. ~ E nowall~ To the south along the sand, you can barely see what remains of an once-complex illusion. ~ ! 0 0 0 A 1 east 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1573 9 1509949540 3 0 1573 9 1509949540 3 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48168 Inside a Plain-looking Sand Castle~ The interior of the rather ordinary castle of sand is as plain as its outside architecture. The walls and floor are formed from hard-packed red sand while the ceiling rises inward, creating a dome. From the center of the domed ceiling hangs a crude, but serviceable lantern. Along the floor of the castle, there are several piles of loose sand, some of which have depressions in them. A slab of petrified tree bark stands against the wall to the south. ~ *CF *show ~ 335024133 0 6 0 D2 slab of petrified tree bark~ slab petrified tree bark~ 171 -1 48165 10 10 5 E walls **M**~ Sculpted from the bright red sands of the desert here, the walls remind you of barriers of blood. The walls appear to be coated with some type of clear, hardening resin, to help them keep their shape. ~ E lantern serviceable **M**~ The lantern hanging from the ceiling appears to have been, at one time, a work of art as well as a light source. By now, the delicate brass filigree spiraling off its corners are covered in green corrosion. You notice, though, that the oil the lantern burns for fuel is smokeless. ~ E domed ceiling~ With its highest point being in the middle of the sandy room, the ceiling arcs slowly to create a dome over the room. From the center of the dome, a slender chain has been bolted into the ceiling, from which hangs the lantern. A few cracks run through the dome, but they look to have been recently patched up with globs of resin and handfuls of sand. ~ E piles loose sand **M**~ In a few places inside the castle, piles of sand rest upon the floor. The piles vary in side and shape, but generally, most are about twice as big around as a barrel of stout ale. Depressions mar the surface of a couple of the piles, as though something had been recently sitting upon them. ~ E depressions **M**~ The depressions in the sand look as though the crab people of this small community use these piles of sand as both their chairs and their beds. ~ E slab petrified tree bark~ Hard as a rock and just as big, the stab of wood standing against the south wall has been petrified from quite some time. It is hard to tell what type of tree the wood once came from, probably an oak or an elm. The left edge of the slab is attached to interior hinges and the door appears to be equipped with a crude bar lock. ~ A ~ dep depr depres depress depressi depressio depression~ i = random( 1, 10 ); if( !rflag( reset0, room ) ) { act_tochar( #empty, ch ); act_tochar( #rempty, ch ); end; } if( is_player( ch ) ) if( i == 1 ) { act_tochar( #findsgold, ch ); act_notchar( #rfindsgold, ch ); obj_to_char( oload( 2 ), ch ); remove_rflag( reset0, room ); } else if( i == 2 ) { act_tochar( #findschiton, ch ); act_notchar( #rfindschitin, ch ); obj_to_char( oload( 1896 ), ch ); remove_rflag( reset0, room ); } else if( i > 9 ) { act_tochar( #empty, ch ); act_notchar( #rempty, ch ); remove_rflag( reset0, room ); } else { act_tochar( #empty, ch ); act_notchar( #rempty, ch ); remove_rflag( reset0, room ); } ~ E findsgold~ Searching through the pile of sand, you discover two things. The first, is that this mound of sand doubles as both a chair and a bed from the denizen of this sandy abode. The second is a small gold coin, lying just beneath the bed's sandy surface. ~ E rfindsgold~ After searching the pile of sand for a few moments, $n smiles and tries to nonchalantly pocket a gold coin. ~ E findschiton~ Searching through the pile of sand, you discover two things. The first, is that this mound of sand doubles as both a chair and a bed from the denizen of this sandy abode. The second is a piece of rough, red chitin, evidently shed from this crab person. ~ E rfindschitin~ After searching through the sandy mound, $n holds up a piece of shed chitin before pocketing it. ~ E empty~ As you search through the depressions of sand, one thing becomes evident. That the denizens of the red desert must use such piles as beds and furniture. Judging from the depressions, this one is obviously a bed, for you can make out the vague imprints of folded crabman legs. ~ E rempty~ After searching the pile of sand, $n simply shrugs. ~ ! 9 0 0 A bar~ doo door sla slab tre tree treeb treeba treebar treebark~ if( !is_open( room, south ) ) if( rflag( status0, find_room( 48161 ) ) ){ act_tochar( #bars, ch ); act_notchar( #rbars, ch ); remove_rflag( status0, find_room( 48161 ) ); } else act_tochar( #already, ch ); else act_tochar( "The slab of petrified treebark must be closed first in order to bar it. ", ch ); ~ E bars~ Picking up a beam of wood leaning in the corner, you slide it into groves to either side of the door of petrified treebark, thus barring the door. ~ E rbars~ $n bars the door of petrified treebark with a beam of wood which once rested in the corner of the chamber. ~ E already~ The door of petrified treebark has already been securely barred against intrusion. ~ ! 0 0 0 A unb unba unbar~ doo door sla slab tre tree treeb treeba treebar treebark~ if( !is_open( room, south ) ) if( !rflag( status0, find_room( 48161 ) ) ) { act_tochar( #unbar, ch ); act_notchar( #runbar, ch ); set_rflag( status0, find_room( 48161 ) ); } else act_tochar( #already, ch ); else act_tochar( #need, ch ); ~ E unbar~ You lift the beam of wood out of its groves and put it back in the corner of the room. The door of petrified treebark is now unbarred. ~ E runbar~ You watch as $n removes a beam of wood from across the door of petrified treebark and unbars the door. ~ E already~ There is nothing in place over the slab of petrified treebark to bar it against intrusion. ~ E need~ The slab of petrified treebark is not even closed. ~ ! 0 0 0 A ope open~ sla slab doo door pet petr petri petrif petrifi petrifie petrified tre tree treeb treeba treebar treebark~ if( !rflag( status0, find_room( 48161 ) ) ) { act_tochar( #barred, ch ); end; } if( !is_open( room, south ) ) { act_room( #opens, ch ); open( room, south ); show( ch, room, south ); } else act_tochar( #already, ch ); ~ E already~ The slab of petrified treebark stands open already. ~ E barred~ You cannot open the slab of petrified treebark. It is barred closed. ~ E opens~ The door of petrified treebark opens. ~ ! 0 0 0 A 4 practice~ neutralize~ mob = mob_in_room( 1556, room ); tell( mob, ch, #stat1 ); ~ E stat1~ Actually, I don't know this skill as well as I thought, and I wouldn't want to compromise your learning. I learned the spell you seek from a young, human woman. She was kind of ugly and wore this unusual slugskin dress. ~ ! 0 0 0 1556 9 1509949540 3 0 882 17 1509949510 -1 0 871 17 1509949485 -1 0 1018 17 1509949485 -1 0 1008 17 1509949525 -1 0 37 17 1509949540 -1 0 98 17 1509949540 -1 0 127 17 1509949490 -1 0 977 17 1509949515 -1 0 1194 17 1509949480 -1 0 9 17 1509949515 -1 0 109 17 1509949465 -1 0 230 17 1509949540 -1 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48169 Inside the Colossal Castle~ Behind a door of opaque glass set into the west wall spreads a vast room. While the interior of this sand castle lacks many of the fascinating architectural feats the exterior displayed, it nevertheless has a charm all its own. A tattered but serviceable rug stretches from the threshold to a dais, upon which stands a throne of sparkling glass. Hung upon the sandy walls are a variety of tapestries and rough sketches. At each corner of the sand-sculpted chamber, there are small iron braziers. ~ ~ 301465601 0 9 0 D1 door behind the throne~ door behind throne~ 235 -1 48166 10 10 5 D3 opaque glass drawbridge~ opaque glass drawbridge~ 235 -1 48158 10 10 5 E opaque door **M**~ Though opaque, you can tell from the glare and the door's texture that someone has managed to forge glass into a sheet large enough and thick enough to use as a door to ones abode. The door has a faint, reddish cast to it and has been made in the shape of a drawbridge. ~ E variety tapestries~ The tapestries are made of woven grasses which have been either dyed or pigmented in some way. Most of the tapestries consists of nothing more than everyday scenes of life that the crab people living in this part of the Naraki Desert share. ~ E scenes everyday life~ In the first scene, two larger, older looking craw people busy themselves with watching over a pack of smaller crabs. In the second, a crab person is sitting atop a dune of sands, strumming a stringed-instrument with its claw. In the third, a robust crabman stands over a hot forge, with a hammer in one hand and what looks to be an ingot in the other. In the final scene, a pair of crab people, identical in every respect, stand beneath the two moons and a dim aura of light surrounds them. ~ E sketches~ There are two sketches, both of which represent the same thing, but from different angles. Each sketch is a diagrammed representation of the construction of a vast pyramidal structure. The diagrams are drawn upon sheets of beaten papyrus paper with pieces of charcoal and look relatively well preserved. The only thing which belies their age are the cracked, upturned corners of the second diagram. ~ E diagrammed representations~ The sketches are divided into several sections, with each section depicting yet another stand in the structure's completion. From the underground foundation, to its tip, from its base to its limestone sheathing, every step of the pyramid's construction has been carefully documented. Prominent in both diagrams is the use of crabmen as slaves and laborers. ~ E cracked upturned corners **M**~ The resin applied to the surface of the sketched diagrams appears to have broken down at the corners of the second sketch. This is probably because the second section of sketched papyrus is almost twice as thick as the first. ~ E dais **M**~ The creatures who constructed this place have a knack for sculpted sand into the shapes they desire and for making the sand harden. The dais stands at the edge of the long rug which extends towards the doorway. It is round in shape and stands only a foot or two off the ground. The dais, like the walls, ceiling and floor of the sand castle, is sculpted from red sand. Atop the raised platform sits a throne made entirely of glass. ~ E throne **M**~ Made entirely of glass, an ornate throne sits atop the sculpted sand dais. Unlike the opaque door of glass which serves as the drawbridge to the castle, the glass the throne is made from is clear as crystal and not solely red in color. Each section of the throne has been forged from a different color of class. The arms of the throne are clear, the seat of the throne is red, the base and sides of the throne are a light brown, and the back of the throne is of a rich blue. The surfaces of the throne are etched with indecipherable glyphs and symbols. ~ E rug~ Woven from thin strands of grass and plant fibers, this old and tattered rug stretches the length of the room. Though the edges are worn and the dyes are faded, you can still see the sharp, geometric patterns which adorn the narrow carpet. ~ E geometric patterns~ The geometric patterns consists of a series of concentric squares, circles, and triangles. Each of the patterns seems to revolve around one large triangle, which is situated at the center of the rug. ~ E center triangle~ At the center of the rug, there is a triangle about a foot long. Around it, a multitude of geometric patterns spawn across the surface of the rug wildly. The pigments on and around the triangle are heavily worn, as though people stand in this spot more oft than not to address their grievances to the occupant of the throne. ~ A ~ sketch ske sket sketc ~ if( rflag( reset0, room ) ) if( random( 1, 20 ) == 20 ) { act_tochar( #sketchfalls, ch ); act_notchar( #rsketchfalls, ch ); obj_to_room( oload( 1895 ), room ); remove_rflag( reset0, room ); } else { act_tochar( #crumble, ch ); remove_rflag( reset0, room ); act_notchar( #rcrumble, ch ); } else act_tochar( #already, ch ); ~ E already~ The diagram has already been moved aside and whatever used to be behind it, taken. ~ E sketchfalls~ Moving the diagram aside, another sketch falls to the floor like a feather. ~ E rsketchfalls~ $n touches one of the diagrammed sketches on the wall and moves it. Another sketch, once stuck behind it, floats to the floor ~ E crumble~ As you move the diagrammed sketch aside, the second sketch behind it falls to the floor and crumbles to dust. ~ E rcrumble~ You watch as $n moves on of the diagrammed sketches on the wall. As $e does so, another sketch, once trapped behind the first, falls to the ground but crumbles when it reaches it. ~ ! 9 0 0 A pul pull~ lev leve lever~ if( !rflag( status0, find_room( 48155 ) ) ) { act_tochar( #barred, ch ); end; } else { act_tochar( #pulls, ch ); act_notchar( #rpulls, ch ); } wait( 2 ); if( !is_open( room, west ) ) { act_room( #opens, ch ); remove_rflag( reset0, find_room( 48158 ) ); open( room, west ); } else { act_room( #closes, ch ); close( room, west ); set_rflag( reset0, find_room( 48158 ) ); } ~ E barred~ The lever inset into the wall beside the opaque glass drawbridge refuses to budge. A beam of wood has been placed across the drawbridge and lever, barring the lever from operation. ~ E pulls~ You pull the glass lever and hear the sounds of grinding glass as the gate's mechanisms begin to function. ~ E rpulls~ $n reaches out and pulls a glass lever beside the opaque glass drawbridge. Suddenly, adata you hear the sounds of glass scraping against glass. ~ E opens~ The sound of grinding glass ceases and the drawbridge completes its descent. ~ E closes~ The sound of grinding glass stops as the drawbridge is completely raised. ~ ! 0 0 0 A ste step sta stan stand~ cen cent cente center mid midd middl middle des desi desig design tri tria trian triang triangl triangle~ if( !is_open( room, east ) ) { act_tochar( #steps, ch ); act_notchar( #rsteps, ch ); wait( 1 ); act_room( #throne, ch ); wait( 4 ); act_room( #opens, ch ); open( room, east ); } else { act_tochar( #steps, ch ); act_notchar( #rsteps, ch ); wait( 1 ); act_room( #closes, ch ); close( room, east ); wait( 4 ); act_room( #throne2, ch ); } ~ E steps~ You step upon the center of the design. Slowly, the floor below your feet sinks into the ground a few inches, and you can hear the faint whiring as some type of mechanism spins. ~ E rsteps~ As $n steps on the central design on the floor, the design sinks slightly into the ground. Before long, you can hear the faint sound of whiring mechanisms. ~ E throne~ With a slight whooshing of air, the throne and dais shift to one side with celerity, revealing a door behind it. ~ E throne2~ With a slight whooshing of air, the throne and dais shifts to the side hastily, to conceal the door beyond them. ~ E opens~ The door behind the throne rises up into the ceiling. ~ E closes~ A slab of resin-coated sand descends from the top of the doorway behind the throne, sealing it. ~ ! 0 0 0 A l lo loo look~ gly glyp glyp glyph glyphs sym symb symbo symbol symbols~ if( find_skill( ch, detect magic ) > random( 4, 7 ) ) act_tochar( #runesrevealed, ch ); else act_tochar( #normaldesc, ch ); ~ E runesrevealed~ Using your talents and experience with magic, you are able to discern that the runes pertain to a potent spell of concealment and opening. ~ E normaldesc~ The glyphs and symbols appear to be nothing more than a system of writing that you do not understand. ~ ! 0 0 0 A bar~ dra draw drawb drawbr drawbri drawbrid drawbridg drawbridge opa opaq opaqu opaque gla glas glass~ if( !is_open( room, west ) ) if( rflag( status0, find_room( 48155 ) ) ){ act_tochar( #bars, ch ); act_notchar( #rbars, ch ); remove_rflag( status0, find_room( 48155 ) ); } else act_tochar( #already, ch ); else act_tochar( #need, ch ); ~ E bars~ Picking up a beam of wood leaning in the corner, you slide it into groves to either side of the drawbridge of opaque glass, thus barring the door. ~ E rbars~ $n bars the drawbridge of opaque glass with a beam of wood which once rested in the corner of the chamber. ~ E already~ The drawbridge of opaque glass has already been securely barred against intrusion. ~ E need~ The drawbridge needs to be closed before it can be barred. ~ ! 0 0 0 A unb unba unbar~ gla glas glass dra draw drawb drawbr drawbri drawbrid drawbridg drawbridge opa opaq opaqu opaque~ if( !rflag( status0, find_room( 48155 ) ) ) { act_tochar( #unbar, ch ); act_notchar( #runbar, ch ); set_rflag( status0, find_room( 48155 ) ); } else act_tochar( #already, ch ); ~ E unbar~ You lift the beam of wood out of its groves and put it back in the corner of the room. The drawbridge of opaque glass is now unbarred. ~ E runbar~ You watch as $n removes a beam of wood from across the drawbridge of opaque glass and unbars the door. ~ E already~ There is nothing in place over the drawbridge of opaque glass to bar it against intrusion. ~ ! 0 0 0 1551 9 1509949540 3 0 1552 9 1509949540 3 0 2425 17 100 -2 0 2425 17 100 -2 0 2425 17 100 -2 0 2425 17 100 -2 0 2942 17 1509949540 -2 0 -1 S #48170 Desert Path Fringed with Red Sand~ As the desert path stretches through the desert, bullied on either side by large dunes of sand, the north-south path begins to change. Red sand the color of bramberries intermingles and slowly takes the place of the tan sands of the desert altogether and the irregularly placed stones which once marked the edges of the desert pass are there no longer. In their place, at regular intervals stand rectangular blocks of red granite. The path continues to the south and back to the north. ~ *CF ~ 301465608 10 9 0 D0 ~ ~ 0 -1 48172 10 10 5 D2 ~ ~ 0 -1 48167 10 10 5 D3 chunks of stone~ chunks stone~ 235 -1 48171 10 10 5 E dunes ~ The dunes which stand to either side of the desert path block most of the view in either direction. But from what you can see, a colossal pyramid dominates the landscape to the west. To the east, the valley-canyon which encircles most of the Naraki desert encroaches. Patches of desert grass struggle for nutrients along the sides and surfaces of the dunes. ~ E patch grass sides surfaces~ Patches of brown, desert grass which has adapted remarkably well to the harsh climate, stick up out of the sandy dunes. The majority of the grass has taken root along the side of the western dune, at the edges of some chunks of rock. ~ E chunks rock~ Several chunks of rock have been set into the side of the western dune and judging from the looks of things, they have been there from some time. The grasses have grown over the rocky chunks almost entirely in a few spots, where the rocks seem the loosest. ~ E sand~ The sands of the Naraki are an amazing thing. Part tan and part red, the sandy path stretching to the south undergoes a drastic change. While it is not uncommon for the presence of varying sediments to slightly alter the color of nearby sands, the stark contrast been dull brown and brilliant red is a bit unnerving. ~ E granite red blocks~ The blocks of red granite each stand about two feet above your waist and have been cut with precision and artificially polished. Rather than being engraved with runes or hieroglyphics, the blocks of granite are smooth and unadorned. ~ A mov move ~ rocks chunks stone~ if( !is_open( room, west ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, west ); } else act_tochar( #already, ch ); ~ E moves~ With relative ease, you push aside some of the looser chunks of stone, revealing a small passage in the rock. ~ E rmoves~ $n puts $s hands upon the chunks of stone, and moves a few out out of the way. ~ E already~ Some of the chunks of some have already been moved out of the way. ~ ! 0 0 0 A pil pile rep repl repla replac replace~ rock chunks stone~ if( is_open( room, west ) ) { act_tochar( #piles, ch ); act_notchar( #rpiles, ch ); close( room, west ); } else act_tochar( #already, ch ); ~ E piles~ Carefully, you take a few of the large rocks and pile them atop one another, concealing the passage west. ~ E rpiles~ You watch as $n picks up a few rocks and piles them atop one another, over a small entrance in the rock to the west. ~ E already~ The entrance to the small den has already been concealed by a pile of rocks. ~ ! 0 0 0 A 1 west~ ~ if( !is_open( room, west ) ) acode( find_room( 48006 ), 1 ); else continue; ~ ! 0 0 0 A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48171 Den of Snakes~ Set into the side of a very large dune of sand lies a small space lined with bits of stone and dried desert grass. Strips of rough, leathery paper rest on the ground near your feet next to broken shards of something white and fragile. A network of grass roots holds together a ceiling of sand above your head. Chunks of rock jut inward out of the eastern side of the hollow. ~ ||move rocks||pile rocks|| .. ~ 301465600 10 9 0 D1 chunks of rock~ chucks rock~ 235 -1 48170 10 10 5 E 1 chunks rocks 1 east~ Set into the eastern side of the sand dune, there are a series of rocky chunks which stands in place over the entrance to this small hollow. Through a couple of cracks in between them, you can see the light of outside pouring through. It probably would not take much to move some of the chunks of rock out of the way. ~ E 2 bits stone floor scattered~ Scattered bits of stone rest along the floor of this small den. None are particularly shiny or valuable, but a few are inscribed with sections of hieroglyphics. ~ E hieroglyphics~ Many of the hieroglyphics have rubbed or been worn off through the ages. A couple of broken, hieroglyphic panels appear to be intact and clear enough to read. ~ E broken shards white fragile~ Lying here and there about the piles of desert grass, there are tiny white fragments which crunch and shatter beneath the impact of you feet. After stepping on several, it occurs to you that they look like the shells of something that has hatched. ~ A mov move~ chu chun chunk chunkc roc rock sto ston stone stones~ if( !is_open( room, east ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, east ); } else act_tochar( #already, ch ); ~ E moves~ As you move some of the chunks of rock, some sand pours in from the outside. A passageway into the desert is revealed. ~ E rmoves~ You watch as $n begins moving some rock chunks in the eastern wall of the den, revealing a passageway into the desert beyond. ~ E already~ The chunks of rock which once blocked your passage east have already been removed. ~ ! 0 0 0 A pil pile clos close~ roc rocks e ea eas east chu chun chunk chunks sto ston stone stones~ if( is_open( room, east ) ) { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( room, east ); } else act_tochar( #already, ch ); ~ E close~ Carefully, you pick up a few chunks of rock off the floor and place them into the passage east, thus concealing the hole. ~ E rclose~ You watch as $n piles up pieces of stone to cover up the entrance east. ~ E already~ Chunks of rock are already piled up over the eastern passage. ~ ! 0 0 0 A 3434545646734563456234~ nest grass~ if( rflag( reset1, room ) ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #empty, ch ); act_notchar( #rempty, ch ); end; } wait( 2 ); i = random( 1, 12 ); if( i == 1 ) { act_tochar( #findegg, ch ); obj_to_room( oload( 1894 ), room ); remove_rflag( reset1, room ); end; } if( i == 2 ) { act_tochar( #find2egg, ch ); obj_to_room( oload( 1894 ), room ); obj_to_room( oload( 1894 ), room ); remove_rflag( reset1, room ); end; } if( i == 3 ) { act_tochar( #find3egg, ch ); obj_to_room( oload( 1894 ), room ); obj_to_room( oload( 1894 ), room ); obj_to_room( oload( 1894 ), room ); remove_rflag( reset1, room ); end; } if( i == 4 ) { act_tochar( #find1snake, ch ); act_notchar( #rfind1snake, ch ); remove_rflag( reset1, room ); mload( 1411, room ); end; } if( i == 5 ) { act_tochar( #find2snake, ch ); act_notchar( #rfind2snake, ch ); mload( 1411, room ); mload( 1411, room ); remove_rflag( reset1, room ); end; } if( i == 6 ) { act_tochar( #find3snake, ch ); act_notchar( #rfind3snake, ch ); mload( 1411, room ); mload( 1411, room ); mload( 1411, room ); remove_rflag( reset1, room ); end; } if( i >= 7 ) { act_tochar( #empty, ch ); act_notchar( #rempty, ch ); remove_rflag( reset1, room ); } ~ E empty~ You make a thorough search of the nest, but find nothing but mottled brown eggshells in it. ~ E rempty~ $n bends down and searches through the nest, but appears to find nothing. ~ E find1snake~ @b@GAs you search through the nest, you uncover a newly hatched desert viper, who slithers out of the nest with lightning speed. ~ E find2snake~ @b@GAs you search through the nest, two newly hatched desert vipers slithers out of the nest with lightning speed. ~ E find3snake~ @b@GAs you search through the nest, three newly hatched desert vipers slithers out of the nest with lightning speed. ~ E rfind1snake~ @b@RA small serpent with very large teeth darts out of the nest as $n disturbs it resting place. ~ E rfind2snake~ @b@RTwo small serpents with very large teeth dart out of the nest as $n disturbs their resting place. ~ E rfind3snake~ @b@RThree small serpents with very large teeth dart out of the nest as $n disturbs their resting place. ~ E findegg~ Hidden beneath a few of the hatched eggshells, you find a single, mottled brown egg which you quickly pocket while no one else is looking. ~ E find2egg~ Hidden beneath a few of the hatched eggshells, you find a pair of mottled brown eggs which you quickly pocket while no one else is looking. ~ E find3egg~ Hidden beneath a few of the hatched eggshells, you find a trio of mottled brown eggs which you quickly pocket while no one else is looking. ~ E search~ Bending down, you begin sifting through the contents of the grass nest. ~ E rsearch~ $n bends down and begins to examine the nest of grass inside the den. ~ ! 9 0 0 A look~ up ceiling roots grasses~ if( rflag( reset0, room ) ) if( find_stat( ch, int ) > random( 9, 18 ) ) { act_tochar( #notice, ch ); wait( 2 ); interpret( ch, "gt Everyone! Watch the ceiling!" ); remove_rflag( reset0, room ); } else act_tochar( #ceilingdesc, ch ); else act_tochar( #newdesc, ch ); ~ E notice~ On second glance, not all of the things along the ceiling are roots. Some of them are desert vipers! With an eye to the ceiling, you watch warily, making sure none fall down to surprise you. ~ E ceilingdesc~ All along the ceiling, the roots of the hardy, brown desert grass common to parts of the Naraki desert grow and intertwine. Some of the roots, though, appear to be wriggling, making you wonder if they are truly roots. ~ E newdesc~ All along the ceiling, the roots of the hardy, brown desert grass common to parts of the Naraki desert grow and intertwine. Among some of the roots, desert vipers of various lengths slither about, flicking their tongues out and tasting the air. ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When she first appeared to the people, .............................................................. climates had become unbearable. In the ............................................................. ............................................................ water for his ......., To gain ... ...... Finally, She ............................... his people in.........................................................................., the People would pay homage to Her, the Goddess of the winds, heavens, and air. So, the p..... s.. o.., l...... ....r hom...nd i. H.. ...e. ................................................................................................................................. ................................................................................................................................. ................................................................................................................................. a claim on their new land and so .... ........ .... ........ and honor ... ... ... .......... .....ing work ...... ( The rest of the inscription has been completely obliterated.) ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When she first appeared to the people, .............................................................. climates had become unbearable. In the ............................................................. ............................................................ water for his ......., To gain ... ...... Finally, She ............................... his people in.........................................................................., the People would pay homage to Her, the Goddess of the winds, heavens, and air. So, the p..... s.. o.., l...... ....r hom...nd i. H.. ...e. ................................................................................................................................. ................................................................................................................................. ................................................................................................................................. a claim on their new land and so .... ........ .... ........ and honor ... ... ... .......... .....ing work ...... ( The rest of the inscription has been completely obliterated.) ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A search take get move~ shells shards broken white~ act_tochar( #get, ch ); act_notchar( #rget, ch ); i = 1d8; inflict( ch, mob, i, "a shard's vorpal edge" ); dam_message( ch, i, "The edge of a broken white shard" ); ~ E get~ As you place your hand in the shards, you cut yourself! ~ E rget~ As $n places $s hand in the shards, $e cuts $mself! ~ ! 0 0 0 1537 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48172 Desert Path~ All around you, you can see heat visibly rising up off the searing, tan sand. Across the barren sea of desolation, there is very little vegetation or life to be found. A massive stone structure, pyramidal in shape, looms to the west like a giant mountain. Bordered irregularly by rough grey granite chunks, a thin trail extends from north to south, with a parting path east. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48174 10 10 5 D1 ~ ~ 0 -1 48173 10 10 5 D2 ~ ~ 0 -1 48170 10 10 5 E grey granite border stones~ To either size of the desert path stand chunks of grey granite. Many of the stones are rectangular in shape and deeply pitted with erosion. A few of the stones, though, are partly smooth. The stones lie half-buried in the sand - sure evidence that they have been there for quite some time. ~ E massive mountain giant pyramidal ~ Possibly the largest, most colossal thing you have ever seen, a stone pyramid stands to the west. Its pale green limestone exterior has a sparkling sheen to it as light reflects off its surface. ~ E 1 east~ A path, little more than a trail of sand between the canyon and a broken obelisk, winds its way around the ruins. ~ A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1289 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48173 Southwest of a Broken Obelisk~ With dunes of sand rising and falling like sweeping ocean waves, it is difficult to discern true distances in this hot, arid land. There is no water or flora in sight. For that matter, as far as the eye can see, there is nothing but sand and rock. The sole exception to this is the remains of a tall, pillar of stone which has long since toppled and crumbled to pieces. The ruinous structure lies to the northeast. A path around the broken monument stretches to the north and east. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48192 10 10 5 D1 ~ ~ 0 -1 48176 10 10 5 D3 ~ ~ 0 -1 48172 10 10 5 E monument broken ruins remains pillar stone obelisk~ The remains of a once great pillar of stone lie to the northeast. At one time, the stone obelisk must have reached about a fourth of the pyramid's height, judging from the amount of stony debris present. ~ E 1 north~ To the north, you can barely make out the existence of a corral or animal pen. ~ E 1 east~ A trail of sorts, little more than a breadth of sand between the ruins of the obelisk and the canyon wall, winds its way to the east. The trail them seems to turn as it goes around the structure. ~ A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1573 9 1509949540 3 0 1536 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48174 Ruins on the Desert Path~ Irregularly spaced bits of stone and rock lie to either side of a path which extends north to south through the desert. A thick column of stone and a wide granite slab lie across the path, blocking most of it. Another column of stone rises from the sand opposite the fallen pieces, unaffected by their toppling. The immense stone pyramid at the center of the canyon looms just to the west while there seems to be a crude wooden corral to the east. ~ *CF .. