tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Voaleth Palace~
Merior~
Voaleth Palace~

50 0
0
#ROOMS

#50250
Palace Courtyard~
To the north lies a wide, dark tunnel and the city of Voaleth; the palace

courtyard stretches out in all other directions.  The courtyard is paved

with red bricks; surprising in this rocky cavern.  There is no plant life

around here, or anything else to brighten the atmosphere; though several

life-like statues are placed in the corners of the courtyard.

~
~
301465605 1 6 0
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~
~
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D1
~
~
0 -1 50252 10 10 5
D2
~
~
0 -1 50254 10 10 5
D3
~
~
0 -1 50251 10 10 5
E
statue~
The statues are too far away to examine them from here.

~
E
red brick~
Hundreds of small red bricks have been layed flat along the rocky surface

of the cavern floor.  Above-ground, bricks on a patio or veranda are

quite common; less so when the ground is hard and flat.

~
-1
S

#50251
Palace Courtyard~
The northwest corner of the palace courtyard is only dimly lit, and shows

little signs of use.  A thin layer of dust coats the bricks, making them

appear to be pink, rather then the dark red found elsewhere in this area.

~
~
301465605 1 9 0
D1
~
~
0 -1 50250 10 10 5
D2
~
~
0 -1 50255 10 10 5
E
dust brick~
Fine white dust covers the bricks here.  There is no obvious source for

the dust other then perhaps lack of traffic in this portion of the

courtyard.

~
A
move touch search~
dust brick~
act_tochar( #nope, ch );

act_notchar( #move, ch );

~
E
nope~
You stir up a bit of dust, causing it to tickle your nose.

~
E
move~
You see $n touch the bricks, and stir up the dust.

~
!
0 0 0
1235 9 1509949540 3 0
-1
S

#50252
Palace Courtyard~
The bricks in this corner of the palace courtyard are stained with large

spots of some dark red-brown matter.  The black cavern walls here are

pitted, and have long, thin scratches much like those a sword would make. 

The courtyard spreads out to the west and south, leading away from the

black enclosing walls.

~
~
301465605 1 9 0
D2
~
~
0 -1 50253 10 10 5
D3
~
~
0 -1 50250 10 10 5
E
brick matter red-brown~
Large dark splotches stain the bricks in this area.  The color is very

similar to that of blood.

~
E
walls scratches~
The state of the walls in this area indicates that some heavy battles

have occurred here.  Pits and scratches like those made of axes and heavy

swords abound.

~
1240 9 1509949540 3 0
-1
S

#50253
Palace Courtyard~
The southeast corner of the palace courtyard is dominated by a large

sconce built into the intersection of the east and south walls.  The

light plays games with your shadow, making it appear first larger, and

smaller than it really is.

~
~
301465605 1 9 0
D0
~
~
0 -1 50252 10 10 5
D3
~
~
0 -1 50254 10 10 5
E
sconce~
A large sconce made of brass is firmly attached to the walls of the

cavern that surround the palace courtyard.

~
1239 9 1509949540 3 0
-1
S

#50254
Palace Courtyard~
You find yourself in the southern portion of the palace courtyard.  The

brick paving is rutted here, showing signs of heavy use.  Far to the

north stand the gates of the fortress city; a narrow passage to the south

marks the entry into the palace proper.

~
~
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~
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~
~
0 -1 50253 10 10 5
D2
~
~
0 -1 50256 10 10 5
D3
~
~
0 -1 50255 10 10 5
-1
S

#50255
Palace Courtyard~
The dark black walls of the cavern to your west and south seem to absorb

all the light from the area, making it difficult to see.  The brick

pavement is uneven, making movement tricky and slow.  The courtyard

stretches out to your north and east.

~
~
301465605 1 9 0
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~
~
0 -1 50251 10 10 5
D1
~
~
0 -1 50254 10 10 5
1237 9 1509949540 3 0
-1
S

#50256
Palace Gateway~
The slate of the cavern forms a high arch above your head, and delineates

the separation of the palace from its courtyard.  To the north spreads

the palace courtyard, a large open area covered with red bricks.  To the

south is a small guardpost, providing a resting spot for those checking

visitors in and out of the palace.

~
~
301465613 1 9 0
D0
~
~
0 -1 50254 10 10 5
D2
~
~
0 -1 50257 10 10 5
E
arch~
The dark arch has been carved into the rock of the cavern.  It is about

20 feet high, and the polished rock glistens in the light.

~
A
~
~
act_tochar( #enter, ch );

act_notchar( #enter2, ch );

transfer( ch, find_room( 50257 ) );

act_notchar( #arrives, ch );

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
fear~
The way south looks just too intimidating.  You just can't bring yourself

to enter.

~
E
enter~
You slowly move south.

~
E
enter2~
You see $n gulp, and head south.

~
E
arrives~
$n appears, looking just a little bit uncertain.

~
!
3 0 4
-1
S

#50257
Palace Checkpoint~
The remnants of a large filigreed gate stand to the sides of the palace

entrance, this small barrier is by live guards.  To the south you can

just glimpse the splendor of the palace; to the north is the formal

entrance and the open courtyard.  This checkpoint is more reminiscent of

a military outpost then of a royal residence.

~
~
301465613 1 6 0
D0
~
~
0 -1 50256 10 10 5
D2
~
~
128 -1 50260 10 10 5
A
~
~
if( mob_in_room( 1241, room ) ) 

  act_tochar( #stop, ch );

else

  continue;

~
E
stop~
The guard will not let you pass without giving today's password.

~
!
3 0 4
1241 9 1509949540 3 0
-1
S

#50258
Receiving Room~
A large room designed to provide a place for visitors to wait to see

palace dignitaries stretches from here westward.  The walls in this

portion of the room contain several large portraits of the ancient royal

family, there is no furniture in this part of the room; though you can

see some benches to the west.

~
~
301465605 1 5 0
D1
~
~
0 -1 50260 10 10 5
D3
~
~
0 -1 50267 10 10 5
E
picture portrait~
Several large portraits portray members of the ancient royal family of

Voaleth.  The largest portrait of all shows a large ogre dressed in

heavily brocaded purple robes.  The others displayed are also ogres, one

more ornately dressed then the next.

~
-1
S

#50259
Cloak Room~
This small room serves as a place for guests to hang up their cloaks and

other articles of outer clothing.  Many hooks have been hammered into the

oak walls, providing hangers for close to one hundred visitors.  A small

door to the east provides entry into another room.

~
~
301465605 1 5 0
D1
small door~
~
131 -1 50263 10 10 5
D2
~
~
0 -1 50262 10 10 5
D3
~
~
0 -1 50260 10 10 5
A
hang~
hook coat cloak~
if( rflag( reset0, room ) ) {

  act_tochar( #hang, ch );

  if( !mob_in_room( 1295, room ) ) {

    mob = mload( 1295, room );

    remove_rflag( reset0, room );

    }

  act_tochar( #yell, ch );

  act_notchar( #nohang, ch );

  mob = mob_in_room( 1295, room );

victim = ch;

  attack_weapon( mob, victim, 5d8+15, "swift jab" );

  }

else

  act_tochar( #nope, ch );

~
E
hang~
You start to hang your belongings on a hook.

~
E
yell~
@RA maid suddenly rushes out, accusing you of not being an invited

guest!@n 

~
E
nohang~
@RA maid rushes out, and accuses $n of not being an invited guest!@n

~
E
nope~
You cannot hang anything on the hook.

~
!
0 0 0
1258 9 1509949540 3 0
-1
S

#50260
Palace Entrance~
The splendor of the royal palace spreads out before you.  A grand hallway

runs south, lit with blazing sconces.  To the north is the checkpoint

where guards examine their visitor's credentials.  To the east and west

are large, sparsely furnished rooms.

~
~
301465605 1 5 0
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~
~
128 -1 50257 10 10 5
D1
~
~
0 -1 50259 10 10 5
D2
~
~
0 -1 50261 10 10 5
D3
~
~
0 -1 50258 10 10 5
1251 9 1509949540 3 0
-1
S

#50261
Palace Hall~
This wide hall stretches south into the rest of the palace, or north

towards its exit.  To the east and west are open doorways leading to

richly carpeted rooms.  The walls are bare of decorations, although bare

spots indicate areas where something once hung. 