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48187 10 10 5 D1 ~ ~ 0 -1 48192 10 10 5 D2 ~ ~ 0 -1 48172 10 10 5 D3 ~ ~ 0 -1 48190 10 10 5 E column~ There are two columns of pale orange stone. One stands upright, right at the edge of the desert trail. The other lies on the trail itself, having somehow fallen, along with the slab of granite that must have once been suspended between the two. Both columns are heavily scratched, as though they have been defaced. ~ E slab granite~ The rectangular slab of granite which lies on the desert path must have, at one time, been suspended over the path between the two columns like a framed doorway. The stone has been expertly cut, for its edges are smooth and exact. Along the underbelly of the slab, which lies partially exposed there are a couple of hieroglyphics tracks. ~ A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Order must also play an important role in our writing system, for is not the Balance Keeper the one who told unto Enserpina to give us writing in the first place? Thus, we do honor him. All warnings, must be written from right to left. All tributes must be written from left to right. All instructions must be scribed from left to right. All arcane matters must be written from right to left. All falsities must be written in the opposite direction. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Order must also play an important role in our writing system, for is not the Balance Keeper the one who told unto Enserpina to give us writing in the first place? Thus, we do honor him. All warnings, must be written from right to left. All tributes must be written from left to right. All instructions must be scribed from left to right. All arcane matters must be written from right to left. All falsities must be written in the opposite direction. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48175 The Greened Way - Near a Landslide~ Though a few trees and a couple of bushes grow along the sides of the road, the vegetation appears to be thinning and dying along its western edges. Several boulders and tons of black earth form a landslide to the east, cutting off the rest of Greened Way. The terrain to the north and south is rough and rocky, making travel in either direction unlikely. Greened Way continues unimpeded to the west, though the ground is much more uneven. ~ (progs for phito's pen) [Lani] On look west, it says the is open, but there's nothing there to open or close. ~ 301465600 10 9 0 D1 ~ ~ 239 -1 37045 10 10 5 D3 ~ ~ 0 -1 48093 10 10 5 E trees~ A few cedar trees as well as a couple of pines grow along the edges of the road. Though their trunks are straight, their needles and foliage are covered with brown and yellow spots. It does not look like the climate here is doing them much good. ~ E bushes~ A couple of large and amorphous boxwood shrubs grow near the edges of the Greened Way. The leaves of each shrub are a sickly green color, as though they were not getting enough water. ~ E landslide earth black boulders~ It looks as though a recent landslide has fallen to the east. Piles of black earth and a few heavy boulders lie in that direction. With some effort, it could probably be moved. ~ A 7 disabled~ gate~ acode( find_room( 48193 ), 7 ); ~ ! 0 0 0 A 7 disabled~ gat gate~ acode( find_room( 48193 ), 8 ); ~ ! 0 0 0 A move budge push clear dig remove~ landslide boulders rocks 1 east~ if( find_stat( ch, str ) > random( 10, 16 ) ) if( !is_open( find_room( 48175 ), east ) ) { act_tochar( #move, ch ); act_notchar( #rmove, ch ); open( find_room( 48175 ), east ); } else { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( find_room( 48175 ), east ); } else act_tochar( #cant, ch ); ~ E move~ You strain your muscles, moving the landslide. The Greened Way lies eastward. ~ E rmove~ $n strains $s muscles, moving the landslide. The Greened Way lies eastward. ~ E close~ You move some of the rocks, reconcealing the canyon the landslide once hid. ~ E rclose~ $n moves some rocks, reconcealing a canyon that a landslide once hid. ~ E cant~ You try moving the landslide, but it proves too heavy for you. ~ ! 0 0 0 1539 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48176 South of a Broken Obelisk~ The fallen ruins of a once massive monument of stone lies in the sand to the far north. It is apparent that the structure has been lying in a broken heap for some time, for there are dunes of sand and wind-blown debris gathered along side it. Between the canyon wall and the tall, barchan dunes which dot the arid landscape, there is a fairly even path, which skirts around the collapsed monument to the north. ~ *CF ~ 301465608 10 9 0 D0 ~ ~ 0 -1 48177 10 10 5 D3 ~ ~ 0 -1 48173 10 10 5 E canyon walls~ Sandstone canyon walls loom to the east like the walls in a prison. The surfaces of the canyon rock are too steep and smooth to climb. ~ E monument fallen broken obelisk~ Directly to the north, you can see the remains of an obelisk. At one time, it must have been the tallest thing in the valley, aside from the pyramid itself. Now, its orange quarry stone blocks and limestone sheathing lie scattered about in a mass of broken debris. ~ E wind-blown debris~ From rocks to bits of desert grass to pieces of string, numerous articles of debris have been blown up against the sides of the obelisk by desert winds. ~ A 1 east 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48177 Near a Broken Obelisk~ To the far west rises the impressive, solitary figure of a giant stone pyramid. Closer, still, though, to the north, lies a obelisk of stone which has fallen into the sand below. The obelisk looks to be from similar origins as the great pyramid, though its exterior has not the same brilliant gleam. The sheer canyon wall to your east eliminates any possibility of climbing up and getting a better view of the desert. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48178 10 10 5 D2 ~ ~ 0 -1 48176 10 10 5 E obelisk~ The obelisk looks like it must have stood at least a third the height of the great pyramid. It has a tapering square shape which is then capped by a pyramidal tip. The outer surfaces of the stone pillar are blackened and cracked. ~ A 1 east ~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1526 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48178 Path Around a Broken Obelisk~ Hundreds of feet long, a charred and broken obelisk lies in the sand, partly buried. While much of the colossal monument is intact, large sections of its surface have fractured away from it. Many of the fractured pieces of stone lie to the east, in the direction of the obelisk's fall. The tip of the obelisk also lies to the east. An enormous hill of tan sand looms to the west, casting shadows over the desert here. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48179 10 10 5 D2 ~ ~ 0 -1 48177 10 10 5 E obelisk surface~ Constructed from blocks of pale orange quarry stone, the obelisk looks like it must have stood nearly a third as tall as the great pyramid to the west. The lower portion of the obelisk appears to have once been covered with hieroglyphics, while the upper section was sheathed in limestone. ~ E pieces fractured stone debris base obelisk~ Many of the stone fragments bear clear signs of coming into contact with an extremely hot fire. Their surfaces are blackened, warped, and bubbled. Most of the fragments of debris pile up along the base of the obelisk. ~ E tip~ The tip of the obelisk lies directly to the east. Remarkably, unlike the rest of the stone pillar, the tip is still sheathed completely in pale, yellow-green limestone. ~ A ~ debris base obelisk~ i = random( 1, 10 ); if( rflag( reset0, find_room( 48178 ) ) ) if( is_player( ch ) ) if( i == 1 ) { remove_rflag( reset0, find_room( 48178 ) ); act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); act_tochar( #finds, ch ); act_notchar( #rfinds, ch ); obj_to_char( oload( 2150 ), ch ); end; } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #notplayer, ch ); end; } else { act_tochar( #already, ch ); end; } remove_rflag( reset0, find_room( 48178 ) ); wait( 2 ); act_tochar( #nothing, ch ); ~ E search~ You begin searching the piles of accumulated debris, hoping to find riches or treasure. ~ E rsearch~ $n begins digging through the accumulations of debris at the base of the obelisk. ~ E finds~ In the debris, you find piece of a broken slab of stone. The section of stone looks very old and is covered with hieroglyphics. ~ E rfinds~ $n makes a furtive motion as $e pockets something. ~ E notplayer~ Yuck! Search through that? Are you mad? ~ E nothing~ After searching, you find nothing interesting in the piles of debris. ~ E already~ The debris has been scattered and overturned, as though someone has already been through it. ~ ! 9 0 0 A 1 north 1 west~ ~ acode( find_room( 48184 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Color and order must combine as one. Just as the Goddess and her siblings must join forces to offset the powers of the Vile One. Thus, No false histories can be written in yellow or red unless reversed. No false warnings may be colored in blue or red unless reversed. No false arcane lore should be penned in green or blue unless reversed. No false offerings of peace may be recorded blue or yellow unless reversed. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ) i = 1; if( has_obj( 1548, ch ) ) i = 2; if( i == 1 ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctran, ch, obj ); wait( 2 ); act_tochar( #trans1, ch, obj ); } if( i == 2 ) { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } else { act_tochar( #notrans, ch, ); act_notchar( #rnotrans, ch, ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Color and order must combine as one. Just as the Goddess and her siblings must join forces to offset the powers of the Vile One. Thus, No false histories can be written in yellow or red unless reversed. No false warnings may be colored in blue or red unless reversed. No false arcane lore should be penned in green or blue unless reversed. No false offerings of peace may be recorded blue or yellow unless reversed. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 1526 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48179 Path Around a Broken Obelisk~ From here, you have a head-on look down the length of a fallen obelisk, from tip to base. Though large sections of the monument are covered with sand, the exposed portions reveal many things. Even at the tip, where it is the most narrow, the obelisk is still several times your size. Sheets of limestone sheath the pyramidal tip of the obelisk and a few fragments continue to cling to its upper portion. Fragments of stone lie scattered everywhere, having somehow fractured off. To the west and north lies a slim stretch of desert which surrounds the charred and cracked monument. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48180 10 10 5 D3 ~ ~ 0 -1 48178 10 10 5 E tip~ The pyramid-shaped tip of the obelisk is still covered with polished, yellow-green limestone. In several places along the tip, the limestone is pock-marked and warped. ~ E obelisk monument~ Though you cannot tell for certain what purpose this monument served or how it came to be in such a state, you do notice how odd it seems that nearly every trace of hieroglyphic writing which once adorned its exterior has fractured or melted away from the core structure. Only a few hieroglyphs remain on its surface. ~ E broken stone~ Many of the stone fragments dispersed around the tip of the obelisk are melted and fractured pieces of limestone, which undoubtedly once covered at least the upper section of the tall stone pillar. Other some bits found within the area are sections of stone once composing the surface of the quarry stone blocks this obelisk had been erected from. ~ E portions exposed~ The portions of the obelisk which remain above the desert's sandy depths add disturbing thoughts to your mind. From the black scorch marks along much of the obelisk, you can tell something very hot and intense struck the obelisk. This fiery blast was enough not only to knock the obelisk over, but to also flay the stone off much of its surface. You also find it quite odd that even though the obelisk was struck by such a force, that its core remains intact. ~ A 1 east 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 1526 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48180 Path Around a Broken Obelisk~ To the west lies the ruins of a tall, tapering monument, which must have stood nearly a third as tall as the great pyramid itself. While cracks run up and down the surface of the obelisk, much of its core stone is intact. It appears that the impact of the fall only served to chip away at the surface faces of the pillar. Caught between the obelisk and the canyon to the east, the desert twists between the two, running a north to south course. The tip of the obelisk lies here and just to the south. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48181 10 10 5 D2 ~ ~ 0 -1 48179 10 10 5 D3 slab of stone~ stone slab~ 235 -1 48205 10 10 5 E cracks~ Cracks run up and down the surface of the obelisk. The edges of most of these fractures appear to be blackened and charred, as though some powerful bolt of lightning or fire struck it down. A single surface of the obelisk tip is unblemished by cracks or melted stone. ~ E single surface obelisk tip~ Only the tip of a once tall and mighty obelisk lies intact here. Most of it lies in a crumpled heap across the desert. Delicate hieroglyphics, carved into the surface of the obelisk's tip, have somehow remained unphased by whatever disaster befell this monument. ~ A tou touc touch pre pres press~ lot lotu lotus flo flow flowe flower~ if( !is_open( room, west ) ) { act_tochar( #glows, ch ); act_notchar( #rglows, ch ); wait( 2 ); act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, west ); } else { act_tochar( #glows, ch ); act_notchar( #rglows, ch ); wait( 3 ); act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, west ); } ~ E glows~ As you touch the hieroglyphic of the lotus flower, the edges of it begin to glow. ~ E rglows~ The edges of one of the hieroglyphics begins to glow as $n touches it. ~ E moves~ Suddenly, before you can move your hand, an entire section of the obelisk slides inward, revealing a passageway beyond. ~ E rmoves~ Suddenly, before $n can move $s hand, an entire section of the obelisk slides inward, revealing a passageway beyond. ~ E moveback~ Part of the quarry stone swings outward, just as you are about to remove your hand from the lotus. The passageway into the obelisk is now tightly sealed. ~ E rmoveback~ Part of the quarry stone swings outward, just as $n removes $s hand from the panel of hieroglyphics. The passageway into the obelisk is now tightly sealed. ~ ! 0 0 0 A 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 1 west~ ~ if( !is_open( room, west ) ) acode( find_room( 48184 ), 1 ); else continue; ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When ... ..... .......... to the ...ple, th.. .... sick and fle.... f... a h.... land whose cl...tes ... ...... ........... .. ... .... .. . ....... ... ..... .. ... ........ .......... ... ga.. him g...s of food and water for his Pe...., .. .... ... tru... Fin...., She convinced him to le.. ... pe.... into a sheltered v...... In return ... ... ..........., the People w.... p.. homage to ..., the God.... of the ....., ......., a.. ..r. So, the people set off, ...... ..... ........ .. ... care. .n..y i... t... valley was gained through but a single pass and it took the People two ..... .. . ...... .. .... .... ... ...... .... ..... ....... ..... .... .. ... ....... ... ...... ...... .. ......., . ........ ......... .. ... ...... ... ......... .. .. .. ....... . ..... .. their new land a.. .. .... eve..... .... ....mber and honor Her for Her guidance. ...s.ing work a.. .... .. took to bui.. ... ........., but the People wa.... a way to ... do.. f.. ... .... ... help ... ...... .... ... ....... .. ... ....... .. ........ .... ..... .... ......... ... High Prie.. and V.ss.l laid u..n ... al... not a. i..., for ... ... ......... a marked dis..... for them. ....... ..r f......e f..w.r was placed upon ... marble surface. May ... ..... forever be as a symbol of her power. and may the Valley, the ....... and the People be as ... for an eternity. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ) i = 1; if( has_obj( 1548, ch ) ) i = 2; if( i == 1 ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctran, ch, obj ); wait( 2 ); act_tochar( #trans1, ch, obj ); } if( i == 2 ) { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } else { act_tochar( #notrans, ch, ); act_notchar( #rnotrans, ch, ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When ... ..... .......... to the ...ple, th.. .... sick and fle.... f... a h.... land whose cl...tes ... ...... ........... .. ... .... .. . ....... ... ..... .. ... ........ .......... ... ga.. him g...s of food and water for his Pe...., .. .... ... tru... Fin...., She convinced him to le.. ... pe.... into a sheltered v...... In return ... ... ..........., the People w.... p.. homage to ..., the God.... of the ....., ......., a.. ..r. So, the people set off, ...... ..... ........ .. ... care. .n..y i... t... valley was gained through but a single pass and it took the People two ..... .. . ...... .. .... .... ... ...... .... ..... ....... ..... .... .. ... ....... ... ...... ...... .. ......., . ........ ......... .. ... ...... ... ......... .. .. .. ....... . ..... .. their new land a.. .. .... eve..... .... ....mber and honor Her for Her guidance. ...s.ing work a.. .... .. took to bui.. ... ........., but the People wa.... a way to ... do.. f.. ... .... ... help ... ...... .... ... ....... .. ... ....... .. ........ .... ..... .... ......... ... High Prie.. and V.ss.l laid u..n ... al... not a. i..., for ... ... ......... a marked dis..... for them. ....... ..r f......e f..w.r was placed upon ... marble surface. May ... ..... forever be as a symbol of her power. and may the Valley, the ....... and the People be as ... for an eternity. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 1526 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48181 Path Around a Broken Obelisk~ To the southwest lies the fallen remains of a giant obelisk built from pale orange quarry stone. At some point, it appears the pillar of stone broke from its foundation to the far west and toppled southeast into the desert sands. Parts of the obelisk lie buried beneath the sand while other parts are fully exposed. Fragments of stone lie everywhere. The desert here is not much more than a narrow strip of sand curving between the fallen obelisk and the canyon which forms both a northern and eastern barrier. ~ *CF [Lansharra] extra of fragments/stone? [Fraelith] pillar extra .. ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48180 10 10 5 D3 ~ ~ 0 -1 48182 10 10 5 E obelisk~ Here, you can see almost the full length of the obelisk, or at least what remains, for it is apparent that a significant portion of the tapering pillar of stone lies buried beneath the sand. From base to tip, the obelisk was probably no more than a third of the height of the great pyramid to the west. At one time, the upper third of the carved stone was sheathed in limestone and the rest of its surface was decorated with intricate hieroglyphics, of which, only a few remain. ~ A 1 east 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: If order and color are not enough, then numbers, the realm of influence of the Keeper, must need balance out things. So then: * The last line of any writing is always the first when it is referred to. * Lines are counted from the first line up. * Color holds supreme when figuring out the direction in which to count. * Right to left the counting goes for anything that is read from left to right. * Left to right the counting goes for anything that is read from right to left. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: If order and color are not enough, then numbers, the realm of influence of the Keeper, must need balance out things. So then: * The last line of any writing is always the first when it is referred to. * Lines are counted from the first line up. * Color holds supreme when figuring out the direction in which to count. * Right to left the counting goes for anything that is read from left to right. * Left to right the counting goes for anything that is read from right to left. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48182 Path Around a Broken Obelisk~ The remains of a once tall obelisk now lies in ruins in the sand here. Bits and pieces of the obelisk are scattered everywhere, dispersed by its tragic fall. The majority of the stone pillar is intact and buried beneath the sand it would appear. Thousands of tiny fragments lie about, scattered in the direction of the fall. To the west you can see the obelisk's crumbling foundation and to the south you can barely make out a portion of the tip of the obelisk. A swath of desert extends around between the canyon and the obelisk. ~ *CF .. ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48181 10 10 5 D3 ~ ~ 0 -1 48183 10 10 5 E foundation~ To the west, the charred and crumbling foundation of the obelisk can be seen. You cannot make out much detail, only that it looks like nothing natural caused the obelisk to fall. ~ E canyon~ Here, the canyon keeps a fairly straight path, traveling east to west. But to the far east, the canyon turns sharply to the south and appears to head in that direction for quite some time. ~ E tip~ From what you can glimpse of the tip of the obelisk, it lies a good distance to the south and is sheathed, at least partially, in the same type of smooth, polished limestone as the great pyramid to the west. ~ E obelisk~ Little of the obelisk's surface remains intact, though before its fall every inch of it much have been covered with hieroglyphics. Now, only a handful of hieroglyphics can be seen along its surface. Much of the obelisk lies buried in the churning tan sands of the desert. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48184 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm an begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: W... s.. first appeared .. ... ......, they were ........................................................... climates had become unbearable. In th. f... o. a ......, she spoke to the People's chieftain. ............................................................................................................................... ................................................................................................................................. ................................................................................................................................. p..... set off, le....g t.... h......d in Her ..... E.t.. ...o .h. ...... .................................................................................................... .................................................................... People built an obelisk, a glorious monument, to Her beauty and divinity, so as to provide . c.... on their new land ... s. that ......n. m... ........ and honor Her for ... ....ance. ........ ................................................................................................................................. ................................................................................................................................. When ........, ... .... ..................... .p.. Her altar not an ...., ... She had expressed a marked ......................................... ( The rest of the inscription has been scratched out. ) ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: W... s.. first appeared .. ... ......, they were ........................................................... climates had become unbearable. In th. f... o. a ......, she spoke to the People's chieftain. ............................................................................................................................... ................................................................................................................................. ................................................................................................................................. p..... set off, le....g t.... h......d in Her ..... E.t.. ...o .h. ...... .................................................................... .................................................................... People built an obelisk, a glorious monument, to Her beauty and divinity, so as to provide . c.... on their new land ... s. that ......n. m... ........ and honor Her for ... ....ance. ........ ................................................................................................................................. ................................................................................................................................. When ........, ... .... ..................... .p.. Her altar not an ...., ... She had expressed a marked ......................................... ( The rest of the inscription has been scratched out. ) ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1519 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48183 Path Around a Broken Obelisk~ Directly to the southeast lies a tapered, rectangular stone carving. Made of pale orange quarry stone, the obelisk lies in many pieces on its side, having at some point broken from its foundation and shattering as it impacted the ground. The tip of the obelisk presumably is somewhere to the southeast, in the direction that the stone pillar fell. Between the canyon to the north and the rising sand dunes, the desert arcs in a broad path around the fallen pillar of stone to the east and south. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48182 10 10 5 D2 ~ ~ 0 -1 48184 10 10 5 E pillar stone obelisk~ Much of the tapering pillar of stone has been destroyed, either by whatever caused its fall in the first place or the fall itself. Chunks of stone lie spread across quite a large area southeast of its broken foundation. The bottom of the obelisk is jagged and crumbling, indicating that its destruction occurred a long time ago. A lot of the pillar's exterior has been eroded by wind. Be that as it may, you can still make out a few traces of hieroglyphics amidst the cracked and charred surface of some of the obelisk's many pieces. ~ E foundation~ The foundation of stone where the obelisk was once firmly attached is cracked and charred, as though it were struck with a massive bolt of lightning. Parts of the stone have begun to crumble and flake, but the sections which are intact bear distinctive hieroglyphics. ~ E hieroglyphics~ There are two series of hieroglyphics. One set adorn the crumbling remains of the obelisk's base while the other adorn the faces of the obelisk itself. ~ E tip~ You cannot see the tip of the obelisk from here. But judging from the size of what you can see, the top of the obelisk must lie a few hundred feet to the southeast. ~ A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A l lo loo look~ face~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Blessed be the goddess, let her nam............shine in the stars, which are as brilliant as her soul and as brilliant as an iridescent gem. ~ ! 0 0 0 A l lo loo look~ base~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...r. ..t. .i. valley was gained through but a single pass and it took the People two marks....................................................................................................................... ................................................................................................................................. a claim on their n.. .... .... .o .... .......e .u.. remember and h.... H.. ... Her .......... ........ ............................................................................................................................... ............................................................................................................................... When finished, Her High Priest and V..s.. l... ..o. Her al... not a. id.., for She had ......... . ...... distaste for them. ......., .e. fa...... .lo... ... plac.. upon the ................................................................................................................................ the Goddess and the People be as one for an eternity. ~ ! 0 0 0 A translate~ face~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Blessed be the goddess, let her nam............shine in the stars, which are as brilliant as her soul and as brilliant as an iridescent gem. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ base~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...r. ..t. .i. valley was gained through but a single pass and it took the People two marks....................................................................................................................... ................................................................................................................................. a claim on their n.. .... .... .o .... .......e .u.. remember and h.... H.. ... Her .......... ........ ............................................................................................................................... ............................................................................................................................... When finished, Her High Priest and V..s.. l... ..o. Her al... not a. id.., for She had ......... . ...... distaste for them. ......., .e. fa...... .lo... ... plac.. upon the ................................................................................................................................ the Goddess and the People be as one for an eternity. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1542 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48184 Path Around a Broken Obelisk~ Just to the east lies a tapered column of stone roughly a third as long as the pyramid to the west is tall. The large obelisk remains mostly intact but partly buried beneath the ever shifting sands. Fragments of it, particularly pieces of its surface, rest in a scattered mess all around the obelisk, in the direction in which it fell. To the north, you can see the cracked and crumbling foundation the obelisk must have once stood upon and to the west lies a macabre trail through the exposed skeleton of some titanic creature. ~ *CF [Lansharra] extra of fragments, stone? [Fraelith] obelisk, fragments [Fraelith] pyramid ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48183 10 10 5 D3 ~ ~ 0 -1 48185 10 10 5 E path~ The path to the east looks to be just a continuation of the narrow desert path which travels through this area of the desert. But instead of being outlined by marker stones, it appears that it was deemed just as efficient to use the ribs of the skeleton to guide the path. ~ E foundation~ The foundation of stone at one time provided a base for a colossal stone pillar that now stands in ruins to the north. Most of its surface is blackened and cracked. Where it is not, the stone is crumbling. Many of the bits of stone strewn about are jagged and charred, as if some hot and powerful force was brought to bear over every little piece. A few of the stone pieces looked to have once been awash in carved hieroglyphics, but their surfaces are all but illegible now. ~ A 1 east 1 south~ ~ act_tochar( #ob, ch ); ~ E ob~ The broken remains of a giant stone obelisk block passage in this direction. ~ ! 0 0 0 1537 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48185 Desert Path~ The skeleton of a gigantic creature lies stretched before you and continues back to the south. Its skull, fully as big as you, points to the north, its jaw agape. The bones of its many-jointed neck curves in a sweeping 'S' shape in the tan sands. The back bone of the creature lies buried beneath the sand, but its exposed ribs jut straight upwards. Rather than side stepping the huge skeleton, the desert path continues straight through its center, using the rib bones as macabre path markers. To the east, where there are fewer dunes, you can see the fallen ruins of a colossal stone pillar. ~ *CF [Fraelith] no pillar extra ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48186 10 10 5 D1 ~ ~ 0 -1 48184 10 10 5 D2 ~ ~ 0 -1 48187 10 10 5 E skull~ The skull of this mammoth creature has an elongated snout, a wide cranial area, and jutting horn bones. Though many of its teeth are missing, the few that remain are yellow, cracked, and very sharp-looking. The most unusual thing about the skull is that, no matter which way you turn, you have the oddest sensation that you are being watched from its empty sockets. ~ E rib bones path~ Through the center of the gigantic skeleton's ribs, the desert path continues to run to the south. But instead of using bits of stone and rock for boundary markers, it appears that the ribs of the creature have been made to act as substitutes. Each rib in the skeleton is fully three times your height and size. The entire ribcage stretches outward to the south, where there appear to be other bones which are not as intact. ~ E neck~ The neck vertebrae of this creature are large and numerous. In respect to its body, the neck is at least as long. A couple of the neck bones towards the middle are chipped and broken while others have signs of having been cracked and healed while the creature was alive. ~ E colossal stone pillar~ A stone pillar lies directly to the east. You cannot make out much in the way of details from here though. ~ A ~ ~ act_tochar( #cross, ch ); ~ E cross~ You can feel and hear bone crunch as you step through the middle of a gigantic, skeletal ribcage. ~ ! 1 0 5 A ~ ~ act_tochar( #out, ch ); continue; ~ E out~ You cross beneath and out of the skeletal ribcage. ~ ! 3 0 7 A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1515 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48186 Desert Path~ Under the lingering presence of the immense stone pyramid to the west, you cannot help but feel self-conscious of every move you make through this desert domain. Rising dunes with graceful crescent shapes spread throughout the desert, inhibiting travel to the east. Edged by bits of stone and rock, a narrow trail heads north to south, providing a perfect path throughout the arid wasteland. At one point along the path two columns, one to either side, and a slab of stone rests atop them like a plank. ~ *keystone* *CF .. ~ 301465608 10 9 0 D0 ~ ~ 0 -1 48196 10 10 5 D2 ~ ~ 0 -1 48185 10 10 5 D3 ~ ~ 0 -1 48197 10 10 5 E columns~ The two columns here are each made of grey marble and have been carefully fashioned to mirror one another. The columns are simple and appear to have been designed to support the slab of stone suspended between the two of them. ~ E slab~ Its weight distributed between the two columns, this slab of granite rests a good forty or fifty feet in the air. Coupled with the twin columns, the slab helps to frame a make-shift threshold or doorway through which, however, there is only more desert. Along the edges of the slab, there seem to be some glyphs. ~ E path trail~ The desert path outlined by irregularly placed bits of rock and stone shows some signs of recent travel. There are several sets of tracks in the sand, as well as a couple of piles of semi-fresh dung. Most of the tracks, though, seem to end at the threshold of the twin columns. ~ A 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: (Numerous lines of hieroglyphics have been rubbed away along the top of the inscription.) . cla.. on their new la.. and so that .....o.. ..st .......r and honor Her for Her ......... Pre..ing work and toll it took to b.... t.. ........, but the People ...... a way .. p.. down ... ... ti.. the ......................................................................... Her High Priest and Vessel laid upon Her altar not an idol, for She had expressed . marked d....... for them. Instead, H.. ..vori.. ....e. was placed .... ... ...... sur..... May ... ...us for.... be .. a sym... of her power. and may the Valley, ... ...de.. a.. the Peo... b. as on. f.. .. et...ity. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: (Numerous lines of hieroglyphics have been rubbed away along the top of the inscription.) . cla.. on their new la.. and so that .....o.. ..st .......r and honor Her for Her ......... Pre..ing work and toll it took to b.... t.. ........, but the People ...... a way .. p.. down ... ... ti.. the ......................................................................... Her High Priest and Vessel laid upon Her altar not an idol, for She had expressed . marked d....... for them. Instead, H.. ..vori.. ....e. was placed .... ... ...... sur..... May ... ...us for.... be .. a sym... of her power. and may the Valley, ... ...de.. a.. the Peo... b. as on. f.. .. et...ity. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48187 Desert Path~ Except to the east, where an unusually large dune rises up, the desert lies travelable in all directions. The most unusual feature about this stretch of arid wasteland is that a small desert trail runs right through the center of a gigantic skeleton. In through its ribcage and out through its pelvis bone, the path runs an efficient though macabre course through the creature's fallen body from north to south. A hot breeze blows quietly through the area, stirring up sand with its to the hazy-red sand storm lingering on the southern horizon. To the west looms the ominous stone megalith of a pyramid. ~ *CF [Rebekka] megalith extra ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48185 10 10 5 D2 ~ ~ 0 -1 48174 10 10 5 D3 ~ ~ 0 -1 48189 10 10 5 E path~ The only thing not quite right about the desert path heading north and south here is that it runs straight through the ribcage of a gigantic, deceased creature. Instead of using rocks and stone for markers, the trail maker simply designated the rib bones of the skeleton to be such. (It is not like the creature was using its ribcage any more, now is it?) ~ E creature skeleton~ The skeletal remains of the colossal creature are remarkably well intact. Though you cannot be certain due to most of it being buried in the sand, you might hazard to guess that the entire skeletal structure is still there, lying where the creature fell however many years ago. ~ 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48188 Sand-Filled Canyon~ The canyon walls loom above your head as the canyon proceeds to run an east-west course. Sand the color of dried dung fills the canyon to the point that there is no other visible ground besides that which is covered by sand. The canyon twists and turns like a wounded sidewinder snake. Atop the edges of the canyon walls stand assorted rocks and boulders, some of which look like the could fall at any second. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48241 10 10 5 D3 ~ ~ 0 -1 48001 10 10 5 E assorted rocks boulders~ Balanced precariously along the top edges of the canyon are several sandstone rocks. Though they vary in size, very few look ready to fall. Unfortunately, the ones that seem most ready are fairly large. A good gust of wind or a loud shout is liable to trigger an avalanche. ~ E canyon walls twisting~ Twisting to and fro on an east-west course, the sandstone canyon walls meander like a river. Caught between their looming masses is an area of ground whose surface has been completely covered with sand. Upwards, atop the canyon walls, you can see a few rocks and sandstone boulders, each of which look dangerously close to falling. ~ E sand dried dung~ Atop the sand that covers the canyon floor are small, rising mounds of accumulated sand. Dunes of tan-colored sand in the shape of crescent moons lie scattered across the canyon's sandy surface. Every now and again, a tiny dust devil kicks up the sand, sending it swirling about. ~ A ~ ~ acode(find_room( 48248 ), 1 ); ~ ! 1 0 10 1289 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48189 Near a Vast Pyramid~ To the west, a series of three inter-linked barchan dunes lie against the eastern base of the giant stone pyramid. Directly opposite the dunes, to the far east, stretches a gruesome trail crossing lengthwise through the ribcage of a giant skeleton. To the south, the tan-colored sands of the desert slope downward, creating a bowl in the sand. Several bunches of grass grow within the shallow depression. ~ *CF [Fraelith] l pyramid ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48187 10 10 5 D2 ~ ~ 0 -1 48190 10 10 5 E grass bunches~ Bunches of brown and yellow grass grow inside the sandy depression. Withered and torn in places, the grass looks like it is barely managing to survive in this harsh climate. ~ A 1 west 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48190 Near a Vast Pyramid~ The hot, barren sands of the desert expand in all directions. But everywhere you look, there are no signs of life, either plant or animal, or of water. Seemingly, the colossal stone pyramid's ominous presence belittles all else. To the east, in the path of the pyramid's shadow, lie some type of stone ruins. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48189 10 10 5 D1 ~ ~ 0 -1 48174 10 10 5 D3 ~ ~ 0 -1 48191 10 10 5 E ruins stone~ The ruins to the east look to have once been the second tallest monument within the desert. Now, though, pieces of the stone lie strewn about in a wide path of destruction. ~ A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48191 Eastern Side of a Spectacular Pyramid~ You stand at the base of the colossal stone pyramid which seems to rest in the exact heart of the desert-filled canyon. Here, and to the south, the sandy dunes which usually hug the base of the pyramid are absent. In their place rises part of the surrounding canyon. Gleaming yellow-green limestone covers nearly the entire structure, except for a few places along the base where the quarry stone blocks of the titanic edifice have been revealed. Off in the distance to the east, you can see the fallen remains of an obelisk. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48190 10 10 5 D2 ~ ~ 0 -1 48194 10 10 5 E limestone~ Sheets of limestone have been carefully fit together to cover the entire exterior of the pyramid. Towards the top of the pyramid, just below the tip, there is a section of darker green limestone which bears a series of hieroglyphics. ~ E base quarry stone blocks~ Along portions of the pyramid's base, sections of limestone have been cut away to expose the pale orange quarry stone blocks beneath. Judging by the size of the blocks, it must have took hundreds of people to move each and every single one. At the foot of one of the quarry stones, something metal lies half-buried in the sand. ~ A l lo loo look~ shiny metal~ if( rflag( reset0, room ) ) act_tochar( #desc, ch ); else act_tochar( #notthere, ch ); ~ E desc~ At the base of the quarry stones there appears to be something metallic. On closer examination, the object looks much like the hilt of a sword. Perhaps it can be pulled out. ~ E notthere~ The metallic gleam at the foot of the quarry stones looks to be nothing more than a mirage. ~ ! 0 0 0 A pull~ sword hilt metal~ i = random( 1, 10 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( i == 1 ) { remove_rflag( reset0, room ); act_tochar( #pull1, ch ); act_notchar( #rpull, ch ); obj_to_char( oload( 378 ), ch ); } else if( i == 2 ) { remove_rflag( reset0, room ); act_tochar( #pulls2, ch ); act_notchar( #rpulls, ch ); obj_to_char( oload( 798 ), ch ); } else { remove_rflag( reset0, room ); act_tochar( #pass, ch ); act_notchar( #rpass, ch ); } else { act_tochar( #pass, ch ); act_notchar( #rpass, ch ); } else act_tochar( #not, ch ); ~ E pull1~ You pull upon the sword, but it crumbles in your grip. ~ E rpull~ $n pulls something out of the sand. ~ E pulls2~ Like a knife sliding through butter, you ease a scimitar out of the sand. ~ E rpulls~ $n manages to pull a scimitar out of the sand. ~ E pass~ Reaching for the metallic gleam, your hand passes right through the sword. ~ E rpass~ You watch with amusement as $n falls for a mirage. ~ E not~ You realize more than your master that this is an illusion. ~ ! 0 0 0 A 1 west~ ~ acode( find_room( 48213 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...In guiding the People... ...ser powers have made life for us... ...afterwards led. Praise then: Ptolemaius the I,... ...ments and forgotten and may the divinity of Her siblings once thought... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...In guiding the People... ...ser powers have made life for us... ...afterwards led. Praise then: Ptolemaius the I,... ...ments and forgotten and may the divinity of Her siblings once thought... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A ~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm an begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When the letters are jostled and mixed, One must count so they might be fixed, Five and fifth are one in the same, Denoted by a star after each frame. ~ ! 0 0 0 A 20 sdgdgjsdgkosdjgkldfgdfgh~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ) i = 1; if( has_obj( 1548, ch ) ) i = 2; if( i == 1 ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctran, ch, obj ); wait( 2 ); act_tochar( #trans1, ch, obj ); } if( i == 2 ) { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } else { act_tochar( #notrans, ch, ); act_notchar( #rnotrans, ch, ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When the letters are jostled and mixed, One must count so they might be fixed, Five and fifth are one in the same, Denoted by a star after each frame. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48192 Outside of a Corral~ Built into the side of an extremely large barchan dune, the impromptu animal pen looks large enough to hold eight to ten fairly large animals. A wooden gate with a crude latching mechanism encloses the pen. Just to the right of the gate, there is a small wooden bench sitting under a makeshift awning. ~ *CF ~ 301473800 10 9 0 D0 corral gate~ corral gate~ 147 -1 48193 10 10 5 D2 ~ ~ 0 -1 48173 10 10 5 D3 ~ ~ 0 -1 48174 10 10 5 E awning~ Suspended from three pieces of wood lodged into the sand, a piece of tattered cloth flaps in the desert breeze. The cloth is thin and faded, and has several holes in its fabric. Nevertheless, it provides enough shade for any sitting on the bench. ~ E pen~ Though crude, the wooden livestock pen has been built in a simple fashion. It uses the back of a sand dune as one of its walls, and as support for an overhanging roof which covers a third of the pen, providing shelter the animals during the worst times of day. Within the pen, you can see stacks of hay, a trough filled with liquid, and a fire pit dug deep into the ground. ~ E gate latching mechanism~ The wooden gate to the pen is held together with strips of leather and bits of wire. It uses thick leather strips for hinges and has an unusual latching mechanism fashioned from a corroding brass plate and a crook-shaped piece of wire. ~ E bench~ The small wooden bench resting under the awning is little more than a plank of driftwood suspended between two blocks of rock. ~ A unlatch~ gate north corral~ acode( find_room( 48193 ), 7 ); ~ ! 0 0 0 A latch~ gate north corral~ acode( find_room( 48193 ), 8 ); ~ ! 0 0 0 A inspect~ gate north corral~ if( find_skill( ch, inspect ) > 2 ) act_tochar( #trap, ch ); else act_tochar( #notrap, ch ); ~ E trap~ There seems to be a heavy coating of poison on the latch. Only with a pair of thick gloves could you hope to not be harmed by it. ~ E notrap~ You notice nothing unusual about the latch and gate. ~ ! 0 0 0 A untrap~ ~ act_tochar( #method, ch ); ~ E method~ By unlatching the gate, you can successfully untrap it. ~ ! 0 0 0 A o op ope open~ gate corral 1 north~ acode( find_room( 48193 ), 6 ); ~ ! 0 0 0 A custom~ ~ act_tochar( #tell, ch ); wait( 2 ); if( class( ch ) == ranger ) { act_tochar( "Phito tells you:", ch ); act_tochar( #plat, ch ); } ~ E tell~ Phito tells you: "Frankenstein is not for sale." ~ E plat~ "But, for a platinum piece, I'll tell you how to tame a sand wyrm. " ~ ! 0 0 0 A 20 asfjgjgkljadfgkldfhjgsdfghj~ one-humped~ if( !mob_in_room( 1288, room ) ) end; act_tochar( #gloves, ch ); wait( 1 ); act_tochar( #latch, ch ); wait( 1 ); act_tochar( #lock, ch ); wait( 1 ); act_tochar( #remove, ch ); ~ E gloves~ Phito slips on a pair of thick grey gloves. ~ E latch~ Phito then proceeds to unlatch the gate to the corral behind him. ~ E lock~ Phito then latches the gate back. ~ E remove~ Phito removes his gloves and puts them away. ~ E not~ The shopkeeper is not around right now. ~ ! 1 0 12 1288 9 1509949540 3 0 845 17 1509949540 -2 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48193 Camel Corral~ Situated towards the eastern part of the Naraki desert, this partly roofed area holds all that is necessary for keeping livestock. Half-rotten wooden planks and bits of driftwood have been messed together with heavy woven grasses and pieces of wire to create a semi-sturdy pen. Piles of hay lie towards the back of the pen, next to a long, skinny trough filled with water. And as far away from the hay as possible, there is a deep fire pit. Near the latching gate to the pen are several pegs, from which hang several objects. ~ *CF ~ 301465634 10 5 0 D2 corral gate~ corral gate~ 147 -1 48192 10 10 5 E gate latching~ The latching mechanism on the gate looks quite simple. It is made up of a beaten bronze plate which has corroded a nice green color and a piece of bent wire. Simple though it may be, it is sufficient for keeping any dumb animal penned up. ~ E hay~ Dry and lifeless, the piles of hay stacked at the back of the animal pen look very tasty. Yeah, right. And Lord Richard does not know how to use a shield and sword. If you were an animal and had to eat this stuff, you probably would not, especially if your life depended on it. ~ E trough water~ Vile and murky, the only thing which can be said about the water in the rotting wooden trough is that it is wet. ~ E fire pit~ Dug deep into the ground and surrounded by chunks of rock, the fire pit provides warmth without risking injury to the animals. Some of the rock chunks look to have once been part of some other, man-made construction, for they bear designs. ~ E designs~ The designs which are cut into the surfaces of a couple of the granite rock chunks are ancient hieroglyphics. ~ A l lo loo look~ peg pegs obj obje objec object objects~ act_tochar( #desc, ch ); if( rflag( reset0, room ) ) act_tochar( #spade, ch ); if( rflag( reset1, room ) ) act_tochar( #bucket, ch ); if( rflag( reset2, room ) ) act_tochar( #cloak, ch ); if( !rflag( reset0, room ) ) if( !rflag( reset1, room ) ) if( !rflag( reset2, room ) ) act_tochar( "nothing of interest", ch ); ~ E desc~ Many things at one time hung from the pegs next to the latching gate. Now, there is: ~ E cloak~ a woolen cloak. ~ E bucket~ a bucket. ~ E spade~ an iron spade. ~ ! 0 0 0 A get tak take~ iro iron spa spad spade~ if( is_player( ch ) ) if( rflag( reset0, room ) ) { act_tochar( #getspade, ch ); act_notchar( #rgetspade, ch ); obj_to_char( oload( 2026 ), ch ); remove_rflag( reset0, room ); end; } else act_tochar( #gone, ch ); else act_tochar( #notplayer, ch ); remove_rflag( reset0, room ); ~ E getspade~ You get an iron spade off of one of the pegs. ~ E rgetspade~ $n lifts an iron spade off of a mounting peg. ~ E gone~ There is nothing like that here. ~ E notplayer~ You decide to leave the iron spade where it is. It's not like YOU would have a use for it anyway. ~ ! 0 0 0 A get tak take~ buc buck bucke bucket~ if( is_player( ch ) ) if( rflag( reset1, room ) ) { act_tochar( #getbucket, ch ); act_notchar( #rgetbucket, ch ); obj_to_char( oload( 762 ), ch ); remove_rflag( reset1, room ); } else act_tochar( #gone, ch ); else act_tochar( #notplayer, ch ); ~ E getbucket~ You lift a bucket off of one of the pegs. ~ E rgetbucket~ No description $n lifts a bucket off of one of the pegs. ~ E gone~ You do not see that here. ~ E notplayer~ You would have no use for that. Better to leave it where it is. ~ ! 0 0 0 A get tak take~ woo wool clo cloa cloak~ if( is_player( ch ) ) if( rflag( reset2, room ) ) { act_tochar( #getcloak, ch ); act_notchar( #rgetcloak, ch ); obj_to_char( oload( 982 ), ch ); remove_rflag( reset2, room ); } else act_tochar( #gone, ch ); else act_tochar( #notplayer, ch ); ~ E getcloak~ You get a nice, woolen cloak from off of one of the pegs. ~ E rgetcloak~ $n steals a woolen cloak from one of the pegs. ~ E gone~ You do not see that there. ~ E notplayer~ Having little use for a cloak, personally, you leave it on the peg. ~ ! 0 0 0 A ~ ~ if( rflag( reset0, room ) ) if( random( 1,4 ) < 4 ) remove_rflag( reset0, room ); if( rflag( reset1, room ) ) if( random( 1,4 ) < 4 ) remove_rflag( reset1, room ); if( rflag( reset2, room ) ) if( random( 1,10 ) < 10 ) remove_rflag( reset2, room ); ~ ! 1 0 4 A o op ope open~ gate corral 1 south~ if( !is_open( find_room( 48193 ), south ) ) if( rflag( status0, room ) ) act_tochar( #locked, ch ); else { act_room( #opens, ch ); open( find_room( 48193 ), south ); } else act_tochar( #already, ch ); ~ E locked~ The gate cannot be opened. It remains latched quite firmly. ~ E opens~ The simple wooden gate is opened easily. ~ E already~ The gate is already open. ~ ! 0 0 0 A unlatch~ latch gate~ if( find_skill( ch, untrap ) > 2 ) if( rflag( status0, find_room( 48193 ) ) ) if( has_obj( 2098, ch ) ) { act_tochar( #slips, ch ); act_notchar( #rslips, ch ); wait( 2 ); act_tochar( #untrap, ch ); act_notchar( #runtrap, ch ); remove_rflag( status0, find_room( 48193 ) ); } else { act_tochar( #going, ch ); act_notchar( #rgoing, ch ); wait( 2 ); act_tochar( #untrap2, ch ); act_notchar( #runtrap2, ch ); remove_rflag( status0, find_room( 48193 ) ); poison( ch ); } else act_tochar( #already, ch ); else act_tochar( #noskill, ch ); ~ E slips~ You slip on a pair of thick leather gloves, to avoid touching the thick coating of viscuous material on the latching mechanism. ~ E rslips~ $n slips on a pair of thick, grey leather gloves. ~ E untrap~ With relative ease, you bypass the poison layered on the latch, and unlock the mechanism on the gate. ~ E runtrap~ You hear a faint *snip* as $n manages to unlatch the gate. ~ E going~ Heedless of the strange coating of liquid on the gate latch, you proceed to open it. ~ E rgoing~ $n starts to open the gate latch. ~ E untrap2~ The latch opens with a simple click. However, your hands begin to burn. It appears something, perhaps poison, was coated on the latch and you have gotten it all over yourself. ~ E runtrap2~ $n manages to unlatch the gate but at the same time, $e clutches $s hands as if they were in extreme pain. ~ E already~ The gate has already been unlatched. ~ E noskill~ You do not have enough skill to remove the trap or open the latch on the gate. ~ ! 0 0 0 A lat latc latch ~ gat gate~ if( !is_open( find_room( 48193 ), south ) ) if( !rflag( status0, find_room( 48193 ) ) ) if( has_obj( 2098, ch ) ) { act_tochar( #slips, ch ); act_notchar( #rslips, ch ); wait( 2 ); act_tochar( #latches, ch ); act_notchar( #rlatches, ch ); set_rflag( status0, find_room( 48193 ) ); } else { act_tochar( #latch2, ch ); act_notchar( #rlatch2, ch ); poison( ch ); set_rflag( status0, find_room( 48193 ) ); } else act_tochar( #already, ch ); else act_tochar( #not, ch ); ~ E slips~ You slip a pair of thick, grey leather gloves on your hands. ~ E rslips~ $n slips a pair of thick, grey leather gloves on $s hands. ~ E latches~ Protected by the gloves, you deftly avoid the poison coating the latch and swiftly secure the gate. ~ E rlatches~ With a click, $n latches the gate closed. ~ E latch2~ It is not until after you close the latch that your hands begin to burn. Apparently, someone had coated the latch with a harmful poison. ~ E rlatch2~ $n latches the gate but screams out in pain, clutching $s hands. ~ E already~ The latching mechanism has already been used to secure the gate. ~ E not~ The gate cannot be latched for it is not even closed. ~ ! 0 0 0 A inspect~ gate latch~ acode( find_room( 48192 ), 3 ); ~ ! 0 0 0 A untrap~ latch gate~ acode( find_room( 48192 ), 4 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When you must count, all marks have import, Even if they seem made just for sport. Dots are nice, but only four you will see, For they make up but part of the numeral key. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: When you must count, all marks have import, Even if they seem made just for sport. Dots are nice, but only four you will see, For they make up but part of the numeral key. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1510 9 1509949540 3 0 1509 9 1509949540 3 0 1544 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48194 Eastern Side of a Vast Pyramid~ To the east and south, the tan desert sands rise and fall like undulating ocean waters. But here, standing at the base of the greatest stone construction you have ever seen, the sands are calm and relatively flat. The surface of the entire pyramid gleams brightly as the light reflects off its pale yellow-green limestone sheathing. At the pyramid's base, a few pieces of limestone have fallen away, to reveal orange quarry stone blocks beneath. ~ ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48191 10 10 5 D3 ~ ~ 235 -1 48195 10 10 5 E limestone surface~ The sections of limestone covering the surface of the pyramid is of a pale, yellow-green color. Polished smooth by wind and rain, the limestone has the luster of a precious jewel. Large portions of the limestone, especially around the base, are caked with sand. ~ E base quarry blocks ~ Where pieces of limestone sheathing are missing, the heavy, immense blocks of pale orange quarry stone are revealed. Roughly trapezoidal in shape, the blocks must weigh several tons. Littering the ground along the pyramid's base, there are several fragments of stone. ~ E fragments stone~ Many of the stone fragments scattered near the base of the pyramid are chunks of quarry stone and not the more valuable limestone. From the deep cut marks both in the base stones and in the fragments themselves, it looks as though someone were trying to dig past the hieroglyphics etched into the rock. The only hieroglyphic tracks that remain intact encircle part of the pyramid's tip. ~ A clea clean cle dus dust pol poli polis polish~ bas base lim lime limes limest limesto limeston limestone~ if( rflag( reset0, room ) ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 3 ); act_tochar( #find, ch ); act_notchar( #rfind, ch ); remove_rflag( reset0, room ); } else act_tochar( #nothingelse, ch ); ~ E search~ With a careful eye, you begin to dust away the sand from the limestone. ~ E rsearch~ $n begins to sift through the sand along the base of the pyramid. ~ E find~ After a few moments, you find and uncover the head of a feline statue, inset into the side of the pyramid. ~ E rfind~ All of $n's searching has uncovered part of a statue buried in the side of the pyramid itself. ~ E nothingelse~ There is nothing else buried along in the base of the pyramid except for the feline statue. ~ ! 0 0 0 A l lo loo look~ fel feli felin feline sta stat statu statue~ if( rflag( reset1, room ) ) if( rflag( reset0, room ) ) act_tochar( #nodesc, ch ); else act_tochar( #openjaw, ch ); else act_tochar( #closedjaw, ch ); ~ E openjaw~ The statue is of a very large, hunting cat. It is carved from black granite, and is very detailed. From the tips of its whiskers to its glossy green eyes, the statue looks extremely life-like. The statue's jaw is wide open, as if in a silent growl. ~ E closedjaw~ The statue is of a very large, hunting cat. It is carved from black granite, and is very detailed. From the tips of its whiskers to its glossy green eyes, the statue looks extremely life-like. The statue's jaw is tightly closed, with its fangs protruding out the sides at dangerous angles. ~ E nodesc~ You don't see that here. ~ ! 0 0 0 A pla plac place ins inse inser insert~ han hand jew jewe jewel iri irid iridescent~ if( !is_open( room, west ) ) if( !rflag( reset0, room ) ) if( rflag( reset1, room ) ) if( has_obj( 1416, ch ) ) { if( has_obj( 1548 ) || has_obj( 1549 ) ) { act_tochar( #placing, ch ); act_notchar( #rplacing, ch ); obj = has_obj( 1416, ch ); junk_obj( obj, 1 ); wait( 2 ); act_tochar( #snapsdown, ch ); act_notchar( #rsnapsdown, ch ); wait( 1 ); act_room( #gemintercepts, ch ); wait( 2 ); act_room( #swallow, ch ); remove_rflag( reset2, room ); obj_to_room( oload( 1416 ), find_room( 48195 ) ); remove_rflag( reset1, room ); wait( 3 ); act_room( #beginstomove, ch ); send_to_room( #beginstomove, find_room( 48195 ) ); wait( 3 ); act_room( #opensup, ch ); send_to_room( #opensup, find_room( 48195 ) ); open( room, west ); wait( 9 ); act_room( #beginclose, ch ); send_to_room( #beginclose, find_room( 48195 ) ); wait( 3 ); close( room, west ); act_room( #closes, ch ); send_to_room( #closes, find_room( 48195 ) ); } else { act_tochar( "The feline head glows violently at your approach.", ch ); act_tochar( "The feline head glows violently at $n's approach.", ch ); } } else { act_tochar( #placing2, ch ); act_notchar( #rplacing2, ch ); wait( 2 ); act_tochar( #snapsdown, ch ); act_notchar( #rsnapsdown, ch ); i = 6d10+15; dam_message( ch, i, "The statue's mighty chomp" ); inflict( ch, mob, i, "a statue's mighty jaws" ); remove_rflag( reset1, room ); } else act_tochar( #jawsclosed, ch ); else act_tochar( #error, ch ); else act_tochar( #already, ch ); ~ E placing~ Taking the iridescent blue jewel, you place it between the jaws of the ferocious feline statue. ~ E rplacing~ With trepidationedation, $n places an iridescent jewel between the jaws of the statue. ~ E already~ The entrance to the pyramid is already open. ~ E error~ You don't see that here. ~ E jawsclosed~ The jaws of the feline statue are closed, making it impossible for you to place anything in its mouth. ~ E snapsdown~ The jaws of the feline statue snap down upon your hand. ~ E rsnapsdown~ The jaws of the statue snap down around $n's hand. ~ E closes~ The massive stone panel closes, sealing off the entrance to the pyramid. ~ E opensup~ A massive slab of stone ascends into the pyramid blocks, revealing an entrance into the pyramid. ~ E beginstomove~ A slab of stone which looks exactly like the side of the pyramid begins to rise up into the pyramid. ~ E beginclose~ A slab of stone which looks exactly like the side of the pyramid starts to descend from the interior of the pyramid. ~ E swallow~ With a swipe of its massive, pink tongue, the life-like feline statue swallows the iridescent blue jewel. ~ E gemintercepts~ The iridescent blue jewel intercepts the statue's jaws on their descent! ~ E placing2~ You tentatively place your hand in the jaws of the feline statue. ~ E rplacing2~ $n places $s hands inside the jaws of the statue. ~ ! 0 0 0 A 1 west~ ~ if( is_open( room, west ) ) if( find_stat( ch, level ) > 99 ) if( has_obj( 1548, ch ) ) continue; else act_tochar( #red, ch ); else act_tochar( #blue, ch ); else acode( find_room( 48213 ), 1 ); ~ E red~ An angry red barrier prevents passage to the west. ~ E blue~ A soft blue field of energy prevents passage to the west. ~ ! 0 0 0 A 1 east 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...of the Valley, She... ...in the Valley closer to the heavens... ...Ptolemaius the II, Cleomina the I, Ptolemaius... ...lesser fill Her hated place and assume all of Her former duties, powers,... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...of the Valley, She... ...in the Valley closer to the heavens... ...Ptolemaius the II, Cleomina the I, Ptolemaius... ...lesser fill Her hated place and assume all of Her former duties, powers,... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 1534 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48195 Entrance Hall to the Great Pyramid~ Under Construction. ~ [Merior] not done ~ 301465600 0 5 0 D1 ~ ~ 235 -1 48194 10 10 5 D3 ~ ~ 0 -1 48250 10 10 5 2942 17 1509949540 -2 0 -1 S #48196 Desert Path~ The desert broadens in every direction but the east. Here, the twisting bushes are surrounded, in an oval design, by a border of rocks, setting the bushes apart from the desert like an island amidst the ocean waters. Two paths, which are also bordered by similar rocks, stream in from the north and west, flowing around the bushes to merge into a single trail to the south. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48199 10 10 5 D2 ~ ~ 0 -1 48186 10 10 5 D3 ~ ~ 0 -1 48201 10 10 5 E bushes~ There are two bushes marooned on the island of sand. The first bush has crescent-shaped leaves, red stems, and tiny purple berries. The second bush has heart-shaped leaves twice the size of your hand, thick purple stems, and a few pieces of luscious red fruit. ~ E berries purple~ Hanging beneath some of the oval leaves of the first bush there are a few ripe, purple berries. The berries themselves have a glossy surface and look very tasty. ~ E fruit red ~ Only a couple pieces of red fruit dangle from the branches of the second, more stout bush. You doubt that it could support many more. As red as the setting sun and nearly as bright, the waxy-textured fruit looks very tempting. ~ E oval island~ The stones placed around the two bushes have been placed with the utmost care and eye for artistic quality. The oval is perfectly symmetric in respect to the two bushes and the stones themselves are cut in uniform shapes and sizes. ~ E stones~ Each stone surrounding the island of bushes has been cut into the shape of a rounded cylinder. The stones are made of granite and have been carefully smoothed. ~ E trail path~ As the trail merges together from the north and west, to circle around the two bushes in the center of this portion of the desert, the border stones become more regularly shaped and spaced. The exact placement of the stones here, around the bushes and along the path, has meaning beyond merely that of simply protecting the bushes. ~ A get pick~ tiny purple berry berries~ if( rflag( reset0, room ) ) i = random( 1, 8 ); else { act_tochar( #empty, ch ); end; } if( i < 4 ){ act_tochar( #picks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1786 ), ch ); end; } if( i < 7 ) { act_tochar( #lpicks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1786 ), ch ); remove_rflag( reset0, room ); end; } if( i < 9 ) act_tochar( #empty, ch ); ~ E picks~ @b@M Carefully, you pick a tiny purple berry from the red-stemmed bush. ~ E rpicks~ @m $n reaches down and picks a berry from a tiny, red-stemmed bush. ~ E lpicks~ @b@M Carefully, you pluck the last, remaining ripe berry off of its red stem. ~ E empty~ @b@G There are no more ripe berries on the bush to be picked. ~ ! 