~
[Staer] opens the what to the north

~
301465605 1 5 0
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~
~
0 -1 50260 10 10 5
D1
~
~
0 -1 50262 10 10 5
D2
~
~
0 -1 50268 10 10 5
D3
~
~
0 -1 50265 10 10 5
E
spots bare~
Rectangular spots are placed evenly on the walls, marking where pictures

of some sort once hung.

~
-1
S

#50262
Music Room~
This room has been used as a place to play various musical instruments. 

Small chairs and music stands are scattered about the carpeted floor, and

a large painting on the wall depicts the notes of the musical scale. 

There is no sign of actual instruments in here, however, nor any

indication where they may have gone.

~
~
301465605 1 5 0
D0
~
~
0 -1 50259 10 10 5
D1
~
~
0 -1 50264 10 10 5
D3
~
~
0 -1 50261 10 10 5
E
painting~
The painting shows the notes of the musical scale.  

~
E
music stand~
Half a dozen small chairs are placed behind music stands in perfect

position for a small ensemble to perform.

~
1824 17 1509949540 -2 0
1824 17 1509949540 -2 0
-1
S

#50263
Sitting Room~
This small room is comfortably furnished with several couches and end

tables.  A large torchiere stands in the northeast corner, providing much

light.  A fireplace has been built into the southern wall, and wood lies

unlit in the fireplace.  A small door separates this room from one to the

west; a larger one leads south.

~
~
301465605 1 5 0
D2
wooden door~
~
131 -1 50264 10 10 5
D3
small door~
~
131 -1 50259 10 10 5
E
fireplace~
A small fireplace covered with dark green tiles has been built into the

southern all of the room.  Several logs are laid on the grate, ready for

lighting.

~
E
torchiere~
This tall fixture holds a large candelabra which sheds light over the

entire room.

~
E
couch table~
Two long couches and one smaller one are placed in a semi-circle facing

the fireplace.  In addition, small end tables are placed between them,

providing a spot to place cups and other items.

~
A
touch move search~
fireplace~
if( rflag( reset0, room ) ) {

  if( !mob_in_room( 1295, room ) ) {

    mob = mload( 1295, room );

    remove_rflag( reset0, room );

    }

  act_room( #maid, ch );

  mob = mob_in_room( 1295, room );

victim = ch;

  attack_weapon( mob, victim, 5d8+15, "swift jab" );

  }

else

  continue;

~
E
maid~
@Y@bA maid comes rushing into the room and yells about making a mess!@n

~
!
0 0 0
A
light~
fire wood~
act_tochar( #nope, ch );

act_notchar( #try, ch );

~
E
nope~
The wood seems to be covered with something that prevents it from being

lit.

~
E
try~
You see $n try to light the fire, then stand up in frowning.

~
!
0 0 0
A
climb~
fireplace chimney flue~
act_tochar( #up, ch );

transfer( ch, find_room( 50295 ) );

~
E
up~
You carefully enter the flue and climb up.

~
!
0 0 0
1295 9 1509949540 3 0
-1
S

#50264
Trophy Room~
The walls of this room are covered with war trophies.  The eastern wall

contains shields of many different knights, representing vanquished foe

from around the land.  The northern wall contains many types of weapons,

all well-affixed to the plaster.  To the south, the wall is covered with

treasures from many foreign lands, including packets of faerie dust and

other magical artifacts.  The final wall displays the most grizzly of

artifacts: heads and scalps from humanoids found throughout the land.

~
~
301465605 1 5 0
D0
wooden door~
~
131 -1 50263 10 10 5
D3
~
~
0 -1 50262 10 10 5
E
north weapon~
This wall is covered with a wide range of weapons, from a basic stone

dagger to a highly ornate broadsword.  All the weapons are in immaculate

condition, and seem to be firmly attached to the walls.