0 0 0 A pick get~ fruit red bright~ if( rflag( reset1, room ) ) i = random( 1, 20 ); else { act_tochar( #empty, ch ); end; } if( i < 8 ) { act_tochar( #picks,ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1787 ), ch ); end; } if( i < 15 ) { act_tochar( #lpicks, ch ); act_notchar( #rpicks, ch ); obj_to_char( oload( 1787 ), ch ); remove_rflag( reset1, room ); end; } if( i < 19 ) act_tochar( #empty, ch ); ~ E picks~ @b@R Reaching down, you pick a piece of bright red fruit off of the small bush. ~ E lpicks~ @b@R Reaching down, you pick the last piece of ripe, bright red fruit off of the small bush. ~ E empty~ @b@G There are no more pieces of ripe fruit left to pick remaining on the small bush. ~ E rpicks~ $n bends down and quickly picks a piece of fruit off of a small bush. ~ ! 0 0 0 A 1 east~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1537 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48197 Desert Expanse~ As you stand just east of the colossal stone behemoth that is the pyramid, you cannot help but feel drawn to it. But the tall, barchan dunes to the west and north, too steep to climb, cut off access to the pyramid. Now and again, a violent gust of wind sweeps through the area, kicking sand up into your eyes. Yet more dunes lie to the south. And to the east, well within the boundaries of the twisting canyon, lies a path bordered by ramshackle bits of stone. ~ *CF [Fraelith] cant look pyramid ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48186 10 10 5 D2 ~ ~ 0 -1 48198 10 10 5 E path~ The narrow travel path cutting through the desert to the east looks to have been traveled recently. ~ E dunes barchan~ The barchan dunes here and to the south are more or less typical of the rest of the crescent-shaped dunes found throughout the region. Lodged in one of the dunes to the south, though, there appears to be a broken wagon. ~ E twisting canyon~ The brownish-tan wall of the canyon can be seen to the far east. As usual, the twisting wall, as it meanders about the Naraki Desert, slopes inward, making climbing its cliff face impossible. ~ A 1 north 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48198 Surrounded by Sand Dunes~ Rising into the sky and looming ominously overhead stand a series of crescent-shaped dunes. The dunes surround you in all directions but the north, which leads to a wider and flatter expanse of arid terrain. The back two wheels of a small wagon stick up out of the side of one of the southern barchan dunes, as if the desert has not had time to consume the entire thing. ~ [Fraelith] dune extra [Ssleestaq] a lousy pebble? heh ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48197 10 10 5 E broken wagon~ From what you can see of the small wagon, it has been here for a long time. Its axle is busted, its wooden wheels are warped and splintered and the metal holding it together has rusted through in most places. Judging from its size, the wagon must have belonged to an independent merchant or a small family. ~ A dig unb unbu unbur unbury~ old wag wago wagon~ if( rflag( reset0, room ) ) if( race( ch ) == lizardman ) { act_tochar( #digclaws, ch ); act_notchar( #rdigclaws, ch ); wait( 3 ); act_room( #dug, ch ); remove_rflag( reset0, room ); } else { act_tochar( #dig, ch ); act_notchar( #rdig, ch ); wait( 3 ); act_room( #dug, ch ); remove_rflag( reset0, room ); } else act_tochar( #already, ch ); ~ E digclaws~ Using your claws, you begin to dig out the buried wagon. ~ E rdigclaws~ $n begins to use $s sharp claws to unearth the buried wagon. ~ E dig~ Using your hands, you spend a few moments excavating the wagon that lies buried in the sand. ~ E rdig~ Using $s hands, $n begins to unbury the old, deserted wagon. ~ E dug~ After much digging, the wagon has been cleared from its sandy grave. ~ E already~ The old, broken wagon has already been recovered from its sandy grave. ~ ! 0 0 0 A ~ old wag wago wagon~ i = random( 1, 10 ); if( i == 1 ) { act_tochar( #finds1, ch ); obj_to_room( oload( 12 ), room ); } if( i == 2 ) { act_tochar( #finds2, ch ); obj_to_room( oload( 14 ), room ); } if( i == 3 ) { act_tochar( #finds3, ch ); obj_to_room( oload( 2 ), room ); } if( i == 4 ) { act_tochar( #finds4, ch ); obj_to_room( oload( 16 ), room ); } if( i == 5 ) { act_tochar( #finds5, ch ); obj_to_room( oload( 949 ), room ); } if( i == 6 ) { act_tochar( #finds6, ch ); obj_to_room( oload( 1558 ), room ); } if( i == 7 ) { act_tochar( #finds7, ch ); obj_to_room( oload( 1003 ), room ); } if( i == 8 ) { act_tochar( #finds8, ch ); obj_to_room( oload( 78 ), room ); } if( i == 9 ) { act_tochar( #finds9, ch ); obj_to_room( oload( 210 ), room ); } if( i == 10 ) { act_tochar( #finds10, ch ); obj_to_room( oload( 2018 ), room ); } act_room( #floor, ch ); ~ E rsearches~ No description unto ~ E alreadysearched~ Judging by the tracks inside the wagon, it has already been thoroughly searched, and anything useful in it, taken. ~ E buried~ You cannot search through the wagon. Most of it lies buried beneath the sand. ~ E emptyhanded~ After much searching, you find nothing inside the wagon. ~ E remptyhanded~ After an efficient search, $n finds nothing in the wagon. ~ E rfinds~ It looks like $n has found something while searching the wagon! ~ E finds1~ After a thorough search, you find a single, measly copper coin towards the back of the wagon. ~ E finds2~ After a thorough examination, you find a single, tarnished silver coin stuck between two of the wagon boards. ~ E finds3~ After a thorough examination, you catch sight of a single gold coin whose edge sticks up out of a clump of sand. ~ E finds4~ Before you give up your search, you find a brilliant platinum coin wedged behind the seat of the wagon. ~ E finds5~ Old and musty, you find but a single large, canvas bag inside the bed of the wagon. ~ E finds6~ To your disgust, you find a humanoid corpse in the back of the wagon! ~ E finds7~ Tucked between two boards, you find a rolled up piece of parchment. ~ E finds8~ After all your effort searching the wagon, you find a single pebble lodged in one of its broken wheels. ~ E finds9~ Nearly cutting yourself on it, you find a shard of glass as you search the wagon. ~ E finds10~ On a hunch, you rip open the floor boards of the wagon, revealing a hidden cache! Inside is an extremely old-looking bottle. ~ E floor~ It rolls to a stop at the bottom of the wagon. ~ ! 0 0 0 A 1 west 1 south 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A ~ wagon old cart~ if( !rflag( reset0, room ) ) if( rflag( reset1, room ) ) if( random( 1, 35 ) < 22 ) { act_tochar( #searches, ch ); act_notchar( #rsearches, ch ); wait( 1 ); act_tochar( #emptyhanded, ch ); act_notchar( #remptyhanded, ch ); } else { act_tochar( #searches, ch ); act_notchar( #rsearches, ch ); remove_rflag( reset1, room ); wait( 3 ); act_notchar( #rfinds, ch ); acode( find_room( 48198 ), 2 ); } else { act_tochar( #alreadysearched, ch ); end; } else { act_tochar( #buried, ch ); end; } ~ E searches~ With a keen eye, you begin rummaging around the old wagon for treasure or anything useful. ~ E rsearches~ $n begins searching through the old, half-buried wagon. ~ E alreadysearched~ Judging by the tracks inside the wagon, it has already been thoroughly searched, and anything useful in it, taken. ~ E buried~ You cannot search through the wagon. Most of it lies buried beneath the sand. ~ E remptyhanded~ After an efficient search, $n finds nothing in the wagon. ~ E rfinds~ It looks like $n has found something while searching the wagon! ~ E emptyhanded~ After an efficient search, you turn up nothing. ~ ! 9 0 0 1524 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48199 Desert Path~ Littered with pieces of driftwood, the desert trail which descends through the area curves gently from the west to the south in a great arc. The trail is marked by irregularly placed stones at its fringes and has a particularly tall stone at the apex of the arc. A pair of short and squat bushes can be seen growing to the south while to the north there is nothing but the looming presence of a massive barchan dune. ~ *CF [Lansharra] extra dune: footprints [Lansharra] extra of bushes? [Fraelith] no bush extra? [Ssleestaq] and I can't with my 21 strength open a dead bird's claws??? ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48196 10 10 5 D3 ~ ~ 0 -1 48200 10 10 5 E dune barchan~ The crescent-shaped barchan dune to the north is extremely tall and steep. So steep, in fact, that it is impassable. Small foot prints dot the surface of the dune. ~ E small foot prints~ The small foot prints appear to end in claws. Also, behind the prints there is a singular, wavy line in the as though something long and thin were being dragged being the animal. The prints probably belong to a small desert lizard. ~ E stone apex arc ~ At the apex of the curving trail, a particularly large stone stands at its edge. There are no markings on the stone or anything else unusual about it. Lying at the base of the stone, though, rests the still form of a dead bird. ~ E dead bird~ The small black bird sleeping the sleep of the dead here has only been gone for a couple of hours, maybe a bit more. Its body lies in a crumbled mass, with its back arched and its neck thrust outward in an odd angle, like it was seized by death suddenly. Judging from its sleek black feathers and bright orange beak, the bird appears to have been a crow, a crow a long way from home. Still clutched in the crow's claws there is a sprig of something green. ~ E green sprig~ The green sprig clutched in the dead crow's claws looks to be part of a bush. It has oval leaves, a bright red stem, and tiny purple berries. Some of the berries seem to be missing. ~ E hieroglyphics slab glyphics~ The stone slab rests in the ground and is too heavy to move. For the most part, it is rough and pitted with weathering, but parts of its surface is still intact and bears hieroglyphics. However, they seem to complex to understand. ~ A get take~ berry sprig~ act_tochar( #cant, ch ); ~ E cant~ The bird's claw seems hardened around the bright berry. ~ ! 0 0 0 A push prod move~ bird corpse body~ if( rflag( reset0, room ) ) { act_notchar( #rmove, ch ); act_tochar( #move, ch ); remove_rflag( reset0, room ); } else { act_tochar( #movemore, ch ); act_notchar( #rmove, ch ); } ~ E move~ Moving the bird's body aside, you find a hieroglyphic slab beneath. ~ E movemore~ You push and prod the bird, playing with its corpse. ~ E rmove~ $n moves a bird's corpse around on the ground. ~ ! 0 0 0 A l lo loo look~ stone hieroglyphics stone slab~ if( rflag( reset0, room ) ) act_tochar( #dont, ch ); else acode( find_room( 48199 ), 4 ); ~ E dont~ You don't see that here. ~ ! 0 0 0 A 10 dfgjdfgkljdfg~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The stone slab rests in the ground and is too heavy to move. For the most part, it is rough and pitted with weathering, but parts of its surface is still intact and bears hieroglyphics. However, they seem to complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Should green and blue not be alone, Then red and its kin must find a home. Count third then the color of blood, And last its more purple brood. ~ ! 0 0 0 A translate~ slab hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Should green and blue not be alone, Then red and its kin must find a home. Count third then the color of blood, And last its more purple brood. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48200 Desert Path~ Though tall barchan dunes rise up tall and steep to both the northwest and northeast, the desert elsewhere is relatively flat. As the rock-bordered trail runs its course from north to south like a meandering river, the trail branches off to the east. Both the main trail and its tributaries are edged with erratically placed border stones. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48203 10 10 5 D1 ~ ~ 0 -1 48199 10 10 5 D2 ~ ~ 0 -1 48201 10 10 5 D3 ~ ~ 0 -1 48211 10 10 5 E border stones~ From oblong pieces of sandstone to short and squat blocks of granite, all forms and types of stone act as guiding markers along the desert trail. Most of the stones have been worn down by the desert elements, but a couple of the marker stones still bear markings which appear to indicate warning. ~ A ~ ~ if( mob_in_room( 1479, find_room( 48213 ) ) ) if( random( 1, 20 ) == 20 ) { send_to_room( #departs, find_room( 48213 ) ); mob = mob_in_room( 1479, find_room( 48213 ) ); junk_mob( mob ); } continue; ~ E departs~ Taking his hand-drawn cart with him, a weary and sand-covered desert trader departs back into the arid wastelands. ~ ! 3 0 15 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48201 Desert Path~ The desert spreads out in all directions but to the south, where a series of three dunes rising side by side block the way. While the desert path curves from the north to the east, the great pyramid looming to the west dominates. All along the desert path, the recent passing of travelers other than yourself can surely be seen. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48200 10 10 5 D1 ~ ~ 0 -1 48196 10 10 5 D3 ~ ~ 0 -1 48210 10 10 5 E pyramid~ The stone creation to the west rises up out of the sand like a mountain overlooking a valley. Its immensity is uncomfortable but at the same time, strangely reassuring. The sands around the base of the pyramid have declined enough to allow you to approach it. ~ E trail path~ The small path through the desert extends from the north to the east, curving gently as it turns. The stones bordering its fringes do so at closer intervals to the east than they do to the north. From the scattered foot prints of what look to be travelers, to the hoof prints of perhaps horses, there are many sure signs that people other than yourself have passed this way recently. ~ A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48202 An Oasis~ Hidden within a pocket in the canyon, a cool and inviting oasis beckons to you to have your fill of its lush waters. The oasis consists of a single pool with a spout of water gurgling upwards like a fountain. Gleaming white rocks encircle the edges of the pool providing a nice place to sit and recuperate from the barren wasteland. All around the rocks grow a ring of palm trees, which cover the entire area with precious shade. The canyon wall to the west shows signs of a recent rockslide. ~ *CF [Lansharra] can't sit on rocks, despite desc [Loxus] no mesg when someone enters from gap [Dorwin] I can't drink from pool of water. ~ 301465602 10 9 0 D3 ~ ~ 235 -1 48208 10 10 5 E fountain pool water~ Gazing into the cool waters of the oasis, you can see tiny, fiery-red fish swimming in its gurgling waters. Since the oasis is not very deep, it must be fed by an underground spring. All along the bottom of the pool, shiny pebbles sparkle and catch your attention. ~ E shiny pebbles~ The shiny pebbles found along the bottom of the oasis look just like river pebbles except that some of them have a peculiar sparkle to them. ~ E rocks gleaming white~ Situated around the edge of the oasis there are numerous white stones which gleam brightly in the light. For the most part, the rocks look to be composed of quartz. But usually, not even quartz sparkles as brightly as these stones to. The rocks are just the right size for sitting on. ~ E palm trees~ A ring of palm trees grow around the oasis pool, providing more than adequate shade. At least twice your height, the tall palm trees are green with life. In all, there are twelve trees, and they appear evenly spaced. ~ A enter~ wall gap~ if( rflag( reset0, find_room( 48202 ) ) ) act_tochar( #rockslide, ch ); else { act_tochar( #enters, ch ); act_notchar( #renters, ch ); transfer( ch, find_room( 48208 ) ); } ~ E rockslide~ You cannot enter the gap in the canyon wall yet. A rockslide still covers most of it from the other side. ~ E enters~ You enter into the gap in the canyon wall. ~ E renters~ $n disappears into a gap in the canyon wall. ~ ! 0 0 0 A kic kick mov move~ roc rock rocks rocksl rocksli rockslid rockslide gap~ if( rflag( reset0, find_room( 48202 ) ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); wait( 2 ); act_tochar( #cleared, ch ); act_notchar( #cleared, ch ); remove_rflag( reset0, find_room( 48202 ) ); } else act_tochar( #already, ch ); ~ E moves~ Kicking at the gap in the canyon way, you begin to knock aside some of the rocks which lie on the other side and block the gap. ~ E rmoves~ $n begins to kick at the rockslide, pushing some of the rocks out of the way. ~ E rcleared~ After several moments, $n has managed to clear the gap in the canyon wall of rocks. ~ E already~ The rockslide has already been cleared, its rocks pushed outwards through the gap. ~ E cleared~ After several moments, you manage to clear a gap through the canyon wall. ~ ! 0 0 0 A l lo loo look~ wall canyon 1 west~ if( rflag( reset0, room ) ) act_tochar( #nogap, ch ); else act_tochar( #gap, ch ); ~ E nogap~ The canyon wall to the west, which surrounds the Naraki Desert and this little oasis both, shows signs of a recent rockslide. Most of the rocks are small and easily moved. ~ E gap~ The canyon wall to the west, which surrounds the Naraki Desert and this little oasis both, shows signs of a recent rockslide. Not only that, but it also appears that someone has gone to great lengths to move part of the rockslide, to reveal a gap in the canyon wall. ~ ! 0 0 0 A l lo loo look~ gap~ if( rflag( reset0, room ) ) act_tochar( #nogap, ch ); else act_tochar( #gap, ch ); ~ E nogap~ You don't see that here. ~ E gap~ Someone has moved aside a fairly large rockslide in the canyon wall to the west to reveal a gap through it. ~ ! 0 0 0 A get rec reco recov recove recover~ peb pebb pebbl pebble ~ if( rflag( reset1, room ) ) { act_tochar( #plunges, ch ); act_notchar( #rplunges, ch ); } else { act_tochar( #notwithin, ch ); end; } wait( 3 ); if( random( 1, 6 ) == 1 ) if( is_player( ch ) ) { act_tochar( #findpebble, ch ); act_notchar( #rfindpebble, ch ); obj_to_char( oload( 2017 ), ch ); remove_rflag( reset1, room ); } else { act_tochar( #notchar, ch ); remove_rflag( reset1, room ); } else { act_tochar( #allwet, ch ); act_notchar( #rallwet, ch ); remove_rflag( reset1, room ); } ~ E plunges~ Gritting your teeth against the anticipated cold, you plunge your hand into the oasis and begin feeling around for one of the shiny pebbles. ~ E rplunges~ $n plunges $s hand into the cool oasis waters. ~ E allwet~ After much splashing and feeling about the edges of the oasis, you manage to drench yourself in water. ~ E rallwet~ $n splashes about but looks to have found nothing but water. ~ E notchar~ Soon, you find a pebble but for some reason, your hands are unable to hold onto it. ~ E findpebble~ Soon, you find a loose pebble and pull your hand out of the water. ~ E rfindpebble~ Soon, $n pulls $s hand out of the water. ~ E notwithin~ Try as you might, you cannot find a pebble near enough to the edge of the oasis to reach. ~ ! 0 0 0 A 1 north 1 east 1 south ~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A sit~ white rocks~ if( find_stat( ch, dex ) > random( 10, 22 ) ) { act_tochar( #sit, ch ); act_notchar( #rsit, ch ); } else { act_tochar( #slip, ch ); act_notchar( #rslip, ch ); } ~ E sit~ As you sit upon the white rock, a sharp pebble jams into you, forcing you to stand back up. ~ E rsit~ $n begins sitting down on a white rock, but yelps in pain and stands back up instead. ~ E slip~ As you sit on the white rock, you slip off its surface. ~ E rslip~ $n sits on a white rock but slides off and crashes to the floor. ~ ! 0 0 0 2525 17 1509949540 -2 0 1540 9 1509949540 3 0 1539 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48203 Desert Path~ Pinched in on either side by barchan dunes, if you can call the near endless expanses of desert between as such, the desert stretches openly only to the south and north. The same well-trodden path bordered by irregularly placed rocks continues onward in these directions, providing a marked trail. There does not appear to be an end to the trail in sight, nor does there appear to be a way to reach the great megalith which is the pyramid from here. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48206 10 10 5 D2 ~ ~ 0 -1 48200 10 10 5 E trail path~ Far from ordinary, the travel path here looks to have been recently altered from its original course. The markers to either side of the path are new and they bear freshly painted insignias. It's likely that a recent desert storm could have buried the older markers and that whoever maintains this trail found it much easier just to make a new path rather than find the old one. ~ A 1 west 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1519 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48204 Beneath a Sand Dune~ Little more than a slanted sinkhole, a tunnel of limestone rises upwards to peak out at the base of a dune of sand. The floor of the small cavern is covered with loose sand and flecks of chipped limestone while the walls have been smoothed by water erosion. From the top of the cavern to a gentle, sloping passage to the south, the cavern curves in a single, graceful arc, from top to horizontal bottom. Up and down the eastern wall of the cavern, natural depressions resembling hand holds have eroded into the pale green rock. ~ *CF ~ 301465612 11 5 0 D2 ~ ~ 0 -1 48217 10 10 5 D4 ~ ~ 235 -1 48088 10 10 5 E natural hand hold depressions eastern~ Formed by the erosion of the limestone wall, a series of pitted depressions score the eastern side of the cavern, providing natural hand holds up the side of the sink hole. ~ E loose sand~ Piles of loose sand lie about the bottom of this shallow sink hole. Every now and again, a few sandy grains will filter down from the mouth of the sink hole, adding to the loose sand covering the floor. ~ E flecks chipped limestone~ Chips of limestone lie strewn about the bottom of the sink hole and around the mouth of the cavern system to the south. The limestone flakes look to have been chipped off of the edges of the sink hole. ~ E 1 up sinkhole~ The edges of the sink hole are jagged and uneven, and looks very fragile. The lip of the hole looks like it could fracture or chip into pieces at any moment, assuming pressure were applied in the right (or wrong) spots. The main part of the sink hole is composed of a fissure. ~ A l lo loo look~ up fissure~ if( !is_open( find_room( 48204 ), up ) ) act_tochar( #open, ch ); else act_tochar( #notopen, ch ); ~ E notopen~ Through the fissure in the ceiling, you can see the desert above. ~ E open~ A fairly long and wide fissure runs through the ceiling. However, an abundance of rock and sand fills the fissure. Perhaps it can be cleared. ~ ! 0 0 0 A unclog clean clear~ sand rocks debris~ if( !is_open( find_room( 48204 ), up ) ) { act_tochar( #clears, ch ); act_notchar( #rclears, ch ); open( find_room( 48204 ), up ); } else act_tochar( #already, ch ); ~ E clears~ Jumping up and down, you manage to clear the fissure of rocks and sand, revealing the desert above. ~ E rclears~ After much jumping about, $n manages to clear the fissure in the ceiling of rocks and debris. ~ E already~ The fissure in the ceiling has already been cleared and the way to the desert above opened. ~ ! 0 0 0 A climb~ up wall hand holds~ if( is_open( room, up ) ) if( !can_fly( ch ) ) if( find_skill( ch, climb ) > 2 ) { act_tochar( #climbs, ch ); act_notchar( #rclimbs, ch ); transfer( ch, find_room( 48088 ) ); } else { act_tochar( #trouble, ch ); end; } else { act_tochar( #floatup, ch ); act_notchar( #rfloatup, ch ); transfer( ch, find_room( 48088 ) ); } else { act_tochar( #notclear, ch ); end; } loop( followers ) { if( !is_player( rch ) ) { act_tochar( #joins, rch ); act_notchar( #follow, rch ); transfer( rch, find_room( 48088 ) ); act_notchar( #arrives, rch ); } else act_tochar( #cant, rch ); } ~ E climbs~ Using the natural hand holds, you climb out of the cavern, through a fissure in the ceiling. ~ E rclimbs~ $n climbs up a set of natural hand holds, disappearing out the fissure in the ceiling. ~ E trouble~ Try as you might, you are not as adept at climbing as you thought. ~ E floatup~ With ease, you float up through the fissure. ~ E rfloatup~ $n floats up through the fissure in the ceiling. ~ E notclear~ You cannot make your way through the fissure. Rocks and sand block it. ~ E joins~ $n somehow manages to climb up after you. ~ E cant~ You try following behind but slip and fall. ~ E follow~ $n follows up after $s master. ~ E arrives~ $n arrives right behind $s master. ~ ! 0 0 0 A u up~ ~ acode( find_room( 48234), 3 ); ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48205 Inside a Broken Obelisk~ The interior of the broken obelisk is little more than a small, square chamber with a curving, vaulted ceiling. At one time, four marble columns, one to every corner, stood, rising up to the ceiling as if to hold the roof aloft. But clearly, since all but one column is broken and scattered about the floor in a thousand different pieces, the marble pillars served only an ornamental function. The walls of the quarry stone chamber are all adorned with colorful panels of hieroglyphics, though deep cracks tear through several of them, rendering them, for the most part, illegible. ~ ~ 301465600 0 9 0 D1 stone panel~ stone panel~ 235 -1 48180 10 10 5 D5 ~ ~ 235 -1 48004 10 10 5 E columns marble pillars~ The one remaining column has a cylindrical shaft of grey marble. Both its capital and its base, though, are hewn from a deeper grey marble, which is almost black in color. All three pieces of the column are flecked with shiny, metal impurities. Next to one of the broken columns lies a brittle slab of rock. ~ E metal impurities~ The flecks of metal riddling throughout the marble of the one remaining column look to be pieces of silver or steel. Otherwise, though, they are simply impurities. ~ E shattered pieces~ From what you can mentally reconstruct, given what remains of the other three columns, each looked much the same as the one which still stands. Broken pieces of ash grey marble lie everywhere. The deep cracks running through the marble shirds are not localize, but rather spread all throughout the shattered pieces. This leads you to believe that some natural force, perhaps an earthquake, caused their destruction. ~ E ceiling~ The ceiling of this chamber vaults in such a way as to create a point directly over the center of the chamber, and to give the ceiling's shape a pyramidal look. ~ E hieroglyphics~ Numerous panels of hieroglyphics score the walls of the obelisk's interior. But sadly, the same force which demolished three of the four marble columns in the chamber has also torn the surface off of most of the panels, leaving them bare but for a few meaningless marks. Out of all the panels, only the third, eighth, and eleventh hieroglyphic panels are completely intact. ~ E walls 1 east~ Aside from being hewn from massive blocks of orange quarry stone and fitted perfectly into place, there is little that is out of place among the pale walls. The one unusual thing about the chamber walls is a block of stone wedged tightly up against the eastern wall. ~ E brittle slab rock~ The brittle slab of rock at one time was an ornate hieroglyphic panel. Now, though, it lies on the floor, forgotten. ~ A push move shoulder~ stone wall block pale~ if( !is_open( room, east ) ) if( find_stat( ch, str ) > random( 12, 18 ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, east ); } else { act_tochar( #fails, ch ); act_notchar( #rfails, ch ); end; } else if( find_stat( ch, str ) > random( 12, 18 ) ) { act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, east ); } else { act_tochar( #fails, ch ); act_notchar( #rfails, ch ); end; } ~ E moves~ Seeing no other way to move the stone sealing off the entrance into the desert, you set your shoulder against it and heave it open. ~ E rmoves~ $n sets $s shoulder up against the quarry stone block which seals off the entrance and pushes until it opens. ~ E fails~ Try as you might, you just cannot budge the quarry stone block. ~ E rfails~ $n grunts and strains, but to no avail, against the quarry stone block. ~ E moveback~ With great effort, you manage to move the pale orange quarry stone, thus sealing the entrance. ~ E rmoveback~ $n manages at last to move a pale orange stone block into the mouth of the entrance. ~ ! 0 0 0 A move push pull~ brittle panel rock slab~ if( !is_open( find_room( 48205 ), down ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( find_room( 48205 ), down ); } else { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); close( find_room( 48205 ), down ); } ~ E moves~ With ease, you move the brittle panel aside. ~ E rmoves~ $n moves a panel of stone aside. ~ ! 0 0 0 A l lo loo look~ third~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the third step be written for all time to witness, so that one day it shall come to pass: 'So, one must restore Her statue first in order to get Her blessings.' ~ ! 0 0 0 A l lo loo look~ eighth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eighth step be written for all time to witness, so that one day it shall come to pass: 'Next to fall must be his ally and consort, the deity of technology. Unless this comes to pass in this order, chaos shall ensue and the deities shall bring aid to one another. Her essences must then be sacrificed upon her own altar.' ~ ! 0 0 0 A l lo loo look~ eleventh~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eleventh step be written for all time to witness, so that one day it shall come to pass: @R 'Proof of each demigods defeat must then be tossed into the Well of Souls, where they shall temporarily release the Vile One. @n [The hieroglyphics show traces of red, faded pigment.] ~ ! 0 0 0 A translate~ third~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the third step be written for all time to witness, so that one day it shall come to pass: 'So, one must restore Her statue first in order to get Her blessings.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ eighth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eighth step be written for all time to witness, so that one day it shall come to pass: 'Next to fall must be his ally and consort, the deity of technology. Unless this comes to pass in this order, chaos shall ensue and the deities shall bring aid to one another. Her essences must then be sacrificed upon her own altar.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ eleventh~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eleventh step be written for all time to witness, so that one day it shall come to pass: @R 'Proof of each demigods defeat must then be tossed into the Well of Souls, where they shall temporarily release the Vile One. @n [The hieroglyphics show traces of red, faded pigments.] ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A ~ ~ if( find_skill( ch, climb ) < 1 ) act_tochar( #cant, ch ); else continue; ~ E cant~ Climbing down before you know how would not be wise. ~ ! 3 0 32 1585 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48206 Desert Path~ From north to south, a trail runs through the desert, kept in check by a boundary of irregularly shaped and placed stones. As the path goes further south, there are increasingly frequent tracks in the sand. Though a series of tall, barchan dunes rise up to the west, the great pyramid can still be seen. Just east of the stone-edged path, the desert branches off between two simple sandy mounds. The sands to the east have a distinctive ripple pattern about them. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48207 10 10 5 D1 ~ ~ 0 -1 48208 10 10 5 D2 ~ ~ 0 -1 48203 10 10 5 E sandy mounds~ Unlike the graceful, crescent-shaped barchan dunes that are characteristic throughout the tan-colored sands, the two dunes to the east are simple, even mounds of sand that look like vast termite mounds. Between the two mounds, there is an expanse of flat desert sand whose surface ripples like the ocean waters. ~ A 1 west~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1535 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48207 Desert Path~ The murmurs of a dry, arid breeze drifts in from both the west and the south along the desert path. From your vantage upon the desert trail, you see little but dunes and sand. As you get closer to the gigantic pyramid to the southwest, the sands of the desert begin to rise up and form crescent-shaped, barchan dunes. ~ *CF ~ 301465600 10 9 0 D2 ~ ~ 0 -1 48206 10 10 5 D3 ~ ~ 0 -1 48209 10 10 5 E path trail~ The border stones along the trail here curve in a gentle arc from the west to the south as the trail begins to head in a southerly direction. The stones here look beaten and ancient, as if they have served as markers for many ages. ~ A 1 east 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1542 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48208 Ripples in the Sand~ Edged in on the north, east, and south side by the twisting canyon, the desert here dead-ends. As the tan-colored sands spread out over the terrain, though, they seem to ripple and undulate, seemingly on their own accord. The wind is not to blame, for there is not even a breeze. Rather, every now and again, you can detect the slightest of tremors below your feet. From somewhere to the east, seemingly beyond the canyon wall, you can smell the vaguest hints of fresh water. ~ *CF [Urtal] needs exit message when people come out [Ssleestaq] you don't see entry text if someone arrives from the gap east. ~ 301465600 10 9 0 D1 gap~ ~ 235 -1 48202 10 10 5 D3 ~ ~ 0 -1 48206 10 10 5 A ent ente enter~ gap wal wall~ if( rflag( reset0, find_room( 48202 ) ) ) act_tochar( #rockslide, ch ); else { act_tochar( #enters, ch ); act_notchar( #renters, ch ); transfer( ch, find_room( 48202 ) ); } ~ E rockslide~ You are not thin enough to work your way past the rockslide. ~ E enters~ You enter into the gap in the canyon wall. ~ E renters~ $n disappears into a gap in the canyon wall. ~ ! 0 0 0 A l lo loo look~ wal wall e ea eas east can cany canyo canyon~ if( rflag( reset0, find_room( 48202 ) ) ) act_tochar( #nothing, ch ); else act_tochar( #something, ch ); ~ E nothing~ To the east rises just a small section of the great canyon wall which surrounds this ancient valley. Along side part of the wall, there appears to have been a rockslide recently. ~ E something~ To the east rises just part of the long, winding canyon wall which seems to surround the entire desert. Along side part of it, a recent rockslide has been moved aside, to reveal a gap in the canyon wall. ~ ! 0 0 0 A l lo loo look~ gap~ if( rflag( reset0, find_room( 48202 ) ) ) act_tochar( #nogap, ch ); else act_tochar( #gap, ch ); ~ E nogap~ You don't see that here. ~ E gap~ Between the rockslide and the canyon wall, there is a small gap through the canyon. ~ ! 0 0 0 A mov move~ roc rock rocks rocksl rocksli rockslid rockslide~ if( rflag( reset0, find_room( 48202 ) ) ) { remove_rflag( reset0, find_room( 48202 ) ); act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); wait( 4 ); act_room( #cleared, ch ); } else act_tochar( #already, ch ); ~ E moves~ You begin to clear aside the rockslide, by picking up individual rocks and setting them down elsewhere. ~ E rmoves~ $n begins to clear aside a rockslide, by picking up individual rocks and setting them down elsewhere. ~ E cleared~ After several moments and a bit of toil, the rockslide is cleared. Behind it you can see a gap in the canyon wall. ~ E already~ Someone has already gone to the liberty of moving the rockslide. ~ ! 0 0 0 A 1 north 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1289 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48209 Desert Path~ East to west, through the flat and barren wasteland which is the Naraki Desert, stretches the bordered trail. Various types of tracks have begun to show up on the trail, most of which look to belong to heavy beasts of burden. The trail seems to curve around to the far east, around the gigantic stone pyramid which stands to the southwest. To the north rises a section of the twisting canyon. ~ ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48207 10 10 5 D3 ~ ~ 0 -1 48212 10 10 5 E trail path~ The rocks bordering the desert path here are slightly different from the ones to either the east or west. Here, the rocks are nearly uniform in shape and size and look to have been planted in the sand rather recently. Painted on each rock there is a different hieroglyph. ~ E tracks~ Along the trail, there are several sets of tracks. Most look to be those of either camels or horses. A few of the tracks however have tail marks trailing behind them. ~ E pyramid gigantic stone~ To the southwest looms a pyramid crafted of stone. In particular, the limestone surface of the pyramid seems to glimmer and shine. They appear to be etched marks along the tip of the pyramid, but you cannot discern what they are from this distance. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics letters glyphics~ if( has_obj( 1549, ch ) ) { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); } else { act_tochar( #desc, ch, obj ); end; } wait( 1 ); acode( room, 5 ); ~ E tmess~ With the aid of $p, you are finally able to fully understand one of the hieroglyphics here. It is: ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphic. It reads: ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines one of the hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ E T26~ c.... ~ E T27~ h.... ~ E T28~ o* ~ E T29~ v* ~ E T30~ e* ~ E T31~ r* ~ E T32~ H*. ~ E T33~ e*. ~ E T34~ r*. ~ E T1~ T. ~ E T2~ h. ~ E T3~ o. ~ E T4~ r. ~ E T5~ a. ~ E T6~ n. ~ E T7~ b. ~ E T8~ u. ~ E T9~ s. ~ E T10~ B.. ~ E T11~ @b@Ga.. [This letter appears in green.] ~ E T12~ l.. ~ E T13~ @b@Ba.. [This letter appears in green.] ~ E T14~ n.. ~ E T15~ c.. ~ E T16~ e.. ~ E T17~ K... ~ E T18~ @b@Ge... [This letter appears in green.] ~ E T19~ @b@Be... [This letter appears in blue.] ~ E T20~ p... ~ E T21~ @b@Re... [This letter appears in red.] ~ E T22~ r... ~ E T23~ w.... ~ E T24~ a.... ~ E T25~ t.... ~ ! 0 0 0 A translate~ hieroglyphics glyphics letters stones markers~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_tochar( #tmess, ch, obj, mob ); wait( 1 ); act_notchar( #rtmess, ch, obj ); acode( find_room( 48209 ), 5 ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); acode( find_room( 48209 ), 5 ); } ~ E tmess~ With the aid of $p, you are finally able to fully understand one of the hieroglyphics here. It is: ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphic. It reads: ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines one of the hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A ~ ~ i = 1d34; if( i == 1 ) act_tochar( #T1, ch, obj ); if( i == 2 ) act_tochar( #T2, ch, obj ); if( i == 3 ) act_tochar( #T3, ch, obj ); if( i == 4 ) act_tochar( #T4, ch, obj ); if( i == 5 ) act_tochar( #T5, ch, obj ); if( i == 6 ) act_tochar( #T6, ch, obj ); if( i == 7 ) act_tochar( #T7, ch, obj ); if( i == 8 ) act_tochar( #T8, ch, obj ); if( i == 9 ) act_tochar( #T9, ch, obj ); if( i == 10 ) act_tochar( #T10, ch, obj ); if( i == 11 ) act_tochar( #T11, ch, obj ); if( i == 12 ) act_tochar( #T12, ch, obj ); if( i == 13 ) act_tochar( #T13, ch, obj ); if( i == 14 ) act_tochar( #T14, ch, obj ); if( i == 15 ) act_tochar( #T15, ch, obj ); if( i == 16 ) act_tochar( #T6, ch, obj ); if( i == 17 ) act_tochar( #T17, ch, obj ); if( i == 18 ) act_tochar( #T18, ch, obj ); if( i == 19 ) act_tochar( #T19, ch, obj ); if( i == 20 ) act_tochar( #T20, ch, obj ); if( i == 21 ) act_tochar( #T21, ch, obj ); if( i == 22 ) act_tochar( #T22, ch, obj ); if( i == 23 ) act_tochar( #T23, ch, obj ); if( i == 24 ) act_tochar( #T24, ch, obj ); if( i == 25 ) act_tochar( #T25, ch, obj ); if( i == 26 ) act_tochar( #T26, ch, obj ); if( i == 27 ) act_tochar( #T27, ch, obj ); if( i == 28 ) act_tochar( #T28, ch, obj ); if( i == 29 ) act_tochar( #T29, ch, obj ); if( i == 30 ) act_tochar( #T30, ch, obj ); if( i == 31 ) act_tochar( #T31, ch, obj ); if( i == 32 ) act_tochar( #T32, ch, obj ); if( i == 33 ) act_tochar( #T33, ch, obj ); if( i == 34 ) act_tochar( #T34, ch, obj ); i = 1d34; ~ E T1~ T. ~ E T2~ @Dh. ~ E T3~ @Do. ~ E T4~ @Dr. ~ E T5~ @Da. ~ E T6~ @Dn. ~ E T7~ @Db. ~ E T8~ @Du. ~ E T9~ @Ds. ~ E T10~ B.. ~ E T11~ @b@Ga.. [This letter appears in green.] ~ E T12~ @Dl.. ~ E T13~ @b@Ba.. [This letter appears in blue.] ~ E T14~ @Dn.. ~ E T15~ @Dc.. ~ E T16~ @De.. ~ E T17~ K... ~ E T18~ @b@Ge... [This letter appears in green.] ~ E T19~ @b@Be... [This letter appears in blue.] ~ E T20~ @Dp... ~ E T21~ @b@Re... [This letter appears in red.] ~ E T22~ @Dr... ~ E T23~ @Dw.... ~ E T24~ @Da.... ~ E T25~ @Dt.... ~ E T26~ @Dc.... ~ E T27~ @Dh.... ~ E T28~ @Do* ~ E T29~ @Dv* ~ E T30~ @De* ~ E T31~ @Dr* ~ E T32~ H*. ~ E T33~ @De*. ~ E T34~ @Dr*. ~ ! 0 0 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48210 East of an Ancient Pyramid~ Here and to the north, the undulating waves of desert sands have flattened enough so that passage directly up to the base of the pyramid is possible. As you gaze up at the pyramid from directly below, its sheer size boggles your mind. From the pale yellow-green limestone sheets sheathing its surface to the massive quarry stones revealed by missing limestone along its base, the colossal structure demands full attention. The upper portion of the pyramid, near the tip, stands out the most, for the limestone up there is of a slightly different color. ~ *CF .. ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48211 10 10 5 D1 ~ ~ 0 -1 48201 10 10 5 E limestone~ For the most part, the entire outer surface of the pyramid is covered with interconnected sheets of pale, yellow-green limestone. The limestone is smooth, having been polished by the abrasive hands of the desert winds. Except towards the tip of the pyramid, the limestone has the same uniform color and texture. ~ E base quarry stone~ The base of the pyramid tells a story other than magnificence about the pyramid. When the limestone has been removed to expose the orange quarry stone beneath, the stone blocks are often heavy cracked and chipped, as though the burden of the pyramid were too much for them to uphold any longer. Where the quarry stone looks to have been exposed the longest, there is writing chiseled into the stony surface. ~ E writing chiseled~ A few simple words are chiseled into the exposed quarry stone blocks: "Only when they are all aligned shall it come to pass..." ~ E top tip~ Along the top of the pyramid, just a few meters or so for the tip of the pyramid, the limestone sheathing is of a deeper green color rather than a pale yellow-green. Cut into this colored limestone are hieroglyphics. ~ A 1 west~ ~ acode( find_room( 48213 ), 1 ); ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics tracks tip~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...power, and wisdom.... ...not forget her siblings, whose les-... ...whose guidance and blood the People were... ...wronged Pharaoh, Olybinn the I, be struct from all writings and monu-.. ~ ! 0 0 0 A translate~ hieroglyphics glyphics tip tracks~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...power, and wisdom.... ...not forget her siblings, whose les-... ...whose guidance and blood the People were... ...wronged Pharaoh, Olybinn the I, be struct from all writings and monu-.. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1517 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48211 East of an Ancient Pyramid~ Here the desert sands have given way enough so that you can stand right up against the eastern wall of the great pyramid. From what you can see, the entire pyramid, with the exception of a few spots along its base, has been sheathed in a type of pale yellow-green limestone, which has been polished smooth by the abrasive desert storms. Up near the tip of the pyramid, a series of hieroglyphics, each nearly as tall as you, encircle the top of the stone structure. Closer towards the ground, there are deep gouges in the stone. The desert opens up to the east. ~ *CF [Fraelith] need more extras [Ssleestaq] no look pyramid?? .. ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48200 10 10 5 D2 ~ ~ 0 -1 48210 10 10 5 E gouges~ Several deep gouges have been cut into the side of the pyramid, deep enough to expose the pale orange quarry stone beneath. The gouges seem to serve little purpose, save to prove that there is solid stone beneath the limestone sheathing. ~ A 1 west~ ~ acode( find_room( 48213 ), 1 ); ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...a sign of Her beauty,... ...gloryment and worship. But let us... ...let us set record of our Pharaoh's, through... ...May Her name, by decress of the Pharoah Setmos the VII, son of the... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...a sign of Her beauty,... ...gloryment and worship. But let us... ...let us set record of our Pharaoh's, through... ...May Her name, by decress of the Pharoah Setmos the VII, son of the... ~ E ctrans~ For a moment, $p becomes warm an begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1533 9 1509949445 3 0 1410 17 1509949540 -2 0 2942 17 1509949540 -2 0 -1 S #48212 Desert Path~ Varying sizes of rocks stand to either side of a path which makes its way through the tan sands of the desert. On either side of the east-west trail, there is nothing but flat desert. No dunes, grasses, or other signs of life can be seen outside the boundaries of the trail. On the path here, though, there are the beginnings of a set of tracks. To the southwest looms a colossal, pyramid-shaped construction. ~ *CF ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48215 10 10 5 D1 ~ ~ 0 -1 48209 10 10 5 D3 ~ ~ 0 -1 48213 10 10 5 E trail path~ The stones bordering the path which curves from the north to the east are buried very deep into the sand, indicating they have been here, acting as boundary marks for the trail, for quite some time. Towards the eastern part of the trail, there are a series of tracks. ~ E tracks~ There are three sets of tracks leading down the trail towards the east. The first set is composed of a pair of parallel lines, probably made by a wagon. The other two sets of tracks are nearly identical and look to be the hoofed foot prints of some type of beasts of burden. ~ A 1 south~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 A 1 south~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 1538 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48213 Desert Path~ Just to the south, an impossibly giant structure stands in the middle of the valley now turned desert. The great megalith is shaped like a pyramid and its outer surface has been sheathed in gleaming limestone. The edges and base of the monument, though, have been stripped of their limestone casing and the colossal quarry blocks beneath have begun to crumble. To the east lies a desert trail. ~ *CF ~ 301469696 10 9 0 D1 ~ ~ 0 -1 48212 10 10 5 D2 ~ ~ 0 -1 48214 10 10 5 E quarry blocks~ Where the limestone sheathing has been removed from around the base of the pyramid, blocks of square, pale yellow quarry stone have exposed. Each block is about as tall and long as a troll and must weigh as much as a small mountain. So far, in this twisted canyon, there are no signs of this pale yellow stone being native to the region. ~ E pyramid megalith~ It is pointless to try and measure how large or tall this structure really is. Towards the top of the pyramid, near the tip, there are etched designs in the limestone. You'd have to move further south to see them. ~ E limestone~ Polished by the natural weathering effects of the desert, the limestone sheathing encasing most of the pyramid practically glows. Towards the top, a series of hieroglyphic designs have been chiseled into the pyramid's surface. The hieroglyphs are much clearer to the south. ~ A 1 west~ ~ act_tochar( #pyramid, ch ); ~ E pyramid~ The colossal pyramid of stone stands in the way of that direction. ~ ! 0 0 0 A 1 north~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: With dots or stars as your guide, The meaning of letters will still often hide. If this be so, let color come to aid, Count first then green, and blue. ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: With dots or stars as your guide, The meaning of letters will still often hide. If this be so, let color come to aid, Count first then green, and blue. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A 2 sleep~ ~ if( mob_in_room( 1479, room ) ) { mob = mob_in_room( 1479, room ); tell( mob, ch, #no ); } else continue; ~ E no~ I'm trying to peddle my wares and I won't permit you to sleep here. ~ ! 0 0 0 1479 9 1509949540 3 0 2180 17 1509949455 -1 0 2181 17 1509949455 -1 0 2123 17 1509949455 -1 0 644 17 1509949455 -1 0 645 17 1509949455 -1 0 1109 17 1509949455 -1 0 646 17 1509949455 -1 0 3001 17 671088655 -1 0 3028 17 671088655 -1 0 3008 17 671088655 -1 0 3034 17 1509949455 -1 0 3104 17 671088655 -1 0 3012 17 671088655 -1 0 3003 17 671088655 -1 0 33 17 838860815 -1 0 2014 17 1509949455 -1 0 2026 17 100 -1 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48214 Colossal Stone Structure~ Mounds of tan sand huddle against the side of the pyramid, obscuring most of its crumbling base. Deep gouges have been chiseled into the side of the pyramid and do not look to be part of its original design. A large chunk of limestone, mostly covered in sand, lies in the dirt at your feet. ~ *CF [Ssleestaq] can't look pyramid?? ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48213 10 10 5 E chunk limestone~ Once part of an even greater sheet of limestone sheathing, this piece of limestone has been chiseled away from the base of the pyramid. Its surface is smooth and polished and there is no hint as to how the limestone locked into place architecturally. Further up the pyramid, towards its tip, are a series of chiseled hieroglyphics encircling the top of the monument. ~ E gouges~ Deep gouges have been cut into the side of the pyramid. From the placement of the gouges, it looks as if whoever made them was looking for a particular part of stone, testing it for something. The gouges are probably nothing more than people stealing stone from the colossal structure. ~ A 1 south~ ~ acode( find_room( 48213 ), 1 ); ~ ! 0 0 0 A 1 west 1 east~ ~ acode( find_room( 48006 ), 1 ); ~ ! 0 0 0 A l lo loo look~ hieroglyphics glyphics~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...tears, forever stand as... ...this shall be the center of Her en-... ...the foundation of this Great Monument. Further,... ...Heavens and who took the Pharoah of the Peoples life without reason.... ~ ! 0 0 0 A translate~ hieroglyphics glyphics~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: ...tears, forever stand as... ...this shall be the center of Her en-... ...the foundation of this Great Monument. Further,... ...Heavens and who took the Pharoah of the Peoples life without reason.... ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1517 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48215 Desert Path~ Outlined by irregularly placed rocks and boulders, a path leads west and south through the desert. Currently, no tracks but your own have disturbed the sandy trail. The twisting rock canyon which seems to encompass the entire desert looms overhead to the north and to the far east, creating steep, inwardly sloped cliffs. To the west stretches a featureless expanse of arid wasteland. ~ *CF ~ 301465600 10 9 0 D1 ~ ~ 0 -1 48216 10 10 5 D2 ~ ~ 0 -1 48212 10 10 5 D3 ~ ~ 0 -1 48020 10 10 5 E cliffs~ The cliff overhangings to the north and far east are much too steep to climb, even if there were adequate hand holds. As it is, the twisting canyon encloses the desert, imprisoning the sands and all within it. ~ A 1 north~ ~ acode( find_room( 48007 ), 1 ); ~ ! 0 0 0 1517 9 1509949540 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48216 Canyon Shelter~ In all directions but the west, the twisting canyon walls surround you. But here, the harsh desert winds fail to penetrate the sloped cliff outcroppings, creating a sanctuary from the brutal, arid climate. A circle of stones, the obvious remains of a campfire, lie on the ground towards the back of the shelter. It appears you would not be the first to use the canyon cul-de-sac as a refuge from the unfriendly desert terrain. ~ ~ 301465610 10 9 0 D3 ~ ~ 0 -1 48215 10 10 5 E campfire~ Bits of charred bone and ash are all that remains within the circle of stones. This campfire looks to be several weeks, if not months, old. Beside the campfire, there is a small stack of driftwood comprised of twigs and branches gathered no doubt from some of the scarce desert plants. ~ 1519 9 1509949540 3 0 1524 9 1509949465 3 0 1410 17 1509949445 -2 0 2942 17 1509949540 -2 0 -1 S #48217 Desert Warren~ Judging from the scrapings along the floor and the piles of bone scattered here and there, it looks as if something very large has taken up residence in this system of underground caverns. The roof of the cavern here slopes gently downward, to the south, where the cavern opens up into a simple chamber of hard-packed sand. The brown rock walls bear ripple marks, as though formed by some great heat. But these are not the only marks on the wall. Deep, gouging claw marks also mar the surfaces of the cavern walls. To the west lies the mouth of a tunnel, which is framed by a row of teeth-like dripstone formations. ~ ~ 301465604 11 7 0 D0 ~ ~ 0 -1 48204 10 10 5 D3 ~ ~ 0 -1 48219 10 10 5 E scratches scrapings~ The markings trailing along the floor amidst the sand appear to be nothing more than scrapings from continual traffic through the cavern system. ~ E piles bones~ The remains of several very humanoid bodies lie strewn about the sandy floor. Their remains have been picked clean of flesh and belongings and several appear to be missing body parts as well. All in all, for those with a weak stomach, the sight of so many fleshless corpses lying together en masse is, at best, a bit unnerving. The bones of several of the individuals are deeply pitted, as though abraded by something fierce. ~ E gouging marks claw~ Deep, blade-thin gouges have been sliced into the rocky walls in groupings of four. Obviously claw marks, the gashes are each about eight inches long. While you do not have an exact idea about what caused them, you get the feeling it would probably be best to avoid them. ~ E mouth tunnel teeth-like dripstone formations~ Tiny, teeth-like stalactites no bigger than a tailor's needle surround the upper part of a cavern mouth which extends to the west. Formed from deposits of red limestone, the toothy stalactites give the cavern entrance the overall appear of walking into the orifice of some extremely large creature, whose teeth are dripping blood. ~ E ripple patterns~ The constant presence of dripping moisture has eroded away the walls of the cavern in places and deposited excess minerals in others. The overall affect is to score the limestone walls with a series of wave-like ripples that undulate up and down the surfaces of the pale green rock. ~ 1171 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48218 Small Cavern~ Though not very tall, this limestone cavern is extremely wide. But it is also very plain. There are no formations of dripstone rising from the floor or ceiling and nor are the walls rippled. Instead, there is but a single drapery of iridescent stone which sparkles with a hint of gold along its edges. The mouth of the cavern narrows into a small tunnel which extends to the south. ~ *CF ~ 301465600 11 3 0 D2 ~ ~ 0 -1 48219 10 10 5 E drapery~ Created by a steady flow of water depositing sediments to form the delicate mineral curtain, the iridescent drapery sparkles like a faerie's gossamer wings. The fragile dripstone formation hangs in the center of the chamber, like a veil. It appears as though gold has been deposited around the bottom fringes of the drapery. ~ E hint gold sparkle~ Though there is but a needle's width of metallic gleam along the bottom of the mineral drapery, your keen eyes assure you that it is indeed gold. While it might be hard to believe, it looks as though a vein of gold ore is slowly being eroded and deposited along the edge of the iridescent drapery. Unfortunately, there is not enough gold here to bother with taking. ~ 1532 9 1509949540 3 0 1532 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48219 Cavern Tunnel~ The walls of this tunnel have a smooth, but rippled texture, as though some great river of fire coursed down through its limestone branches. The only exception to this is the limestone floor, which is scuffed and scratched by what looks to be constant traffic. A small cavern opens up to the north while to the west and east, the smooth tunnel continues onward. ~ *CF ~ 301465604 11 7 0 D0 ~ ~ 0 -1 48218 10 10 5 D1 ~ ~ 0 -1 48217 10 10 5 D3 ~ ~ 0 -1 48220 10 10 5 E small cavern 1 north~ The small cavern to the north does not appear to have always been so small. In fact, along the edges of the northern entrance are a few felled rocks - evidence of a minor cave-in. ~ 2942 17 1509949540 -2 0 -1 S #48220 Cavern Tunnel~ With walls of brown limestone, this cavern tunnel has few features, other than the melted look its walls has. The cavern has three branches. The western branch appears to enter into a large, domed chamber. A dim, red glow and waves of heat can be seen coming from the mouth of the domed cavern. To the north looms a cavern maybe twice the size of the one to the west. The tunnel continues onward down the eastern branch. ~ *CF ~ 301465604 11 7 0 D0 ~ ~ 0 -1 48249 10 10 5 D1 ~ ~ 0 -1 48219 10 10 5 D3 ~ ~ 0 -1 48221 10 10 5 A untrap disarm~ ceiling next cavern piercers~ acode( find_room( 48222 ), 2 ); ~ ! 0 0 0 A inspect look~ ceiling cavern next chamber piercers~ acode( find_room( 48222 ), 3 ); ~ ! 0 0 0 1171 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48221 Domed Cavern~ The first thing which catches your attention is this cavern is its incredibly hot temperature and the waves of visible heat uplifting from the back of the chamber. Taller than any part of the cavern system you have so far seen, the ceiling of this cavern rises up into a gentle hemisphere dome over your head. You can easily pick out veins of quartz and other minerals running through the immense ceiling dome. A dim but eerie red glow illuminates the humid chamber and seems to emanate from a circular depression in the limestone floor. Malproportioned with the chamber itself, a tunnel leads east out of the chamber. ~ *CF ~ 301465612 11 9 0 D1 ~ ~ 0 -1 48220 10 10 5 E depression circular~ Situated in the center of the domed cavern lies a circular depression in the floor about fifteen feet wide. The depression glows with a red illumination and as you get closer, you can see why. Gurgling up but remaining within the basin is a small lake of molten lava! Floating in the lake are several round stones about two feet in diameter that swirl with the lava's viscous current. ~ E round stones~ The smooth, round stones floating within the basin of molten lava look as though they would melt and be consumed by the fiery liquid. But as the round stones circle around, being carried on the currents of the lava, you notice for the first time that the stones have a scaly texture to them. Perhaps they are not stones at all, but eggs! ~ E eggs~ Thinking that perhaps the scaly round stones floating in the basin of lava are eggs, you notice that indeed, one of the 'stones' is beginning to crack open. Perhaps it would be best to leave now. ~ E dim red glow magma~ The dim red glow reminds you much of light cast from a source of intense fire. The source of the dim illumination comes from a depression in the center of the cavern. ~ E tunnel 1 east~ A tunnel much too small for anything larger than an ent to leave through extends to the east, out of the domed cavern. The sides of the tunnel are rough and scraped. ~ E veins quartz gold~ Thick veins of quartz and gold run through the domed ceiling of the cavern, which arcs nearly a hundred feet over your head. The quartz appears to be in more abundance than the gold, but is also located in a much more dangerous spot to mine. While the veins of gold ore are concentrated mainly along the sides of the dome, the quartz veins run right through its center, directly over the lava-filled depression. It looks as though removal of too much of either mineral would severely compromise the integrity of the cavern. ~ A touch get examine~ eggs round stones~ act_tochar( #touches, ch ); act_notchar( #rtouches, ch ); wait( 1 ); act_tochar( #burn, ch ); act_notchar( #rburns, ch ); i = 3d6+12; dam_message( ch, i, "The searing-hot surface of the egg" ); inflict( ch, mob, i, "incineration" ); ~ E touches~ Reaching out, you touch the side of one of the large, round stones. ~ E rtouches~ $n touches one of the round stones in the depression. ~ E burn~ You pull your hand back when you realize your hand is catching on fire! ~ E rburns~ $n screams and removes $s hand from the round stone. ~ ! 0 0 0 A dig mine excavate~ quartz ~ if( has_obj( 2589, ch ) ) { act_tochar( #not, ch ); end; } i = random( 1, 10 ); if( find_skill( ch, float ) > 0 ) if( rflag( reset0, room ) ) if( has_obj( 1632, ch ) ) if( i < 3 ) { act_tochar( #mine, ch ); act_notchar( #rmine, ch ); obj_to_char( oload( 2139 ), ch ); remove_rflag( reset0, room ); end; } else if( i == 5 ) { act_tochar( #mine2, ch ); act_notchar( #rmine2, ch ); obj_to_char( oload( 2139 ), ch ); obj_to_char( oload( 2139 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #needtool, ch ); end; } else { act_tochar( #minedout, ch ); end; } else { act_tochar( #cantfly, ch ); end; } wait( 2 ); act_room( #closecall, ch ); wait( 2 ); if( random( 1, 5 ) == 1 ) { act_room( #cavein, ch ); loop( all_in_room ) { i = 10d10+30; dam_message( rch, i, "A section of the cavern's ceiling" ); inflict( rch, mob, i, "a mining accident" ); } } else act_room( #closecall, ch ); ~ E needtool~ You lack the right type of mining tool to dig into the rock. Try a pickaxe. ~ E minedout~ On closer examination, it looks as though the veins of quartz have been played out. ~ E cantfly~ You cannot reach the veins of ore. ~ E cavein~ Loosened by recent digging, part of the cavern collapses! ~ E nothing~ You dig and dig, but obtain not a single piece of valuable quartz out of the vein. ~ E rnothing~ $n takes a pickaxe to the ceiling, digging for quartz, but finds none worth keeping. ~ E mine~ A single piece of quartz, no larger than a copper piece, catches your eye as you dig. You quickly scoop it up. ~ E rmine~ It looks as though $n has managed to dig a small chunk of quartz out of the ceiling. ~ E mine2~ With your trusty pickaxe, you discover not one but two pieces of quartz that look worthy of keeping. ~ E rmine2~ $n knocks two pieces of quartz loose from the ceiling and pockets them both. ~ E closecall~ The cavern rumbles and the ceiling looks to have been weakened enough to collapse at any moment! ~ E not~ The pickaxe you are carrying is much too small for mining here. ~ ! 0 0 0 A dig mine excavate~ gold~ if( has_obj( 2589, ch ) ) { act_tochar( #not, ch ); end; } i = random( 1, 20 ); if( find_skill( ch, float ) > 0 ) if( rflag( reset0, room ) ) if( has_obj( 1632, ch ) ) if( i < 3 ) { act_tochar( #mine, ch ); act_notchar( #rmine, ch ); obj_to_char( oload( 927 ), ch ); remove_rflag( reset0, room ); end; } else if( i == 5 ) { act_tochar( #mine2, ch ); act_notchar( #rmine2, ch ); obj_to_char( oload( 927 ), ch ); obj_to_char( oload( 927 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #needtool, ch ); end; } else { act_tochar( #minedout, ch ); end; } else { act_tochar( #cantfly, ch ); end; } wait( 2 ); act_room( #closecall, ch ); wait( 2 ); if( random( 1, 5 ) == 1 ) { act_room( #cavein, ch ); loop( all_in_room ) { i = 10d10+30; dam_message( rch, i, "A section of the cavern's ceiling" ); inflict( rch, mob, i, "a mining accident" ); } } else act_room( #closecall, ch ); ~ E needtool~ You lack the right type of mining tool to dig into the rock. Try a pickaxe. ~ E minedout~ On closer examination, it looks as though the veins of gold have been played out. ~ E cantfly~ You cannot reach the veins of ore. ~ E cavein~ Loosened by recent digging, part of the cavern collapses! ~ E nothing~ You dig and dig, but obtain not a single piece of valuable gold out of the vein. ~ E rnothing~ $n takes a pickaxe to the ceiling, digging for gold, but finds none worth keeping. ~ E mine~ A single piece of gold, no larger than your hand, catches your eye as you dig. You quickly scoop it up promptly. ~ E rmine~ It looks as though $n has managed to dig a piece of gold ore out of the ceiling. ~ E mine2~ With your trusty pickaxe, you discover not one but two pieces of gold that look worthy of keeping. ~ E rmine2~ $n knocks two pieces of gold loose from the ceiling and pockets them both. ~ E closecall~ The cavern rumbles and the ceiling looks to have been weakened enough to collapse at any moment! ~ E not~ The pickaxe you are carrying is much too small for mining here. ~ ! 