~
E
south treasure~
Many unusual items are displayed on the south wall.  Large golden goblets

hang near tiny silver rings, and gems of all sizes and colors are grouped

together.

~
E
east shield~
Over fifty shields are closely packed together and completely cover the

eastern wall.  Each one has a different heraldic emblem on it; the most

famous of them come from the House of the Starkadders.

~
E
west artifacts heads scalps~
The western wall has heads which can be recognized to be from all the

races known in the world.  Orcs and trolls are mixed with elves and

centaurs, closer in death then they ever were in life.  Scalps and other

less-recognizable body parts also hang from this wall.

~
A
get take touch~
weapon shield treasure head~
act_tochar( #nope, ch );

act_notchar( #noget, ch );

~
E
nope~
You aren't able to remove anything from the walls in this room.

~
E
noget~
You see $n try to remove something from the wall, but they are

unsuccessful.

~
!
0 0 0
1251 9 1509949540 3 0
-1
S

#50265
Rooms of State~
This huge room spreads out far to the west.  The furnishings are quite

fabulous, delicately carved chairs placed near small mahagony tables. 

Far to the west end of the room, you can just see one enormous chair that

sits upon a raised dais.

~
~
301465605 1 5 0
D1
~
~
0 -1 50261 10 10 5
D3
~
~
0 -1 50266 10 10 5
E
chair~
Half a dozen fine chairs made of fine wood are place around the room. 

Burgundy silk covers the seats, while the backs are plain and hard.

~
E
mahagony table~
These small tables are made of fine mahagony.  Their dark wood is highly

polished.

~
1700 17 1509949540 -2 0
-1
S

#50266
Rooms of State~
The western portion of this large room contains a raised dais almost

completely filled with an enormous throne.  Small chairs and tables are

sprinkled about the eastern side of the room, providing an area for the

common folks to sit.

~
~
301465605 1 5 0
D0
~
~
0 -1 50267 10 10 5
D1
~
~
0 -1 50265 10 10 5
E
dais~
The dais is about four feet high, and has a single step leading to it

placed approximately half way up.  It is covered with a black silk

carpet, and provides a resting place for an enormous throne.

~
A
sit~
throne~
if( rflag( reset0, room ) ) {

  act_tochar( #sit, ch );

  if( !mob_in_room( 1251, room ) ) {

    mob = mload( 1251, room );

    remove_rflag( reset0, room );

    }

  act_tochar( #yell, ch );

  act_notchar( #nosit, ch );

  mob = mob_in_room( 1251, room );

  victim = ch;

  attack_weapon( mob, victim, 5d8+15, "swift jab" );

  }

else

  continue;

~
E
sit~
As you start to try out the throne, a @gpalace footman@n comes rushing out!

~
E
yell~
@GThe footman yells at you, and attacks!@n

~
E
nosit~
You see a palace footman enter, and yell at $n to get away from the

throne!

~
E
nope~
You start to sit on the throne, then reconsider your actions and stop.

~
!
0 0 0
1736 17 1509949540 -2 0
1563 9 1509949540 3 0
-1
S

#50267
Receiving Room~
The western side of this large receiving room is decorated by large

tapestries.  A few small, hard benches are placed near the walls for

weary petitioners to rest upon.  The hard oak floors show signs of heavy

use over the years; although a fine layer of dust on the furniture

indicates that few pass this way any more.

~
~
301465605 1 5 0
D1
~
~
0 -1 50258 10 10 5
D2
~
~
0 -1 50266 10 10 5
E
tapestry~
The tapestries depict battle scenes of an underground battle.  The action

seems to take place in a large palace, with many ogre guards engaged in

heavy battle against a varied group of warriors.  Slender figures in

shimmering dark capes seem to be watching the battle, and small goblins

hover near them, as if ready to pass on their orders.