0 0 0 1530 9 1509949540 3 0 1532 9 1509949540 3 0 1532 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48222 Hatchling Chamber~ The ceiling of this limestone chamber is low-lying. It expands upward towards the center of the cavern like a tent, only to descend along the back. Beads of moisture roll down the brown limestone walls, to collect in small puddles along the ground. Two conical stalagmites reach from the ground until they meet up with two stalactites of roughly the same size, with their tips pressed together like a pair of lovers locked in a tender embrace. The dripstone formations frame the threshold of the chamber's entrance where the cavern extends to the east. Against the western wall, in a bowl-like depression, lie a pile of discarded bones. ~ *CF ~ 301465604 11 9 0 D1 ~ ~ 0 -1 48249 10 10 5 E stalactites ~ While the limestone in this chamber is of a pale, green hue, the stalactites are a mixture of both green and yellow limestone varieties. As the stalactites taper downward to points, the green and yellow limestones swirl together in layers. ~ E stalagmites~ The teeth-like protrusions of limestone erupting from the floor are formed of pale green limestone. Narrow claw marks have been slashed into the sides of the stalagmites, revealing yellow limestone beneath. ~ E bones~ Much to your relief, the bones look to be those of some large pack beast and not a humanoid. Long, curving horns stretch out of the skeleton's cranium and judging from what is left intact of the spinal column, the beast had a tail. Other than that, the bones are in complete disarray. And as expected, there are deep gnaw marks on most of the bones. ~ E bowl-like depression~ Formed by the erosion of limestone, this large, oval depression sinks about three feet into the floor of the cavern. The smoothness of its sides indicates that water must have been the source of erosion. Inside the bowl, there is a large pile of bones. ~ E 1 east dripstone formations entrance~ To the east, below a translucent dripstone curtain, lies the only entrance and exit to the cavern. The passage appears to extend into a much larger cavern. To either side of the cavern mouth stand the pairs of stalactites and stalagmites, like sentinels. ~ A ~ bones~ i = random( 1, 10 ); if( rflag( reset0, find_room( 48222 ) ) ) if( is_player( ch ) ) if( i == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); remove_rflag( reset0, find_room( 48222 ) ); wait( 2 ); act_tochar( #finds, ch ); act_notchar( #rfinds, ch ); obj_to_char( oload( 2026 ), ch ); end; } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #notplayer, ch ); end; } else { act_tochar( #already, ch ); end; } remove_rflag( reset0, find_room( 48222 ) ); wait( 2 ); act_tochar( #nothing, ch ); ~ E search~ You begin picking through some of the bones left in the depression. ~ E rsearch~ $n begins picking through some of the bones in the depression. ~ E finds~ Amidst the bones, you find an iron spade, still wrapped in the skeletal hands of some creature. With little effort, you remove the spade from its death grip. ~ E rfinds~ $n discovers a short, bladed object in the pile of bones. ~ E notplayer~ Eeew! Bones! You think you should have your master pick through them, instead. ~ E nothing~ You find nothing besides broken and chewed bones in the cavern depression. ~ E already~ Judging from the amount of bones that lie outside of the depression, it looks as though someone else has already searched through it. ~ ! 9 0 0 A 3 untrap~ east ceiling piercers ambush~ if( rflag( reset0, find_room( 48249 ) ) ) if( find_skill( ch, untrap ) > 2 ) if( random( 1, 10 ) == 1 ) { act_tochar( #notice, ch ); wait( 2 ); act_tochar( #throw, ch ); act_notchar( #rthrows, ch ); wait( 1 ); send_to_room( #screech, find_room( 48249 ) ); send_to_room( #screech, find_room( 48222 ) ); send_to_room( #screech, find_room( 48220 ) ); interpret( ch, "gt Everyone, watch the ceiling in the next chamber!"); remove_rflag( reset0, find_room( 48249 ) ); } else { act_tochar( #miss, ch ); act_notchar( #rmiss, ch ); } else act_tochar( #moreskill, ch ); else act_tochar( #nosee, ch ); ~ E throw~ Picking up a chunk of stone lying nearby, you throw it into the next cavern, hoping to disrupt the ambush that waits for you along the ceiling. ~ E rthrows~ $n throws a piece of rock into the next chamber. ~ E miss~ Picking up a chunk of stone lying nearby, you throw it into the next chamber, but your throw goes horribly wide. ~ E notice~ Watching the ceiling of the cavern in the next room carefully, you let your eyes adjust to the darkness and pick out a target. ~ E screech~ A series of piercing screams assails your ears and you hear the loud thump of several creatures hitting the ground. ~ E moreskill~ Perhaps if you had more skill in disarm ambushes and traps, you could do something. ~ E nosee~ There does not seem to be any traps awaiting you in the next chamber. ~ E rmiss~ $n tries throwing a stone into the next cavern, but $s throw goes wide. ~ ! 0 0 0 A inspect look~ ceiling cavern next piercers~ if( rflag( reset0, find_room( 48249 ) ) ) if( find_skill( ch, inspect ) > 5 ) act_tochar( #notice, ch ); else act_notchar( #almost, ch ); else continue; ~ E notice~ Along the ceiling, in the next cavern, you can make out the forms of piercers, clinging to the ceiling, awaiting to fall down upon you and anyone else who is foolish enough to enter it without trying to get rid of the ambush trap. ~ E almost~ There is something unusual about the ceiling in the next cavern, but as to what, you have no idea. ~ ! 9 0 0 1531 9 1509949540 3 0 329 49 1509949540 -1 0 970 81 1509949443 -1 0 939 81 1509949443 -1 0 2942 17 1509949540 -2 0 -1 S #48223 Below the Surface of the Oasis~ Regardless of your light source, you find it difficult to see much in the dark blue waters of the oasis. You can, however, see the surface of the oasis, which beckons upward to you strangely. The sides of the oasis basin appear to be of some type of grainy, porous rock which has little clusters of bright algae clinging to it. Below, descending further down into the depths of the water-filled shaft, there is movement. ~ *CF ~ 301465608 7 6 0 D4 ~ ~ 0 -1 48064 10 10 5 D5 ~ ~ 0 -1 48224 10 10 5 E 1 up surface upwards~ Gazing upwards through the dark blue waters of the oasis, you can see the surface still. With little effort, you could easily swim your way back up to its comforting shore. ~ E depths 1 down~ As you stare down into the depths of the oasis, you can see very little. A scattering of movement here, perhaps a few plants there. Otherwise, the depths of the oasis are a complete mystery. ~ E movement~ From what little you can see through the dark, blue waters, the movement looks to be coming from a variety of tendril-like plants swaying back and forth in the depths. ~ E walls sides porous~ The sides of the oasis basin are rough and porous, much like pumice. However, the pores are much smaller, though, and appear to be holding the waters of the oasis in their grasp with little trouble. Growing in the crevices and many of the basis's pores are patches of bright, colorful algae. ~ E bright algae colorful~ Lacking roots or leaves, clusters of fuzzy algae cling to the sides of the oasis basin. The algae come in all shades and colors, from a deep red to a bright blue. For the most part, the algae just adds color to the otherwise dark depths of the oasis. However, there is evidence that at least a few of the aquatic plants have been the source of food for some creature. Entire chunks are missing out of some of these pieces of algae. ~ A u up~ ~ if( find_skill( ch, swimming ) > 4 ) { send_to_char( #diving, ch ); act_notchar( #rdiving, ch ); room = find_room( 48064 ); transfer( ch, room ); } else send_to_char( #noswim, ch ); ~ E noswim~ You don't know for certain how you made it this far without being able to swim, but it looks like you are in serious danger of drowning. ~ E diving~ With a final kick, you propel yourself up out of the waters of the oasis. ~ E rdiving~ $n propels $mself out of the waters of the oasis. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48224 Within the Oasis~ Though the waters around you are becoming increasingly dark and hard to see through, your eyes can barely discern the surface from here. Around you the circular oasis basin walls press and descend still further down into the depths of the oasis. More brightly colored patches of algae and small, leafy plants cling to the basin walls. Rising from below, you can see the tops of tendril leaves, which spiral like an alicorn, swaying back and forth gently almost hypnotically. ~ *CF ~ 301465600 7 6 0 D4 ~ ~ 0 -1 48223 10 10 5 D5 ~ ~ 0 -1 48225 10 10 5 E plants leafy small~ It is unusual to find plants growing so deep below the surface, away from the sunlight, but nevertheless, there are several clinging to the sides of the basin. The chief and most colorful of the small, leafy plants is a primrose creeper. Its tendril branches stretch out in all directions in the water, with a covering of red-veined and oval-shaped leaves. A smattering of vibrant yellow flowers also bloom along the tendrils. ~ E bright colorful algae~ Patches of algae in every color imaginable grow in sparse patches along the sides of the oasis. In several places, the algae are missing large portions of themselves; as if something has taken a very large chunk out of them. ~ E top alicorn tendril ~ The spiraling tendrils of long, aquatic grasses sway back and forth in the depths of the oasis. As you get closer to them, they seem to react to your presence and begin to sway more violently. ~ E basin walls~ The walls of the basin are formed from a pumice-like rock with smaller pores and a little smoother surface. The pores seem to be only semi-permeable, for it looks as though no waters are escaping from the oasis. ~ E 1 up surface~ Far above, you can make out the faintest rays of natural light. With a little effort, you could probably swim upwards, toward the surface. ~ E 1 down depths~ From what you can see down through the depths, the bottom of the oasis floor is just below you. Yet more movement and plant life can be seen below. ~ A cut slash strike kill~ vine tendril razor-sharp~ i = random( 1, 20 ); if( mob_in_room( 1492, find_room( 48225 ) ) ) if( i > 16 ) { act_tochar( #cut, ch ); act_notchar( #rcut, ch ); wait( 2 ); act_room( #dies, ch ); junk_mob( mob_in_room( 1492, find_room( 48225 ) ) ); } else { act_tochar( #trys, ch ); act_notchar( #rtrys, ch ); i = 3d4+3; dam_message( ch, i, "A razor-sharp tendril slashes and" ); inflict( ch, mob, i, "razor tendrils" ); } else act_tochar( #already, ch ); ~ E cut~ Taking the sharpest thing to hand, you slice outward at one of the tendril vines, striking it. ~ E rcut~ Taking the sharpest thing to hand, $n slices outward at one of the tendril vines, striking it. ~ E trys~ You try cutting the tendril vine in half with the sharpest thing at hand, but fail miserably. ~ E rtrys~ $n tries cutting the tendril vine in half with the sharpest thing at hand, but fails miserably. ~ E already~ Every last one of the aquatic tendril vines have already been slain. ~ E dies~ As the tendril vine is cut in half, the waters are filled with an ear-piercing screech. ~ ! 0 0 0 A ~ ~ ch = rand_char( room ); if( mob_in_room( 1492, find_room( 48225 ) ) ) if( random( 1, 4 ) > 1 ) { act_tochar( #tendril, ch ); act_notchar( #rtendril, ch ); i = 3d4+3; wait( 2 ); dam_message( ch, i, "A razor-sharp tendril slashes and" ); inflict( ch, mob, i, "razor tendrils" ); } else { act_tochar( #misses, ch ); act_notchar( #rmiss, ch ); } else end; ~ E tendril~ The tendril of a long vine which stretches up from the bottom of the oasis whips violently back and forth near you. ~ E rtendril~ The tendril of a long vine which stretches up from the bottom of the oasis whips violently back and forth near $n. ~ E misses~ Long, razor-sharp tendrils swipe past your leg, barely missing you. ~ E rmiss~ A long, razor-sharp vine narrowly misses $n. ~ ! 2 3000 0 856 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48225 Deep Under the Oasis~ At last, it seems, you have reached the floor of the deep, oasis basin. The water here is clearer, allowing you to take in all the details of the sandy-floored area. Scattered along the oasis bottom are varies outcroppings of rock and bits of shell which lie here and there near the foot of several colossal spiraling plants. The twisted tendril vines sway from side to side and stretch upwards toward the surface of the oasis. Also, resting on the oasis bottom, are several larger-than-normal fresh water oysters. ~ ~ 301465600 7 6 0 D4 ~ ~ 0 -1 48224 10 10 5 E floor sandy~ The bottom of the oasis basin is covered with countless fine grains of tan sand. A variety of plants erupt out of the sandy earth, as do several rock outcroppings. ~ E rocky outcroppings~ On closer inspection, the outcroppings of rock do not appear to have originally been part of the underwater terrain here. Instead, judging from the variety of stone color (some black, some red, some white) present, it appears that the rocks have been tossed into the oasis and have settled to the bottom. Clinging to the outcroppings are patches of colorful algae. ~ E bits shell~ Strewn about the sandy floor of the oasis are pieces of old and broken shells. Many of the shells look to be but smaller fragments of giant oyster shells. ~ E tendril twisted spiraling leaves plants~ Gigantic aquatic plants whose roots look deeply dug into the sandy floor spiral upwards towards the surface of the oasis. The seemingly-animate tendrils of the plant sway back and forth with sometimes violent intensity. ~ E fresh water oysters~ Beneath a couple of the rock outcroppings are beds of giant, fresh water oysters. Many of the oysters are larger than a dwarf and twice as wide. Most of the oysters are of a iridescent white color, but a few have pink or even black shells. ~ 1492 9 1509949540 3 0 1492 9 1509949540 3 0 1492 9 1509949540 3 0 1525 9 1509949540 3 0 2404 17 1509949443 -2 0 1525 9 1509949540 3 0 2399 17 1509949450 -2 0 2942 17 1509949540 -2 0 -1 S #48226 Tip of an Obelisk~ Shattered sections of pale orange quarry stone and green limestone lie all around in a debris field. Amidst the ruins stands but a single piece of stone in the shape of a pyramid which has survived destruction. The pyramid stands about ten feet tall and rests at the base of the broken obelisk. Indeed, the pyramid is actually what remains of the obelisk's tip and remains fairly intact, save for a bit of charring around the edges. Wiry, leaf-covered vines grow all over the stone remains. To the south a group of trees circle together, their trunks so close together that not an inch of space stands between them. ~ *CF ~ 301465600 0 5 0 D0 ~ ~ 0 -1 48129 10 10 5 D1 ~ ~ 0 -1 48145 10 10 5 D3 ~ ~ 0 -1 48131 10 10 5 D5 ~ ~ 227 -1 48227 10 10 5 E 1 south trees ~ The trees to the south seem to be encircling an area of the grove, towards its center. Though you cannot see in between the trees, because they are so close together, you can heard the faint, musical trickle of cascading water. ~ E tip~ Amazingly, the very tip of the once mighty obelisk which once stood very near hear, stands almost completely intact. Small cracks and fractures occur along the base of the pyramidal structure and the edges and very tip of the stone construction are blackened as though from fire or lightning. Engraved in the pale-green limestone, hieroglyphics adorn each of the four sides of the obelisk, starting with the northside. ~ E northside crook~ A panel of hieroglyphics has been etched into the northside of the obelisk's tip and you can barely make out the remains of a blue pigment which once filled in the engravings. Carved into the panel are images of an owl, a twisted crook, a jackal-like creature, and several geometric shapes. ~ E westside feather~ The western side of the tip of the obelisk contains an intricately bordered hieroglyphics panel. Yet, inside the panel there is but one symbol: a feather. ~ E eastside arm~ Engraved into the limestone sheeting of the obelisk's tip, there is a hieroglyphics panel which sports a series of interesting yet cryptic symbols. Among them, there are scarabs, crescent moons, a feather, and an arm reaching across the feather from east to west. ~ E shattered sections stone~ The shattered sections of stone strewn all about the clearing consists of sheets of pale green limestone and precision-cut, square blocks of orange quarry stone. At one time, it is apparent that the sections of stone rested atop one another with the pyramidal structure on top, but some force has brought the ancient monument down into ruins. Judging from all the vegetation grown up around the sections of stone, from bushes to trees, the monument has lain like this for quite some time. Perhaps decades or even centuries. ~ E obelisk~ Judging from what remains of the monument, this was once a great obelisk which towered over most everything except for the colossal pyramid which lies somewhere to the north, in the Naraki Desert. Its widest point was at its base, and as it rose upwards the structure gently tapered, until capped by the tip of stone which lies here. ~ E southside wings~ Once the vines have been cleared from the southside of the obelisk's tip, you can make out a panel of hieroglyphics. This panel consists of a bird in flight, several saucer or cup-shaped images, an open eye, and an urn. ~ A s so sou sout south~ ~ acode(find_room(48130),1); ~ ! 0 0 0 A mov move~ vin vine vines~ if( rflag( reset0, room ) ) { act_tochar( #move, ch ); act_notchar( #rmoves, ch ); remove_rflag( reset0, room ); } else act_tochar( #already, ch ); ~ E move~ Gently, you move some of the vines aside, revealing a panel of hieroglyphics on the southside of the obelisk. ~ E rmoves~ You watch as $n moves some of the vines covering the southern portion of the obelisk's tip to one side. ~ E already~ The tangle of vines have already been moved, revealing a panel of hieroglyphics on the southside of the obelisk. ~ ! 0 0 0 A l lo loo look~ vin vine vines~ if( rflag( reset0, room ) ) act_tochar( #desc, ch ); else act_tochar( #newdesc, ch ); ~ E desc~ Unlike thistle vines, these vines have no thorns and their leaves are much smaller and of a lighter shade of green. Coils of vine creep over the surface remains of the monument, especially along the southside. ~ E newdesc~ Unlike thistle vines, these vines have no thorns and their leaves are much smaller and of a lighter shade of green. Coils of vine creep over the surface remains of the monument, but a large portion of them have been moved aside, to reveal hieroglyphics along the southside of the obelisk's tip. ~ ! 0 0 0 A l lo loo look~ southside wings~ if( rflag( reset0, room ) ) act_tochar( #dontsee, ch ); else acode( find_room( 48226 ), 11 ); ~ E dontsee~ You don't see that here. ~ E southside~ Once the vines have been cleared from the southside of the obelisk's tip, you can make out a panel of hieroglyphics. This panel consists of a bird in flight, several saucer or cup-shaped images, an open eye, and an urn. ~ ! 0 0 0 A twi twis twist tur turn~ arm~ if( rflag( status0, room ) ) if( rflag( status1, room ) ) if( rflag( status2, room ) ) if( rflag( reset2, room ) ) if( rflag( reset1, room ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); remove_rflag( reset1, room ); } else act_tochar( #already, ch ); else act_tochar( #wontbudge, ch ); else { act_tochar( #southbroke, ch ); remove_rflag( status2, room ); } else { act_tochar( #westbroke, ch ); remove_rflag( status1, room ); } else { act_tochar( #eastbroke, ch ); remove_rflag( status0, room ); } ~ E moves~ Careful not to touch any of the other hieroglyphs, you twist down upon the hieroglyphic of the arm on the eastside of the obelisk. ~ E rmoves~ $n twists down upon one of the hieroglyphics on the eastside of the obelisk. ~ E eastbroke~ The hieroglyphic of the arm refuses to budge and from the broken edges it sports, it looks jammed. ~ E southbroke~ As you twist the hieroglyphic of the arm, you can hear, from the south side of the obelisk, the crunch of stone breaking. ~ E wontbudge~ Try as you might, the arm hieroglyphic will not budge. ~ E already~ The hieroglyphic has already been twisted down it seems. ~ E westbroke~ As you twist the hieroglyphic of the arm, you can hear, from the west side of the obelisk, the crunch of stone breaking. ~ ! 0 0 0 A tou touc touch pre press press~ fea feat feath feathe feather~ if( rflag( status0, room ) ) if( rflag( status1, room ) ) if( rflag( status2, room ) ) if( rflag( reset2, room ) ) if( !rflag( reset1, room ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); remove_rflag( reset2, room ); } else { act_tochar( #westbreaks, ch ); remove_rflag( status1, room ); } else act_tochar( #already, ch ); else act_tochar( #southbroke, ch ); else act_tochar( #westbroke, ch ); else act_tochar( #eastbroken, ch ); ~ E moves~ You place your finger on the feather hieroglyph and push slightly. ~ E rmoves~ $n places a single finger on the westside of the obelisk and pushes. ~ E eastbroken~ Judging from the sounds of grating stone coming from the eastside of the obelisk's tip, part of the mechanism has been broken. ~ E southbroke~ Judging from the sounds of grating stone coming from the southside of the obelisk's tip, part of the mechanism has been broken. ~ E westbroke~ The feather hieroglyph will not budge at all. Judging from the cracks running through it, it looks to have been broken. ~ E westbreaks~ You hear the sound of crunching stone coming from this side of the obelisk as something inside breaks. ~ E already~ The feather hieroglyphic has already been pressed for it is sunk into the side of the obelisk. ~ ! 0 0 0 A pin pinc pinch~ win wing wings~ if( !rflag( reset0, room ) ) if( rflag( status0, room ) ) if( rflag( status1, room ) ) if( rflag( status2, room ) ) if( !rflag( reset2, room ) ) if( !rflag( reset1, room ) ) { act_tochar( #slides, ch ); act_notchar( #rslides, ch ); wait( 3 ); open( room, down ); act_room( #opens, ch ); wait( 10 ); close( room, down ); act_room( #closes, ch ); wait( 2 ); act_room( #resetpanels, ch ); set_rflag( reset1, room ); set_rflag( reset2, room ); } else { act_tochar( #eastbreaks, ch ); remove_rflag( status0, room ); } else act_tochar( #onlypartial, ch ); else act_tochar( #southbroken, ch ); else act_tochar( #westbroken, ch ); else act_tochar( #eastbroken, ch ); else act_tochar( #vines, ch ); ~ E slides~ You carefully pinch the hieroglyphic bird's wings, sliding them closer to one another. ~ E rslides~ With a pinching motion, $n manipulates the hieroglyphics on the southern side of the obelisk. ~ E opens~ Suddenly, after hearing much stone grinding, the entire obelisk's tip moves backward, revealing a passage below. ~ E closes~ After hearing much stone grinding, the entire obelisk's tip moves forward, sealing the passage which once lay below. ~ E southbroken~ You hear a ferocious crack run through the south side of the obelisk, leading you to believe that the mechanism on that side is broken. ~ E westbroken~ You hear a ferocious crack run through the west side of the obelisk, leading you to believe that the mechanism on that side is broken. ~ E eastbroken~ You hear a ferocious crack run through the east side of the obelisk, leading you to believe that the mechanism on that side is broken. ~ E eastbreaks~ As you force the wings of the bird hieroglyphic together, you hear the crack of stone from within the western part of the obelisk. ~ E onlypartial~ The wings of the bird refuses to move, but the head of the bird turns to an awkward angle, as if to look to the west. ~ E resetpanels~ With an audible *snap* you hear the side panels of hieroglyphics sliding back to their normal positions. ~ E vines~ You see nothing but vines along the southside of the obelisk. ~ ! 0 0 0 A straighten straight~ cro croo crook~ if( !rflag( status0, room ) ) if( !rflag( status1, room ) ) if( !rflag( status2, room ) ) { act_tochar( #wontbudge, ch ); end; } if( random( 1, 2 ) == 1 ) if( !rflag( status0, room ) ) { act_tochar( #fixeast, ch ); act_notchar( #rfixeast, ch ); set_rflag( status0, room ); end; } else act_tochar( #enobudge, ch ); else act_tochar( #enobudge, ch ); wait( 3 ); if( random( 1, 3 ) == 1 ) if( !rflag( status1, room ) ) { act_tochar( #fixwest, ch ); act_notchar( #rfixwest, ch ); set_rflag( status1, room ); } else act_tochar( #wnobudge, ch ); else act_tochar( #wnobudge, ch ); wait( 3 ); if( random( 1, 10 ) == 1 ) if( !rflag( status2, room ) ) { act_tochar( #fixsouth, ch ); act_notchar( #rfixsouth, ch ); set_rflag( status2, room ); } else act_tochar( #snobudge, ch ); else act_tochar( #snobudge, ch ); ~ E rfixeast~ As soon as $n manipulates one of the hieroglyphics, the eastside panel of hieroglyphics resets to its normal positions. ~ E fixeast~ As soon as you straighten the crook hieroglyphic, the hieroglyphics to the east reset to their normal position. ~ E rfixwest~ Soon after $n manipulates one of the hieroglyphics, the eastside panel of hieroglyphics resets to its normal positions. ~ E fixwest~ Soon after you straighten the crook hieroglyphic, the hieroglyphics to the west reset to their normal position. ~ E rfixsouth~ A few moments after $n manipulates one of the hieroglyphics, the eastside panel of hieroglyphics resets to its normal positions. ~ E fixsouth~ A few moments after you straighten the crook hieroglyphic, the hieroglyphics to the south reset to their normal position. ~ E enobudge~ You can hear the faint grinding of stone and witness the eastern panel of hieroglyphics trying to shift back to its original position, but it fails to do so. ~ E wnobudge~ You can hear the faint grinding of stone and witness the western panel of hieroglyphics trying to shift back to its original position, but it fails to do so. ~ E snobudge~ You can hear the faint grinding of stone and witness the southern panel of hieroglyphics trying to shift back to its original position, but it fails to do so. ~ E wontbudge~ Try as you might, you cannot seem to straighten the crook hieroglyphic. It appears to be stuck. ~ ! 0 0 0 A l lo loo look~ eastside arm~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } continue; act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: The path towards enlightenment begins with opening the entrance into the unknown. To start down this path, one must oft be forced to twist the arm of destiny. ~ ! 0 0 0 A l lo loo look~ westside feather~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else continue; ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E des~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: The second path towards opening the way, you must trend lightly. With as little force as pressing on a feather, your foot steps should be soft. ~ ! 0 0 0 A 10 sdfhasdjfhsdfgj~ 10 sdfhdgjsdhfgk~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Along the path you choose to walk, often you encounter foes who try to thwart you. Like Anupex the I, you must find a way to pinch their wings, so that they and their evil actions are not allowed to fly against you. When your enemies cannot stand in your way, the entrance shall be without obstacle. ~ E desc~ Once the vines have been cleared from the southside of the obelisk's tip, you can make out a panel of hieroglyphics. This panel consists of a bird in flight, several saucer or cup-shaped images, an open eye, and an urn. ~ ! 0 0 0 A l lo loo look~ northside crook~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else continue; ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E des~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: If all else fails and you lose your way along the path to the unknown, then you must straighten your path just as the pharoah waves his rod of rulership. ~ ! 0 0 0 A translate~ eastside arm~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: The path towards enlightenment begins with opening the entrance into the unknown. To start down this path, one must oft be forced to twist the arm of destiny. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ westside feather~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: The second path towards opening the way, you must trend lightly. With as little force as pressing on a feather, your foot steps should be soft. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ southside wings~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: Along the path you choose to walk, often you encounter foes who try to thwart you. Like Anupex the I, you must find a way to pinch their wings, so that they and their evil actions are not allowed to fly against you. When your enemies cannot stand in your way, the entrance shall be without obstacle. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $ examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ northside crook~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: If all else fails and you lose your way along the path to the unknown, then you must straighten your path just as the pharoah waves his rod of rulership. ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1587 9 1509949540 3 0 1578 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48227 Inside a Broken Monument~ At one time, this chamber must have served as some grandiose ritual center. The walls are constructed of pale orange quarry stone which has been cut and fitted together with greater skill than even the best dwarven craftsman could muster. While the quarry stone walls are covered with panel after panel of hieroglyphics, it is the floor and ceiling of the chamber which lends to the unusual. Along the floor there is an inlaid, silver etching of a square design. The ceiling bears a similar etching, but of gold and a circle. To the east, framed by vertical strips of hieroglyphics, there is a passage into another part of what remains of the obelisk. A single ray of light streams down from the top of the chamber, to land just outside the inlaid square. ~ *CF [Loxus] the tip resetting should seal the entrance _above_, not below [Loxus] the door up doesn't have a name.. "The is closed." [Loxus] second sentence of ninth panel doesn't make sense (missing a verb) ~ 301465608 0 5 0 D1 ~ ~ 0 -1 48228 10 10 5 D4 ~ ~ 227 -1 48226 10 10 5 E gold circle ceiling~ A perfect circle has been etched into the ceiling and filled with gold. You are not certain as to what purpose the circle serves or once served, but it clearly seems to be ceremonial or part of some ritual. Directly below the golden circle, etched in a similar manner on the floor of the chamber, is a silver square. ~ E silver square floor~ Directly below a circle of gold etched into the ceiling rests a similar etching. But this one is square in shape and is filled with silver, not gold. The square and circle look like they once served a ceremonial purpose, but as to what, you have no idea. There is evidence that something large, a block of stone or an altar, perhaps, at one time rested at the center of the square. ~ E passage~ The passage east, which leads into another chamber, appears to have been hastily and newly crafted. Or at least the construction is new in comparison with the rest of the structure. ~ E hieroglyphics~ Out of all the hieroglyphics, only the second, fifth, and ninth panels of them have remained intact through the ages. The rest have either been torn apart by deep, rending cracks in the quarry stone or have faded away into illegibility. ~ E vertical strips~ Unlike the majority of the hieroglyphics adorning the walls, the two vertical strips standing to either side of the eastern passage remain completely intact. ~ E walls~ At one time, panels of hieroglyphics decorated the walls of this chamber, three panels each. But deep cracks have destroyed many of them, scoring their surfaces completely with small fissures. Also, along the walls are various hieroglyphic symbols standing alone by themselves. They include a skull, a coin, an eye, and a holy symbol of sorts and a mask. ~ E eye open oval~ Engraved into one of the walls is a hieroglyphic of an eye. The eye is wide open and blue and brimming with wisdom. ~ E skull~ On the lower right hand corner of the southmost wall there is a hieroglyphic of a skull. Though just a drawing, it conveys a deep sense of death. ~ E gold coin~ Depicted with a yellowish-gold paint, a drawing of a golden coin adorns one of the walls. On its obverse side, the only one visible, there is a picture of a roaring dragon curled about a tremendous hoard of treasure. ~ E holy symbol~ One of the hieroglyphics on the wall is that of a lone symbol. Shaped like a cross with a looped top, the symbol is rendered in a silvery paint. ~ E mask beautiful~ One of the lone hieroglyphics remaining intact on the cracked walls is that of a mask. The features on the mask are quite beautiful by any standard. So beautiful are they that it seems almost like an expression of vanity. ~ A press push touch~ eye oval opening~ if( !is_open( room, up ) ) { act_tochar( #push, ch ); act_notchar( #rpush, ch ); wait( 2 ); act_room( #moves, ch ); remove_rflag( reset0, room ); wait( 2 ); act_room( #reflect, ch ); wait( 2 ); act_room( #glow, ch ); wait( 2 ); act_room( #open, ch ); open( room, up ); wait( 1 ); act_tochar( #cwise, ch ); act_notchar( #wize, ch ); } else act_tochar( #already, ch ); ~ E push~ Gently, you push the hieroglyphic of the open eye. ~ E rpush~ $n pushes down upon one of the hieroglyphics. ~ E moves~ A tiny, mirror-like gem rises out of the floor, into the path of light. ~ E reflect~ The light reflects off the gem, striking the center of the silver pattern. ~ E glow~ Both the silver inlaid square and the gold circle set into the ceiling begin to glow. A soft, sweet harmony, half song and half humming, fills the air. The beam of light widens until it fills the entire space between the two metallic patterns. ~ E open~ Like an eye opening, an upward passage is revealed. ~ E already~ That does not seem to do anything. ~ E wize~ $n has chosen wisely. ~ E cwise~ You have chosen...wisely. ~ ! 0 0 0 A press move push~ skull coin gold beautiful mask holy symbol~ if( !is_open( room, up ) ) { act_tochar( #press, ch ); act_notchar( #rpress, ch ); wait( 2 ); act_tochar( #lightning, ch ); act_notchar( #rlightning, ch ); mob = mob_in_room( 462, find_room( 33750 ) ); do_spell( lightning bolt, mob, ch ); wait( 1 ); act_tochar( #poor, ch ); act_notchar( #rpoor, ch ); } else act_tochar( #cant, ch ); ~ E press~ You press down upon the ancient symbol and it moves under your touch. ~ E rpress~ $n presses down upon an ancient symbol on the wall. ~ E lightning~ A bolt of lightning erupts violently toward you from the gylph. ~ E rlightning~ Lightning shoots from the glyph, striking $n squarely! ~ E poor~ You have chosen...poorly. ~ E rpoor~ $n has chosen...poorly. ~ E cant~ The ancient glyph refuses to budge. ~ ! 0 0 0 A l lo loo look~ second~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the second step be written for all time to witness, so that one day it shall come to pass: 'Communing with the Goddess is only possible through a Vessel or through a statue to the Goddess, all of which have perished, save one. And this one is not whole.' ~ ! 0 0 0 A l lo loo look~ fifth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the fifth step be written for all time to witness, so that one day it shall come to pass: 'In order to gather the essences of Her betrayers, one must travel into the Sacred grove with Her blessing and gather them at the golden font, which was once the well spring of their powers.' ~ ! 0 0 0 A l lo loo look~ ninth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the ninth step be written for all time to witness, so that one day it shall come to pass: 'After the demigod of strength and she of knowledge has been defeated then must fall the winged one. With his swift aid, the Goddess' advisor, the most powerful of all Her siblings, must surely fall. His essences must then be sacrificed upon his own altar.' ~ ! 0 0 0 A translate~ second~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the second step be written for all time to witness, so that one day it shall come to pass: 'Communing with the Goddess is only possible through a Vessel or through a statue to the Goddess, all of which have perished, save one. And this one is not whole.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ fifth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the fifth step be written for all time to witness, so that one day it shall come to pass: 'In order to gather the essences of Her betrayers, one must travel into the Sacred grove with Her blessing and gather them at the golden font, which was once the well spring of their powers.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ ninth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the ninth step be written for all time to witness, so that one day it shall come to pass: 'After the demigod of strength and she of knowledge has been defeated then must fall the winged one. With his swift aid, the Goddess' advisor, the most powerful of all Her siblings, must surely fall. His essences must then be sacrificed upon his own altar.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48228 Inside a Monument~ The walls of this rectangular chamber are framed by gigantic blocks of orange quarry stone. Down and through many of the stones, though, run deep cracks, as though great stress has been placed upon the cool, stone walls. Hieroglyphics adorn nearly every square inch of the walls and ceiling, painted in neat rows using a variety of pigments. Two passages lead out of the chamber, one to the west and one to the south. Both thresholds appear to be hastily crafted and lack the same precision and attention to exactness that is shared throughout the construction of the rest of the chamber. ~ *CF ~ 301465600 0 5 0 D2 ~ ~ 0 -1 48229 10 10 5 D3 ~ ~ 0 -1 48227 10 10 5 E 1 west~ The passage west seems to lead into another chamber of roughly the same size. The edges of the passageway are rough and jagged, as though it has been torn away from another chamber. ~ E 1 south~ The edges of the passageway to the south are cracked and rough, like it has been ripped away suddenly from another section or chamber. Jagged shirds stick out of the passageway, making it dangerous to pass through safely. ~ E panels hieroglyphics walls cracks~ Deep cracks run diagonally across the surface of the quarry stone walls, rendering many of the delicate drawings and hieroglyphics illegible. In fact, out of twelve hieroglyphic panels, nine have been shattered completely, leaving only the third, tenth, and twelfth panel at all legible. ~ A l lo loo look~ third~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the third step be written for all time to witness, so that one day it shall come to pass: @R 'So, one must destroy Her statue first in order to get Her blessings.' @n [These hieroglyphics appear in red.] ~ ! 0 0 0 A l lo loo look~ tenth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the tenth step be written for all time to witness, so that one day it shall come to pass: 'Finally, Her advisor and best loved sister must be defeated, for it is She who was lured in by Setmos' promises of power and servitude. She is the one who convinced the others to turn against her sister. She holds the loyalty of the other three demigods and should any still survive before the Advisor is defeated, they shall swiftly come to her aid. Her essences must then be sacrificed upon her own altar.' ~ ! 0 0 0 A l lo loo look~ twelfth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the twelfth step be written for all time to witness, so that one day it shall come to pass: 'Finally, should Her blessings still be with you, the Goddess shall arise out of the well of souls, with her powers restored.' ~ ! 0 0 0 A translate~ third~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the third step be written for all time to witness, so that one day it shall come to pass: @R 'So, one must destroy Her statue first in order to get Her blessings.' @n [These hieroglyphics appear in red.] ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ tenth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the tenth step be written for all time to witness, so that one day it shall come to pass: 'Finally, Her advisor and best loved sister must be defeated, for it is She who was lured in by Setmos' promises of power and servitude. She is the one who convinced the others to turn against her sister. She holds the loyalty of the other three demigods and should any still survive before the Advisor is defeated, they shall swiftly come to her aid. Her essences must then be sacrificed upon her own altar.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ twelfth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the twelfth step be written for all time to witness, so that one day it shall come to pass: 'Finally, should Her blessings still be with you, the Goddess shall arise out of the well of souls, with her powers restored.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1519 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48229 Lopsided Chamber~ It appears as if some great earthquake has assaulted this rectangular chamber, whose height decreases slightly from west to east. The room is drastically slanted, with its southwest corner dipping down. Thus, it is also very difficult to maintain your balance in here. Although the pale, orange quarry stone walls are covered with rows of hieroglyphics, many of the enigmatic depictions have been rendered unreadable by wide cracks that run down and over them like a series rampaging river tributaries. The floor and ceiling are made of hard-packed sand, which shows no signs of giving way. Rough and seemingly makeshift passages branch off from the room, to other oddly-constructed chambers to the north, west, and east. ~ *CF ~ 301465600 0 5 0 D0 ~ ~ 0 -1 48228 10 10 5 D1 ~ ~ 0 -1 48231 10 10 5 D3 ~ ~ 0 -1 48230 10 10 5 E walls quarry stone~ The interior walls of this chamber are build from chiseled blocks of pale, orange quarry stone. The sides have been hand smoothed and set into place with an eye to precision rivaled by none. Each block of stone is about five feet long and three feet high and must weigh in excess of five thousand pounds. ~ E ceiling floor hard-pack sand ~ The ceiling and floor of this chamber are made of hard-packed tan sand, and not quarry stone. Judging from the cracks running along the stonework of them both, it seems apparent that at one time, this chamber had a stone ceiling and floor in place of the sand. Someone has gone to a lot of trouble to reconstruct this chamber after whatever natural disaster is suffered. ~ E corner~ A lot of sand and flecks of stone have collected in a pile in the corner, where it dips downward sharply. Most of the pieces of stone lodged in the corner appear to be from the walls, where fissures have destroyed the wall surfaces. ~ E hieroglyphics enigmatic depictions~ From birds, to lizards, serpents to scarabs, all manner of creatures and designs decorate the remaining two hieroglyphic panels which adorn the walls of the chamber. All the other stone chiseled panels have been destroyed as cracks and fissures have descended down through their surfaces. This leaves only the fourth and seventh panel of hieroglyphics at all legible. ~ A l lo loo look~ fourth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the fourth step be written for all time to witness, so that one day it shall come to pass: 'Then, you must find and defeat the four who betrayed the Goddess. But the four who participated in Her usurpation cannot truly be defeated lest essences of their former glory be present and sacrificed within moments of their defeat.' ~ ! 0 0 0 A l lo loo look~ seventh~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the seventh step be written for all time to witness, so that one day it shall come to pass: 'The demigod of strength and muscle but be defeated first. His powers are the weakest. Without his strength, the other three are weakened considerably. His essences must then be sacrificed upon his own altar.' ~ ! 0 0 0 A translate~ fourth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the fourth step be written for all time to witness, so that one day it shall come to pass: 'Then, you must find and defeat the four who betrayed the Goddess. But the four who participated in Her usurpation cannot truly be defeated lest essences of their former glory be present and sacrificed within moments of their defeat.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ seventh~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the seventh step be written for all time to witness, so that one day it shall come to pass: 'The demigod of strength and muscle but be defeated first. His powers are the weakest. Without his strength, the other three are weakened considerably. His essences must then be sacrificed upon his own altar.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1519 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48230 Broken Chamber~ It looks as though this rectangular chamber, which narrows slightly from west to east, at one time was part of the obelisk's mid-section. The west wall is nothing but a sheer barrier of broken orange quarry stone while the edges of the east wall are jagged and sharp, as though it has been snapped apart from another part of the obelisk. The ceiling, walls, and floor give credence to this notion for they are covered with neat little rows of carefully penned hieroglyphics. This in itself is not unusual. But the fact that the rows run horizontal and not vertical indicates that they, and the entire chamber, are lying on their side. ~ *CF ~ 301465600 0 5 0 D1 ~ ~ 0 -1 48229 10 10 5 E 1 west~ Judging from the amount of debris clogging the west passage, a significant portion of the broken obelisk must lie in that direction. There are no gaps in the debris and no hope of getting past it. ~ E 1 east~ The edges of the eastern passageway are rough and jagged. It seems as though a section of the obelisk which once connected to this chamber was suddenly and brutally ripped away, leaving but sections of quarry stone intact. Hastily done patchwork has been utilized to patch the stone into a new chamber. ~ E ceiling floor panels hieroglyphics ~ The ceiling, floor, and the north and south walls of this chamber are covered with horizontal panels of hieroglyphs. For the most part, the hieroglyphics are a crumbled mess, with cracks running down the middle of most of them. However, a few hieroglyphic panels, the first and sixth one, are entirely whole. ~ A l lo loo look~ first~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the first step be written for all time to witness, so that one day it shall come to pass: 'One must first commune with the Goddess and establish a link to Her, so that She might bestow upon one Her Blessing. Be mindful that the pyramid and grove require Her blessing to enter. Should it come to pass that you should ever bring harm against the Goddess, Her blessing shall be revoked.' ~ ! 0 0 0 A l lo loo look~ sixth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the sixth step be written for all time to witness, so that one day it shall come to pass: 'Each of Her betrayers, Her demigod siblings, can only be summoned by shattering a heartstone of onyx on their altars, once their High Priest has been defeated.' ~ ! 0 0 0 A translate~ first~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the first step be written for all time to witness, so that one day it shall come to pass: 'One must first commune with the Goddess and establish a link to Her, so that She might bestow upon one Her Blessing. Be mindful that the pyramid and grove require Her blessing to enter. Should it come to pass that you should ever bring harm against the Goddess, Her blessing shall be revoked.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portio of the hieroglyphics. ~ ! 0 0 0 A translate~ sixth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the sixth step be written for all time to witness, so that one day it shall come to pass: 'Each of Her betrayers, Her demigod siblings, can only be summoned by shattering a heartstone of onyx on their altars, once their High Priest has been defeated.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1548 9 1509949490 3 0 1548 9 1509949490 3 0 1524 9 1509949490 3 0 2942 17 1509949540 -2 0 -1 S #48231 Lopsided Chamber~ Like the chamber to the west, this one has a ceiling and floor formed from hard-packed sand. It also looks like part of the chamber, the northwest part, is sinking like a rock cast into quicksand. The rectangular chamber tapers slightly from west to east, being the narrowest down towards the east side. Though hieroglyphics grace most of the surface walls, the ones along the east, are special. Rather than being applied to the pale, orange quarry stone walls with pigments, these have been sculpted into the walls. And unlike any other wall in this chamber, it is hewn, not from coarse quarry rock, but from a single piece of rose quartz, which has been polished until it gleams. ~ *CF ~ 301465600 0 5 0 D3 ~ ~ 0 -1 48229 10 10 5 E 1 east rose quartz~ To the east stands a wall made of pure rose quartz, a very rare shade of mineral. Etched into the surface of the mineral are panels of hieroglyphics which have remained completely intact through the ages and through an apparent earthquake, if the cracks and fissures riddling the walls are any indication. ~ E hieroglyphics~ Twelve panels of hieroglyphics adorn the walls of this chamber. For the most part, deep fissures and stone fractures have streamed down through the quarry stone, ripping the hieroglyphics away from the walls, along with the stone. Only two panels of hieroglyphics remain even partly intact: the eleventh and eighth ones. Both are etched into a wall of pure rose quartz. ~ E ceiling floor~ The ceiling and floor of this chamber are constructed from hard-packed sand. Incidentally, it is obvious that this was not the original layout or design of the structure. Instead, it looks as if the ceiling and floor have been makeshifted together, just to make this chamber habitable. ~ A l lo loo look~ eleventh~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm an begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eleventh step be written for all time to witness, so that one day it shall come to pass: 'Proof of each demigods defeat must then be tossed into the Well of Souls, where they shall temporarily release the Vile One's hold upon the Goddess.' ~ ! 0 0 0 A l lo loo look~ eighth~ if( has_obj( 1549, ch ) ){ obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj ); act_notchar( #rctrans, ch, obj ); wait( 1 ); act_tochar( #trans1, ch, obj ); } else act_tochar( #desc, ch ); ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctrans~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E desc~ The hieroglyphics are much too complex to understand. ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eighth step be written for all time to witness, so that one day it shall come to pass: @R 'First to fall must be his ally and consort, the deity of technology. If this comes to pass in this order, chaos shall ensue and the deities shall bring aid to one another. Her essences must then be sacrificed upon her own altar.' @n [These hieroglyphics appear in red.] ~ ! 0 0 0 A translate~ eleventh~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eleventh step be written for all time to witness, so that one day it shall come to pass: 'Proof of each demigods defeat must then be tossed into the Well of Souls, where they shall temporarily release the Vile One's hold upon the Goddess.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 A translate~ eighth~ if( !has_obj( 1549, ch ) ) { if( !has_obj( 1548, ch ) ) { act_tochar( #notrans, ch ); act_notchar( #rnotrans, ch ); end; } else { obj = has_obj( 1548, ch ); act_notchar( #rtmess, ch, obj ); act_tochar( #trans1, ch, obj ); } } else { obj = has_obj( 1549, ch ); act_tochar( #ctrans, ch, obj, mob ); act_notchar( #rctran, ch, obj, mob ); wait( 2 ); act_tochar( #trans1, ch, obj, mob ); } ~ E trans1~ With the aid of $p, you are finally able to fully understand the hieroglyphics here. They read: As proclaimed by the Goddess in Her last moments, there is a twelve-fold path which must be walked in order to restore unto Her Her powers and essence, so that She might once again guide the People. So, let the eighth step be written for all time to witness, so that one day it shall come to pass: 'First to fall must be his ally and consort, the deity of technology. If this comes to pass in this order, chaos shall ensue and the deities shall bring aid to one another. Her essences must then be sacrificed upon her own altar.' ~ E ctrans~ For a moment, $p becomes warm and begins to glow as you examine the hieroglyphics. ~ E rctran~ Momentarily, $p in $n's possession glows as $e examines a section of hieroglyphics. ~ E rtmess~ $n's brow furrows in thought as $e tries to translate a section of hieroglyphics using $p as a guide. ~ E notrans~ The hieroglyphics are much too complex to understand. ~ E rnotrans~ $n's frowns with frustration as $e finishes examining a portion of the hieroglyphics. ~ ! 0 0 0 1519 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48232 Rocky Cave~ The floor of this small cave is littered with broken stone and rocks. Though roughly round in shape, the ceiling of the cave tapers and bends into a rectangle. Water beads on the cool, limestone walls and a soft breeze flows through the cave. The mouth of the cave lies to the east while to the west the cave extends deeper into the canyon wall. ~ *CF ~ 301465600 11 4 0 D1 boulder~ boulder~ 235 -1 48033 10 10 5 D3 ~ ~ 0 -1 48233 10 10 5 E cave mouth~ The mouth of the cave is a bit jagged around the edges but smooth along the top and bottom. From here, you can see a boulder blocking part of the cave's mouth. ~ A mov move pus push rol roll~ roc rock bou boul bould boulde boulder~ if( !is_open( room, east ) ) { act_tochar( #moves, ch ); act_notchar( #rmoves, ch ); open( room, east ); end; } else { act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, east ); } ~ E moves~ With little effort, you move an average-sized boulder aside, revealing the desert beyond. ~ E rmoves~ $n moves a medium-sized boulder to the side, revealing the desert outside ~ E moveback~ With relative ease, you move an average-sized boulder into the mouth of the cave, sealing it. ~ E rmoveback~ With little effort, $n rolls a boulder in front of the small cave. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48233 Den of Sand Snakes~ Though covered with sand, you cannot make out any tracks along the floor. A flurry of s-shaped patterns are the only things you can see. Moisture rolls down the limestone walls of this small cavern in rivulets to collect in inch-deep pools in a number of locations. Bits of shredded fibers or skin lie strewn about the cavern. The cavern extends to the east. ~ ~ 301465600 11 4 0 D1 ~ ~ 0 -1 48232 10 10 5 E shredded fibers skin~ The shredded fibers lying about the sandy floor are grey in color and have patterns running along them. The surface of each piece is scaly and rough to the touch, leading you to believe they are fragments of shed skin. ~ E pools inch-deep~ Though several shallow pools of water have formed in basins of limestone along the floor, none look clear or clean enough to drink from. Their waters are murky and possessed of many sediments. ~ A ~ sand ground fibers shredded skins~ if( rflag( reset2, room ) ) if( random( 1, 8 ) == 1 ) { remove_rflag( reset2, room ); act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_room( oload( 2292 ), room ); } else { remove_rflag( reset2, room ); act_tochar( #nothing, ch ); } else act_tochar( #nothing, ch ); ~ E nothing~ You find nothing but shredded pieces of molted skin on the ground. ~ E find~ You find an intact serpent skin beneath some of the molted pieces. ~ E rfind~ $n uncovers something beneath some of the shredded bits of skin and fibers. ~ ! 9 0 0 1388 17 1509949540 -2 14 1537 9 1509949540 3 0 1537 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48234 Underground Lair~ A vast underground cavern with polished walls of limestone surrounds you. At one time, there must have been stalactites projecting from the ceiling, but they have been sheared off by some force. The floor of the cavern is covered with a loose sifting of sand. Every now and again, a trickle of sand falls from cracks in the ceiling. Extending to the south, the cavern opens up into an extremely tall but narrow cavern. ~ ~ 301465608 11 5 0 D2 ~ ~ 0 -1 48235 10 10 5 D4 ~ ~ 235 -1 48041 10 10 5 E walls limestone polished~ The limestone walls here have been carefully polished until they almost gleam they are so smooth. In rare circumstances, erosion by wind and sand can duplicate the polishing affects seen here. But there is neither enough sand nor even a breeze flowing through this chamber. Thus, someone has went to great length to smooth out this cavern. ~ E ceiling stalactites~ At one time, five stalactites, each about four feet in diameter, projected down from the ceiling though the cavern. One by one, they have been removed and their bases ground down, until very little remains of their presence. ~ E cracks~ Most of the cracks are little more than two or three inch fissures that cascade through the ceiling rock like miniature rivers and waterfalls. However, there is one crack in the ceiling that looks quite large. Currently, a packing of hard sand is blocking the passage through the wider fissure. ~ E sifting sand~ Particles of sand sift through the cracks in the ceiling of the chamber, drifting down until they come to rest on the floor of the cavern. Most of the sand is tan in color. All manner of tracks and foot prints have been made along the sandy bottom of the cavern, all of which look as far from humanoid as possible. ~ A clear clean dig excavate~ fissure sand hard-packed~ if( !is_open( find_room( 48234 ), up ) ) { act_tochar( #clears, ch ); act_notchar( #rclears, ch ); open( find_room( 48234 ), up ); } else act_tochar( #already, ch ); ~ E clears~ Jumping up and down, you manage to clear the fissure of rocks and sand, revealing the desert above. ~ E rclears~ After much jumping about, $n manages to clear the fissure in the ceiling of rocks and debris. ~ E already~ The fissure in the ceiling has already been cleared and the way to the desert above opened. ~ ! 0 0 0 A l lo loo look~ fissures~ if( !is_open( find_room( 48234 ), up ) ) act_tochar( #open, ch ); else act_tochar( #notopen, ch ); ~ E notopen~ Through the fissure in the ceiling, you can see the desert above. ~ E open~ A fairly long and wide fissure runs through the ceiling. However, an abundance of rock and sand fills the fissure. ~ ! 0 0 0 A u up~ ~ act_tochar( #climb, ch ); ~ E climb~ The ceiling is too high to reach. You must find some other way out or try climbing. ~ ! 0 0 0 A climb~ up ceiling hand holds walls~ if( is_open( room, up ) ) if( !can_fly( ch ) ) if( find_skill( ch, climb ) > random( 1, 10 ) ) { act_tochar( #climbs, ch ); act_notchar( #rclimbs, ch ); transfer( ch, find_room( 48041 ) ); } else { act_tochar( #trouble, ch ); act_notchar( #cant, ch ); } else { act_tochar( #floatup, ch ); act_notchar( #rfloatup, ch ); transfer( ch, find_room( 48041 ) ); } else act_tochar( #notclear, ch ); ~ E climbs~ Using the natural hand holds, you climb out of the cavern, through a fissure in the ceiling. ~ E rclimbs~ $n climbs up a set of natural hand holds, disappearing out the fissure in the ceiling. ~ E trouble~ Try as you might, you are not as adept at climbing as you thought. ~ E floatup~ With ease, you float up through the fissure. ~ E rfloatup~ $n floats up through the fissure in the ceiling. ~ E notclear~ You cannot make your way through the fissure. Rocks and sand block it. ~ E cant~ $n falls down as $e tries climbing up. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48235 Extremely Tall Cavern~ Like a hall in some grand palace, a greatly elevated cavern extends to the east. The walls of the cavern, here, are of green limestone and have been polished to a perfect sheen. Aside from a few deep, gouging marks along the walls and floor, there is nothing remarkable about the lofty cavern, except a tunnel opening into a southern chamber. A foul smell emanates from that direction. ~ *CF ~ 301465600 11 7 0 D0 ~ ~ 0 -1 48234 10 10 5 D1 ~ ~ 0 -1 48236 10 10 5 D2 ~ ~ 0 -1 48237 10 10 5 E gouge gouging claw marks~ If you didn't know better, you would think some cat had been using the walls as a scratching post. Deep gouges have been cut into the stone, some of which are a foot long and several inches in depth. Of course, for scratches of this magnitude, the cat would need be about three times the size of a horse. ~ E 1 south tunnel opening~ A tall and wide tunnel leads to the south, into another cavern. From it, you smell the scent of rotten meat and scorched flesh. Not usually a good sign. ~ E polished walls green limestone~ Polished until they are smoother than a swindler's tongue, the walls of the cavern have been painstakingly hand buffed. You can see no particular reason for this attention to detail, other than it makes the walls nearly as reflective as mirrors. ~ 1529 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48236 Extremely Tall Cavern~ A grandiose chamber of limestone runs east to west beneath the sands of the Naraki Desert. Like a hallway in a fairy tale castle, the ceiling is vaulted and sparkles due to its well-polished surface. The ground, which is also composed of pale green limestone, bears a similar smooth finish. An acrid, sulfurous odor issues forth from a southern side passage. ~ *CF ~ 301465600 11 7 0 D1 ~ ~ 0 -1 48239 10 10 5 D2 ~ ~ 0 -1 48238 10 10 5 D3 ~ ~ 0 -1 48235 10 10 5 E ceiling~ Cut and polished beams of limestone arc upwards, supporting the vaulted ceiling which rises high above. A giant could walk through these corridors without a thought to height restrictions. The ceiling itself has also been hand buffed. Not a single inch of roughness remains along the pale green stone's surface. All that the ceiling lacks is a crystal chandelier to be worthy of a king's palace. ~ E walls ground floor~ Like the vaulted ceiling above, the ground and walls of the chamber, both of which are composed of pale green limestone, have been polished to perfection. One interesting thing about both, though, are that there are no cracks or fissures in either. It is as though these caverns have been worked over by a great artisan or a skilled stone mason. At the base of the northern wall, where floor meets wall, there is an etched message. ~ A l lo loo look read~ message~ if( find_skill( ch, slisp ) > 6 ) act_tochar( #message, ch ); else act_tochar( #nomessage, ch ); ~ E message~ The etched message, obviously written in a dialect of slisp, says: " Beware the ways of the master. All it not as it seems. " ~ E nomessage~ As you gaze down upon the etched message, you cannot read it. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48237 Foul Smelling Den~ The first thing you notice as you step into this average-sized cavern is the horrendous stench of not only of death but of rotting meat. And sure enough, discarded here and there, in several piles, are half-eaten and some totally untouched carcasses. In the southwest corner of the lava flow cavern, there are veins of obsidian running down through the walls. Two tunnels formed by the passage of molten rock branch off from the sides of the cavern. One tunnel leads northward and the other leads eastward. Both are roughly the same size and are perfectly circular in shape. The tunnel to the east, though, has deeper interior ridges. ~ *CF ~ 301465600 11 7 0 D0 ~ ~ 0 -1 48235 10 10 5 D1 ~ ~ 0 -1 48238 10 10 5 E obsidian~ Veins of obsidian, a rare, volcanic glass, run through the walls of this chamber, in a most unusual fashion. Most of the obsidian is black in color, which is the most common shade of the mineral. But a few of the smaller veins are of green obsidian, which is thought to be much harder than the rest. With the right equipment, you could probably extract a piece of the volcanic rock. ~ E carcasses half-eaten ~ Without pattern or reason, half-eaten corpses of every size and shape lie scattered about the room. A few lizards here. A couple of humans there. Even a gnome are among the ranks of the mauled and mostly devoured corpses. Only one carcass lies completely untouched. It is a bloated corpse of a brown hatchling dragon. ~ E rusty iron chain remains~ Bolted to the floor lie the twisted remains of a length of iron chain. The iron is thoroughly rusted, a mark of its age, and stretched. Apparently, the chain had been used to imprison the hatchling brown dragon. Before dying, it seems the dragon won its freedom. ~ E bloated corpse brown hatchling dragon~ The brown hatchling dragon has been dead just long enough for its interior to decompose and create a build up of gases within the creature, bloating it. Its eyes are a milky-grey color and its scaly, particularly those around its neck, are shredded thin. Seemingly, this baby dragon was captured or lured here and subsequently died. It looks as though no attempt has been made to eat the bloated carcass. Which is just as well. One swift kick would probably explode the little thing into a gory mess anyway. Next to the bloated corpse, there are the rusty remains of an iron chain. ~ A kic kick~ bloated hatchling corpse brown dragon~ if( rflag( reset0, room ) ) { act_tochar( #kick, ch ); act_notchar( #rkicks, ch ); wait( 1 ); act_room( #explodes, ch ); remove_rflag( reset0, room ); loop( all_in_room ) { poison( rch ); } } else act_tochar( #notwise, ch ); ~ E kick~ You give the bloated corpse a good, solid kick with your foot. ~ E rkicks~ $n gives the bloated corpse a good, solid kick. ~ E explodes~ The bloated corpse explodes in a gory mess as the gases within the decaying body are released! Bits of flesh and organs cover you. ~ E notwise~ It probably wouldn't be a very good idea to kick the corpse again. ~ ! 0 0 0 A mine excavate take get~ volcanic glass obsidian~ if( has_obj( 2589, ch ) ) { act_tochar( #not, ch ); end; } i = random( 1, 12 ); if( rflag( reset1, room ) ) if( has_obj( 1632, ch ) ) if( i < 3 ) { act_tochar( #mine, ch ); act_notchar( #rmine, ch ); obj_to_char( oload( 2137 ), ch ); remove_rflag( reset1, room ); } else if( i == 5 ) { act_tochar( #mine2, ch ); act_notchar( #rmine2, ch ); obj_to_char( oload( 2137 ), ch ); obj_to_char( oload( 2138 ), ch ); remove_rflag( reset1, room ); } else { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); remove_rflag( reset1, room ); } else act_tochar( #needtool, ch ); else act_tochar( #minedout, ch ); ~ E mine~ With your trusty pickaxe, you dig at the vein of obsidian until at last you knock out a chunk of the black volcanic rock. ~ E rmine~ With $s trusty pickaxe, $n digs at the vein of obsidian until at last $e knocks out a chunk of the black volcanic rock. ~ E mine2~ With your trusty pickaxe, you dig at the vein of obsidian until at last you knock out both a chunk of the black volcanic rock and a chunk of rare, green obsidian. ~ E rmine2~ With $s trusty pickaxe, $n digs at the vein of obsidian until at last $e knocks out two chunks of the volcanic rock. ~ E minedout~ The veins of obsidian look completely played out. ~ E needtool~ You do not have the proper tool with which to dig. Try a pickaxe. ~ E nothing~ As you dig and dig, you find no pieces of obsidian worth keeping. Just flakes. ~ E rnothing~ $n mines for obsidian for awhile, but gives up. ~ E not~ That pickaxe is much too small to dig here with. ~ ! 0 0 0 2942 17 1509949540 -2 0 -1 S #48238 Hot Springs~ The smell of sulfur rises up to assail your nostrils as you enter this large, rectangular cavern. Unlike the rest of this underground series of small caverns linked together by connecting tunnels, this cavern is of natural limestone and has not witnessed the passage of lava descending through and over its surfaces. Along the back of the cavern, steam rises up off a spring of water, which is obviously fed from a deep, more underground source and somehow brought to a boil through some hidden, geothermal event. The gurgling waters of the spring reek of sulfur. From this cavern, there lies a den of sorts to the west and the beginnings of an extremely lofty chamber to the north. ~ *CF *Reset to acid once oprogs work. ~ 301465600 11 7 0 D0 ~ ~ 0 -1 48236 10 10 5 D3 ~ ~ 0 -1 48237 10 10 5 E spring water~ A hot spring gurgles and gushes towards the back of the chamber. Though clear, the spring's waters are a rich, yellow color and smells of rotten eggs. Perhaps it wouldn't be such a good idea to drink from the pool, given its color and the amount of steam rising off the top of it. Mineral deposits encircle the edges of the spring. ~ E sulfur rim chunks~ Large chunks of the mineral lie along the outer rim of the hot spring. Perhaps you can get close enough to take a piece. ~ E edges ridges~ The edges of the spring are lined with deposits of a bright yellow mineral. You suspect that the mineral has something to do with the acrid stench assailing the chamber. Chunks of the mineral lie loosely around its outer rim. ~ A get take~ sulfur yellow powder sediment~ i = random( 1, 10 ); if( rflag( reset0, room ) ) if( i == 10 ) { act_tochar( #gets, ch ); act_notchar( #rgets, ch ); obj_to_char( oload( 1269 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #tooclose, ch ); remove_rflag( reset0, room ); } else act_tochar( #tooclose, ch ); ~ E gets~ From the edge of the hot spring, you retrieve a bit of sulfur. ~ E rgets~ $n retrieves a bit of yellow powder from the edge of the hot spring. ~ E tooclose~ The only sulfur you see lies far too close to the hot spring to grab. ~ ! 0 0 0 A ~ ~ loop( all_in_room ) { if( !has_obj( 2014, rch ) ) { act_tochar( #choke, rch ); i = 2d6; inflict( rch, mob, i, "asphyxiation" ); } else if( random( 1, 4 ) > 2 ) { act_tochar( #lucky, rch ); act_notchar( #cloth, rch ); } } ~ E choke~ You choke and gag on the sulfuric vapors rising from the hot spring. ~ E lucky~ With the strip of gauze firmly pressed against your mouth, you avoid the toxic fumes rises up off the hot spring. ~ E cloth~ $n places a strip of gauze over $s face. ~ ! 2 3000 0 1529 9 1509949540 3 0 2942 17 1509949540 -2 0 2989 17 1509949540 -2 31 -1 S #48239 Extremely Large Cavern~ Five tree-sized stalactites project down from the ceiling of the cavern. Five equally as large stalagmites rise up from the floor to meet the limestone formations, point to point. In the middle of the limestone cavern, at the center of the pentagon formed by the stalactites and stalagmites, there is a natural, bowl-like depression. Piles of dried, desert grass have been placed in the depression, to create a nest of sorts. The cavern extends to the north. ~ [Loxus] Shrieking, [BUG] runs for safety! ~ 301465608 11 7 0 D0 ~ ~ 0 -1 48240 10 10 5 D3 ~ ~ 0 -1 48236 10 10 5 E stalactites~ Bright while limestone, a welcome change from the ordinary green stone that composes most of the caverns, here, protrudes from the ceiling in the form of five large stalactites. Each stalactites tapers to a needle-sharp point as it barely touches the tip of a corresponding stalagmite. ~ E stalagmites~ Formed from milky-white limestone, these five dripstone pillars stand about twenty feet high. Like the teeth of a giant desert wyrm, these stalagmites spiral and twist as they ascend and taper into fine points. ~ E cavern 1 north~ To the north, you can just see past the connecting tunnel and into the cavern beyond. And what you see is, at the very least, quite disturbing. Keeping in mind your view is limited by distance, you think that the entire cavern to the north is filled, from floor to ceiling, with bones. ~ E bones~ It is possible that your eye sight is playing tricks on you, but from what you can see, nothing but bones and skeletons lie to the north. ~ E piles desert grass nest~ Situated at the center of the pentagon formed by the milky white drip stones is a nest of grass. Bunches of green and brown desert grass have been gathered and piled in the center of the chamber, to form a nest. ~ A ~ nest grasses desert~ i = random( 1, 20 ); act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); if( num_in_room( room ) < 9 ) { if( rflag( reset0, room ) ) if( i == 1 ) { act_tochar( #find1, ch ); act_notchar( #rfind1, ch ); obj_to_room( oload( 89 ), room ); remove_rflag( reset0, room ); end; } else if( i < 6 ) { act_tochar( #find2, ch ); act_notchar( #rfind2, ch ); obj_to_room( oload( 70 ), room ); remove_rflag( reset0, room ); } else if( i < 10 ) { act_tochar( #findh1, ch ); act_notchar( #rfindh1, ch ); mob = mload( 1493, room ); remove_rflag( reset0, room ); } else if( i < 15 ) { act_tochar( #findh2, ch ); act_notchar( #rfindh2, ch ); mob = mload( 1493, room ); mob = mload( 1493, room ); remove_rflag( reset0, room ); } else if( i == 20 ) { act_tochar( #findh3, ch ); act_notchar( #rfindh3, ch ); mob = mload( 1493, room ); mob = mload( 1493, room ); mob = mload( 1493, room ); remove_rflag( reset0, room ); } else { act_tochar( #empty, ch ); remove_rflag( reset0, room ); } else act_tochar( #already, ch ); } else { act_tochar( #empty, ch ); remove_rflag( reset0, room ); } ~ E already~ The grass within the nest of grass has been heavily disturbed, suggesting that someone or something has already searched through it. ~ E empty~ After much searching, you find nothing within the nest of grass. ~ E find1~ After much searching, you discover a mithril ring lying in the nest of grass! ~ E rfind1~ $n finds a ring of some type in the grass nest! ~ E find2~ Though a bit rusty, you find an iron ring in the nest of desert grass. ~ E rfind2~ $n finds a ring of some type in the grass nest! ~ E findh1~ As you dig through the nest, you find a very angry and frightened yellow dragon hatchling. ~ E rfindh1~ $n draws back $s hand as a very angry and frightened yellow dragon hatchling jumps out of the nest. ~ E findh2~ As you dig through the nest, you find two very angry and frightened dragon hatchlings. ~ E rfindh2~ $n draws back $s hand as two very angry and frightened yellow dragon hatchlings jumps out of the nest. ~ E findh3~ As you dig through the nest, you find three very angry and frightened yellow dragon hatchlings. ~ E rfindh3~ $n draws back $s hand as three very angry and frightened yellow dragon hatchlings jumps out of the nest. ~ E search~ Reaching into the nest of grass, you begin searching through it, blade by blade. ~ E rsearch~ $n reaches into the nest of grass, looking for something. ~ ! 9 0 0 1528 9 1509949540 3 0 1493 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48240 Bone Littered Cavern~ Never before have you seen such a gross display of discarded life. Not even in a cemetery or mausoleum could there be more bones. Stacked and piled and accumulated and heaped all over the lava-shaped cavern, in short, tall, crooked and swaying masses are hundreds of thousands of bones. It is difficult to pick out their origins, there are so many. The most unusual thing about this chamber of bone is that you see no skulls whatsoever in the chamber. Two lava flow tubes lead out of the chamber: one to the east and one to the south. ~ ~ 301465600 11 7 0 D2 ~ ~ 0 -1 48239 10 10 5 D3 ~ ~ 0 -1 48242 10 10 5 E stacks~ Stacked as carefully and in the fashion of building a log cabin, there are several pillars of nothing but femurs, which rise nearly to the ceiling. The femurs vary in size and length, as though they belong to more than one species. ~ E piles~ Some cracked, some broken, some melted?, countless vertebrae lies in neat yet chaotically strewn piles throughout the cavern chamber. Most of the vertebrae are about the size of human vertebrae but some are big enough to have come from a dragon. ~ E heaps~ In several heaps along the floor of the cavern, there are masses of hand and feet bones. Most of which are not in the least fully intact. Both the flesh and in some cases the marrow has been stripped off or out of the slender bones. ~ E accumulations~ Gathered in large accumulations about the chambers are masses of rib cages. Each rib cage has either been cracked or bashed in, scorched or shattered. Most look to have been roughly humanoid, at least in size, at one time. ~ E lava flow tubes~ Formed by the passage of lava or another source of great heat, two melted tunnels lead out of the chamber to the east and to the south. ~ A ~ heap hand feet~ i = random( 1, 10 ); if( rflag( reset0, find_room( 48240 ) ) ) if( is_player( ch ) ) if( i == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); act_tochar( #finds, ch ); act_notchar( #rfinds, ch ); obj_to_char( oload( 975 ), ch ); remove_rflag( reset0, find_room( 48240 ) ); end; } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #notplayer, ch ); end; } else { act_tochar( #already, ch ); end; } wait( 2 ); act_tochar( #nothing, ch ); remove_rflag( reset0, find_room( 48240 ) ); ~ E search~ Being careful not to knock over the heap of bones, you begin searching through them. ~ E rsearch~ $n begins searching through the heap of bones. ~ E finds~ Remarkably, among the bones you find something! ~ E rfinds~ $n lets loose a little squeal of joy as $e finds something in the heap of bones. ~ E notplayer~ You refuse to search through the heap of bones. What if it fell on you? ~ E nothing~ After much searching, you find nothing in the heap of bones worth keeping. ~ E already~ The heap of bones lies all over the place. It would seem someone else has already searched through it. ~ ! 9 0 0 A ~ rib cages accumulations~ i = random( 1, 15 ); if( rflag( reset1, find_room( 48240 ) ) ) if( is_player( ch ) ) if( i == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); act_tochar( #finds, ch ); act_notchar( #rfinds, ch ); obj_to_char( oload( 1063 ), ch ); remove_rflag( reset1, find_room( 48240 ) ); end; } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #notplayer, ch ); end; } else { act_tochar( #already, ch ); end; } wait( 2 ); act_tochar( #nothing, ch ); remove_rflag( reset1, find_room( 48240 ) ); ~ E search~ Being careful not to knock over the accumulation of bones, you begin searching through them. ~ E rsearch~ $n begins searching through the accumulation of bones. ~ E finds~ Remarkably, among the bones you find something! ~ E rfinds~ $n lets loose a little squeal of joy as $e finds something in the accumulation of bones. ~ E notplayer~ You refuse to search through the accumulation of bones. What if it fell on you? ~ E nothing~ After much searching, you find nothing in the accumulation of bones worth keeping. ~ E already~ The accumulation of bones lies all over the place. It would seem someone else has already searched through it. ~ ! 9 0 0 A ~ vertebrae piles~ i = random( 1, 15 ); if( rflag( reset2, find_room( 48240 ) ) ) if( is_player( ch ) ) if( i == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); act_tochar( #finds, ch ); act_notchar( #rfinds, ch ); obj_to_char( oload( 706 ), ch ); remove_rflag( reset2, find_room( 48240 ) ); end; } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #notplayer, ch ); end; } else { act_tochar( #already, ch ); end; } wait( 2 ); act_tochar( #nothing, ch ); remove_rflag( reset2, find_room( 48240 ) ); ~ E search~ Being careful not to knock over the pile of bones, you begin searching through them. ~ E rsearch~ $n begins searching through the pile of bones. ~ E finds~ Remarkably, among the bones you find something! ~ E rfinds~ $n lets loose a little squeal of joy as $e finds something in the pile of bones. ~ E notplayer~ You refuse to search through the pile of bones. What if it fell on you? ~ E nothing~ After much searching, you find nothing in the pile of bones worth keeping. ~ E already~ The pile of bones lies all over the place. It would seem someone else has already searched through it. ~ ! 9 0 0 A ~ stacks femurs~ i = random( 1, 10 ); if( rflag( reset2, find_room( 48006 ) ) ) if( is_player( ch ) ) if( i == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); wait( 2 ); act_tochar( #finds, ch ); act_notchar( #rfinds, ch ); obj_to_char( oload( 641 ), ch ); remove_rflag( reset2, find_room( 48006 ) ); end; } else { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); } else { act_tochar( #notplayer, ch ); end; } else { act_tochar( #already, ch ); end; } wait( 2 ); act_tochar( #nothing, ch ); ~ E search~ Being careful not to knock over the stack of bones, you begin searching through them. ~ E rsearch~ $n begins searching through the stack of bones. ~ E finds~ Remarkably, among the bones you find something! ~ E rfinds~ $n lets loose a little squeal of joy as $e finds something in the stack of bones. ~ E notplayer~ You refuse to search through the stack of bones. What if it fell on you? ~ E nothing~ After much searching, you find nothing in the stack of bones worth keeping. ~ E already~ The stack of bones lies all over the place. It would seem someone else has already searched through it. ~ ! 9 0 0 1529 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48241 Twisting Canyon Littered with Sand~ The walls of this sandstone canyon loom more than a hundred feet above your head, belittling your presence. Undulating like an ocean's wave, the canyon curves and shifts so that it is possible to see where it opens onto a rough, uneven road to the northeast, its main course lies along a twisting path to the west and east. The road in unreachable from here, because of the way the canyon curves. Piles of light brown, almost tan-colored sand litters the floor of the twisting canyon. The sand serves as a preamble for what lies westward it seems, for in that direction, sand appears to cover the entire canyon bottom. ~ [Lantol] i think "The road in unreachable from here," should be 'is', not 'in'. [Malayne] 4th line: The road in unreachable Should be: The road is unreachable ~ 301465600 0 8 0 D1 ~ ~ 0 -1 48248 10 10 5 D3 ~ ~ 0 -1 48188 10 10 5 E light brown tan-colored sand~ The tan-colored sand which covers the floor of this twisting canyon is extremely fine and smooth, even for sand. Small dunes of sand little more than ankle deep lie scattered about. ~ E canyon twisting walls~ To the north and south loom two walls of sandstone which twist about on an east-west course. These canyon walls seem to serve as natural barriers, keeping the sand within trapped. The sandstone walls are much too steep to climb. ~ E 1 west~ As the canyon continues onward to the west, it becomes increasing filled with sand. The temperature in the area is also noticeably more hot. ~ E 1 northeast uneven road rough~ Due to the canyon's twisting and turning, you can see a rough, uneven road which stands to the northeast. A few pieces of vegetation grow alongside the road, giving it a green look. ~ A ~ ~ acode( find_room( 48248 ), 1 ); ~ ! 1 0 10 1540 9 1509949540 3 0 2693 17 1509949460 -2 0 2942 17 1509949540 -2 0 -1 S #48242 Lair of the Yellow Dragon~ Unlike the other parts of the cavern, this room is rectangular in shape. The walls meet the ceiling and floor in crisp, right angles and are constructed from polished grey marble and not limestone. Inset into the walls are triangular niches, filled top to bottom with skulls of every shape, size, and origin. Towards the back of the chamber, against the western wall, is a throne fashioned completely of bone. A tunnel leads out of the east into another cavern chamber. ~ [Taryn] I can look at the throne here, but I can't sit on it or any such thing. [Ssleestaq] why does the burst of flame from throne do physical damage. [Lansharra] don't you think it'd be cool to skin the master? :P ~ 301465608 11 7 0 D1 ~ ~ 0 -1 48240 10 10 5 E triangular niches~ Carved into the marble walls of this cavern are four feet tall triangular niches. As the niches circle the walls, they alternate their orientations between their top point being down or up. Skulls, stacked together without thought to species, fill each niche from bottom to top. At once, you are reminded of a great trophy room, where hunter might display his or her greatest kills. ~ E skulls~ Inside each triangular niche are a variety of skulls. Among all of them, you can recognize numerous human, gnomen, elven, serpentmen, dwarven, and halfling skulls. To a lesser degree, you spot much larger skulls of a more reptilian nature filling the inset alcoves. ~ E bone throne~ The focus of the chamber appears to be this throne. Fashioned from femurs, tibias, and the skulls of many creatures, most of which you cannot place or name, the throne stands out as a macabre display towards the irreverence of life. The back of the throne curves outward and up and is capped with the horned skull of a dragon. Each of the throne's arms has an actual arm in its construction, with a clawed hand to the left and a human hand to the right. Only the seat of the throne differs in composition. Brown hide with a scaly texture has been strung taut across it. ~ E walls marble~ Hewn from giant slabs of grey marble, the walls themselves present quite a mystery. Not only are they not what you would expect at the heart of a series of cavern, but they also look well polished and smoothed, as though great care has been taken to construct this chamber. Carved into the walls are triangular niches. ~ A ~ throne bones finger~ j = 1d4; if( is_player( ch ) ) if( !rflag( reset0, room ) ) if( rflag( reset1, room ) ) if( random( 1, 5 ) == 1 ) if( j == 1 ) { act_tochar( #roll, ch ); act_notchar( #rroll, ch ); obj_to_room( oload( 1015 ), room ); remove_rflag( reset1, room ); } else if( j == 2 ) { act_tochar( #getfinger, ch ); act_notchar( #rgetfinger, ch ); obj_to_char( oload( 2151 ), ch ); remove_rflag( reset1, room ); } else { act_tochar( #nothing, ch ); remove_rflag( reset1, room ); } else act_tochar( #nothing, ch ); else act_tochar( #already, ch ); else { act_tochar( #setsoff, ch ); act_notchar( #rsetsoff, ch ); i = 5d20+10; dam_message( ch, i, "An enormous gout of flame" ); inflict( ch, mob, i, "being incinerated by a horrendous gout of flame" ); remove_rflag( reset1, room ); } else act_tochar( #notplayer, ch ); ~ E getfinger~ During the course of your search, you accidentally break off a skeletal finger from the arm of the throne. ~ E rgetfinger~ $n searches the throne thoroughly. ~ E setsoff~ As you search the throne, you hear a faint *click* and a burst of flame issues forth from the eyes of the great dragon skull mounted on the throne. ~ E rsetsoff~ As $n searches the throne, you hear a faint *click* and a burst of flame issues forth from the eyes of the great dragon skull mounted on the throne. ~ E already~ It looks as though anything of value or interest on the throne has already been taken. ~ E notplayer~ Some basic, primal instinct tells you to leave the throne alone. ~ E nothing~ You find nothing hidden in the throne. ~ E roll~ As you search the throne, something rolls out from under it. ~ E rroll~ As $n searches the throne, something rolls out from under it. ~ ! 9 0 0 A untrap~ throne silk strand trap~ i = random( 1, 6 ); if( rflag( reset0, room ) ) if( find_skill( ch, untrap ) > 3 ) if( i == 6 ) { act_tochar( #untraps, ch ); act_notchar( #runtraps, ch ); remove_rflag( reset0, room ); end; } else { act_tochar( #tries, ch ); act_notchar( #rtries, ch ); } else { act_tochar( #notenough, ch ); act_notchar( #rtries, ch ); } else { act_tochar( #already, ch ); end; } wait( 1 ); act_room( #gouts, ch ); j = 5d20+10; dam_message( ch, j, "An enormous gout of flame" ); inflict( ch, mob, j, "being incinerated by a horrendous gout of flame"); ~ E gouts~ You hear a faint *click* and suddenly, gouts of flame shoot directly out of the eyes of the dragon skull mounted to the back of the throne. ~ E untraps~ With precision and skill, you deftly deactivate the fire tap on the throne by cutting a strand of spider silk leading from the arm of the throne to the dragon skull. ~ E runtraps~ You hear a faint *click* as $n successfully disarms a trap on the ~ E tries~ You try to cut the trigger mechanism on the trap, a strand of spider silk, but instead you end up setting off the trap! ~ E rtries~ You hear a faint *click* as $n accidentally sets off a trap on the throne. ~ E already~ The fire tap on the throne has already been deactivated. ~ E notenough~ Though the trap looks too complex for you to disarm, you try anyway. Soon, you hear a faint *click* as you ineptly spring the trap. ~ ! 0 0 0 A inspect~ throne bone~ if( random( 1, 4 ) == 1 ) if( find_skill( ch, inspect ) > 2 ) act_tochar( #finds, ch ); else act_tochar( #nofind, ch ); else act_tochar( #nofind, ch ); ~ E finds~ You find a fire trap on the throne. A strand of spider silk leads up from one of the throne's arms to the base of the dragon skull mounted to the back of the throne. ~ E nofind~ There does not seem to be a trap on the throne. ~ ! 0 0 0 1527 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48243 Beneath a Spot in the Castle's Wall~ Below the wall of one of the sand castles is a small limestone cavern which stretches back to the south. While the hole in the cavern ceiling looks fresh and recent, there is no doubt that this cavern is very old. The floor, which can be seen beneath patches of covering sand, has been scraped smoothed from constant passage and the upper walls, near the opening, have eroded to fine, rounded edges. Up above, you can see some of the foundation stones protruding down through the cavern's ceiling. ~ *CF ~ 301465608 11 5 0 D2 ~ ~ 0 -1 48244 10 10 5 D4 spot beneath the castle's wall~ spot beneath castle's wall~ 235 -1 48165 10 10 5 E foundation stones ceiling~ The foundations stones sticking down through the ceiling of this chamber are some of the resin-coated blocks of sand that the crabmen use for building their castles. These particular blocks are long and thin, indicating that they are projections from the castle wall. Just by the precarious way some of the blocks hang out, you seriously doubt the crabmen know of this place. ~ E floor~ Beneath patches of loose sand, you catch details of the smooth, limestone floor. It seems as though constant traffic and rubbing has brought the floor to its current polish. The only disturbing thing about the floor, though, is that there are deep scratches and the occasional marking that looks like a puncture. ~ E blocks~ If you watch your step, the blocks are placed in such a manner as to climb up them, up towards the surface, through the hole. ~ A l lo loo look~ hole~ if( is_open( find_room( 48243 ), up ) ) act_tochar( #open, ch ); else act_tochar( #notopen, ch ); ~ E open~ Up towards the ceiling, at the edge of a few of the foundation sandstone blocks, you can see the beginnings of a passage up and out of this cavern chamber. Along the west wall are sandstone block protrusions, which might help facilitate the climb upwards. ~ E notopen~ Up towards the ceiling, at the edge of a few of the foundation sandstone blocks, you can see the beginnings of a passage up and out of this cavern chamber. Along the west wall are protruding blocks of cut sandstone. The fissure in the ceiling, if you could only reach it, is clogged with rock and sand. ~ ! 0 0 0 A climb~ sandstone blocks wall up~ if( is_open( room, up ) ) if( !can_fly( ch ) ) if( find_skill( ch, climb ) > 2 ) { act_tochar( #climbs, ch ); act_notchar( #rclimbs, ch ); transfer( ch, find_room( 48165 ) ); } else act_tochar( #trouble, ch ); else { act_tochar( #floatup, ch ); act_notchar( #rfloatup, ch ); transfer( ch, find_room( 48165 ) ); } else act_tochar( #notclear, ch ); ~ E climbs~ Using the sandstone blocks in the wall, you easily climb up and out of the cavern. ~ E rclimbs~ $n climbs up the side of cavern wall, using the sand stone protrusions in the walls. Within moments, $e disappears out of the fissure in the ceiling. ~ E floatup~ With ease you float upwards, out of the cavern. ~ E rfloatup~ $n floats up and out of the fissure to the desert above. ~ E notclear~ You cannot make your way out. Rocks and sand block the fissure in the ceiling. ~ E trouble~ Even with the hand holds to help your ascent, you find that, much to your chagrin, that you just are not a strong enough climber to escape out the hole. ~ ! 0 0 0 A u up~ ~ acode( find_room( 48234 ), 3 ); ~ ! 0 0 0 A unclog clean clear dig~ rock sand up fissure~ if( !is_open( find_room( 48243 ), up ) ) { act_tochar( #clears, ch ); act_notchar( #rclears, ch ); open( find_room( 48243 ), up ); } else act_tochar( #already, ch ); ~ E clears~ With great effort and much bouncing, you manage to clear the rocks and sand out of the fissure in the ceiling. ~ E rclears~ $n toils hard and eventually clears enough rock and sand out of the crack in the ceiling to make it wide enough to pass through. ~ E already~ The crevice in the ceiling has already been cleared out. ~ ! 0 0 0 2365 17 1509949449 -2 0 2942 17 1509949540 -2 0 -1 S #48244 Scorpions' Lair~ Little more than twenty feet wide and deep, the small, green limestone cavern is plain and drab. No exotic formations of rock creep up from the ground nor descend from the ceiling. The walls are coarse and the floor is covered with a thin layer of sand which has no doubt drifted in from the desert above. The discarded remnants of many a meal lie around this cavernous chamber, tossed into the corners of the room. Near one such macabre display stands a pool of crystal-clear water. Reeds of some green plant grow around the back edge of the water, opposite the cavern's only entrance. ~ *CF [Lansharra] drink water doesn't work? only drink pool? ~ 301465600 11 5 0 D0 ~ ~ 0 -1 48243 10 10 5 E reeds plant~ Along the edges of the shore grows a variety of aquatic sedge. The tall, bamboo-like plant has thin, leafy shoots jutting out from the water. Each shoot is segmented and has a strong, musky scent. ~ E pool water~ The crystal-clear waters of the pool look to be the only pure thing within the entire cavern. Remarkable, all the discarded bones have managed not to find their way into the pool and thus it has been kept from contamination. ~ E bones corpses meal discarded remnants floor~ You heave a sigh of relief as you note that not a single body amidst the piles of discarded corpses is fully humanoid. In fact, a majority of the corpses appear to be those of crabmen and fish. ~ 2152 17 1509949540 -2 0 1513 17 1509949540 -2 0 2365 17 1509949449 -2 0 1526 9 1509949540 3 0 1526 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48245 Under the Pool~ The waters under the pool are dark and murky. Bits of flesh and bone whisk past you, drawn on strong, whirling currents. You can see little in the water that is still alive. A heavy sense of impending doom weighs heavily upon your shoulders. ~ ~ 301465600 7 9 0 D4 door~ ~ 163 -1 48004 10 10 5 1808 9 1509949540 3 0 2206 9 1509949540 3 0 2204 9 1509949540 3 0 2256 9 1509949540 3 0 -1 S #48248 Twisting Canyon~ The walls of this canyon are made of sandstone and look increasingly unstable the higher they rise. A few rocks balance precariously atop its edges and look as though they might fall at any second. Overall, the canyon walls loom more than a hundred feet above your head. The beginning of a rough, uneven road bordered by greenery lies to the north while to the west the rock canyon continues like a corridor through a mausoleum. Very little vegetation grows in the hard ground. ~ [Ssleestaq] you could trigger yelling to landslides :) ~ 301465600 10 9 0 D0 ~ ~ 0 -1 48093 10 10 5 D3 ~ ~ 0 -1 48241 10 10 5 E few rocks~ Balanced precariously along the top edges of the canyon are several sandstone rocks. Though they vary in size, very few look ready to fall. Unfortunately, the ones that seem most ready are fairly large. A good gust of wind or a loud shout is liable to trigger an avalanche. ~ E canyon walls~ Made of tan-colored sandstone, the walls of the twisting canyon curve around, so it continues onward to the west and ends to the north, at the end of Greened Way. The canyon walls are pitted and worn, but appear much too steep to climb. ~ E 1 west~ As the canyon walls twist and turn to the west, the land caught between becomes covered with sand. Whether the sand has worn off from the sandstone walls or if it is naturally occurring is uncertain. ~ E road rough uneven 1 north~ To the north lies part of a road. The road looks extremely rough and uneven, due, in fact, to the irregular terrain. A lone pine tree grows by the road to the north, near some hearty brown-green bushes. ~ A ~ ~ wait( 2 ); if( is_player( ch ) ) if( random( 1, 10 ) == 1 ) { act_room( #tumble, ch ); i = 3d5+5; dam_message( ch, i, "A falling rock" ); inflict( ch, mob, i, "an avalanche of rocks" ); } else continue; else continue; ~ E tumble~ @RA few large, sandstone rocks begin tumbling down in an avalanche! ~ ! 1 0 9 1543 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #48249 Gigantic Chamber~ The shaly, sedimentary rock walls of this massive cavern bulge in several places, where the moisture rolling down off the ceiling has caused the stone to literally dissolve and reform. Also, stone waves run through nearly every surface imaginable. From ceiling to floor, tiny undulations course through the limestone cavern, like gentle ripples in a pond. From the ceiling hangs an assortment of needle-thin stalactites, whose grip seems so precarious that the slightest noise might send them crashing down upon your head. To the west, you can see a pair of stalactites and stalagmites framing the entrance to a side cavern and to the south, the cavern narrows to but a single tunnel. ~ *CF ~ 301465604 11 9 0 D2 ~ ~ 0 -1 48220 10 10 5 D3 ~ ~ 0 -1 48222 10 10 5 E bulges~ Much as it appears at first glance, moisture rolling in from above has eroded the walls in some places, but not others, creating a bulging affect. Like a warped plank of wood, each bulge looks very unstable. ~ E ripples undulations~ The tiny ripples coursing all throughout the cavern walls are yet another formation caused by water erosion. Here, where water has encountered veins of rock other than limestone embedded in the walls, rippled have been 'etched' into the surfaces of the cavern. ~ E needle-like stalactites stalagmites 1 west~ The two pairs of dripstone columns which frame the cavern mouth to the west are quite ordinary looking and about the same size as a modest tree trunk. The smaller, thinner stalactites hanging from the ceiling up above, though, are cause for more concern. Not only are they as thin as needles, but many of them look extremely loose. One false move could bring them all down about your head. ~ A ~ ~ if( num_in_room( find_room( 48249 ) ) < 8 ) if( random( 1, 5 ) > 3 ) if( rflag( reset0, room ) ) { ch = rand_player( room ); act_tochar( #theyfall, ch ); act_notchar( #rthey, ch ); i = 4d6+10; mload( 1494, room ); mob_in_room( 1494, find_room( 48249 ) ); dam_message( ch, i, "The needle-sharp piercer" ); inflict( ch, mob, i, "a piercer" ); } else act_room( #something, ch ); ~ E theyfall~ A mass of something dark falls from the ceiling of the cavern, directly on you! ~ E something~ You detect, out of the corner of your eye, something moving along the ceiling. ~ E rthey~ Something sharp falls from the ceiling on top of $n! ~ ! 2 3000 0 A ~ ~ if( mob_in_room( 1494, find_room( 48249 ) ) ) if( random( 1, 5 ) > 3 ) { act_room( #crawls, ch ); mob = mob_in_room( 1494, room ); junk_mob( mob ); } else { mob = mob_in_room( 1494, room ); attack( mob, victim, 3d2+1, "rough bite" ); } else continue; ~ E crawls~ The crawling piercer scurries up the wall, out of reach. ~ ! 2 3000 0 A ~ ~ if( mob_in_room( 1494, find_room( 48249 ) ) ) if( random( 1, 5 ) > 3 ) { act_room( #crawls, ch ); mob = mob_in_room( 1494, room ); junk_mob( mob ); } else { mob = mob_in_room( 1494, room ); attack( mob, ch, 3d2+1, "rough bite" ); } else continue; ~ E crawls~ A crawling piercer makes its way up the wall. ~ ! 0 0 0 1171 9 1509949540 3 0 2942 17 1509949540 -2 0 -1 S #0