~
A
sit~
bench down~
if( rflag( reset0, room ) ) {

  act_tochar( #sit, ch );

  if( !mob_in_room( 1251, room ) ) {

    mob = mload( 1251, room );

    remove_rflag( reset0, room );

    }

  act_tochar( #yell, ch );

  act_notchar( #nosit, ch );

  mob = mob_in_room( 1251, room );

  victim = ch;

  attack_weapon( mob, victim, 5d8+15, "swift jab" );

  }

else

  continue;

~
E
sit~
As you start to sit down, a @Gpalace servant@n suddenly rushes out to

prevent you!@n 

~
E
yell~
@RThe servant shrieks madly, and rushes to protect the furniture!@n

~
E
nope~
You start to sit down, then find yourself unable to disturb the furniture.

~
E
nosit~
You see $n start to sit on the bench, then jump up as the servent enters.

~
!
0 0 0
1251 9 1509949540 3 0
1145 17 1509949540 -2 0
-1
S

#50268
Palace Hall~
This wide hall stretches south into the rest of the palace, or north

towards its exit.  To the east and west are open doorways leading to

richly carpeted areas.  Far to the south you can see what appears to be

the end of the hallway.

~
~
301465605 1 5 0
D0
~
~
0 -1 50261 10 10 5
D1
~
~
0 -1 50272 10 10 5
D2
~
~
0 -1 50276 10 10 5
D3
~
~
0 -1 50269 10 10 5
1563 9 1509949540 3 0
-1
S

#50269
Palace Dining Room~
A large dark mahagony table dominates the room, with at least thirty

straight chairs placed around it.  A large sideboard hugs the southern

wall, with dozens of serving platters standing ready for service.

~
[Merior] messing with sideboard action

~
301465605 1 5 0
D1
~
~
0 -1 50268 10 10 5
D3
~
~
0 -1 50270 10 10 5
E
table chair~
A large table, made out of a giant piece of the finest mahogany dominates

this room.  Over two dozen chairs of the same dark wood have been placed

about the table.  The chairs are straight and without any sort of

padding; it would be quite uncomfortable to sit on them for very long.

~
E
sideboard platter~
A mahagony sideboard, of the same wood as the table and chairs, stands

against the southern wall of this room.  A dozen large silver serving

trays cover its surface; all are empty now awaiting preparation for a

feast.

~
1251 137 1509949540 3 0
1824 17 1509949540 -2 0
1824 17 1509949540 -2 0
-1
S

#50270
Palace Kitchen~
This large room hosts half a dozen tables laden with all kinds of food. 

A huge fireplace dominates the northern wall, providing space for at

least two dozen rotisseries.  The southern wall of the room is lined with

cabinets and shelves, all filled with provisions.  A small door leads off

to the west.

~
~
301465605 1 5 0
D1
~
~
0 -1 50269 10 10 5
D3
conservatory door~
~
131 -1 50271 10 10 5
E
cabinet shelves shelf~
The entire southern wall is filled with wooden cabinets and shelves.  The

cabinets are painted a bright blue, and the shelves a pale green.  You

can see various foodstuffs on the shelves.

~
A
get take~
provisions food~
act_tochar( #nope, ch );

~
E
nope~
You cannot get any of the provisions.

~
!
0 0 0
1294 9 1509949540 3 0
1302 9 1509949540 3 0
-1
S

#50271
Palace Herb Garden~
The walls of the cavern seem to glow from some strange, artificial light

as they provide a healthy environment for the herbs used by the palace

chef and his staff.  Savory smells of herbs waft through the air, making

it difficult to realize that you are far underground.

~
~
301465605 1 5 0
D1
conservatory door~
~
131 -1 50270 10 10 5
E
herbs~
Many types of herbs grow in this pleasant nook, providing a handy source

for flavoring meals.

~
E
wall light~
The smooth stone walls of the cavern are covered with a pale layer of

luminscent moss.  This plant provides light for the herbs growing in the

garden.

~
A
pick get take~
herb plant thyme sprig~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 1, 5 ) == 1 ) {

    act_tochar( #pick, ch );

    room = find_room( 50270 );

    if( mob_in_room( 1294, room ) ) {

      open( room, east );

      mob = mob_in_room( 1294, room );

      transfer( mob, find_room( 50271 ) );

      act_tochar( #yell, ch );

      act_notchar( #nopick, ch );

      mob = mob_in_room( 1294, room );

      victim = ch;

      attack_weapon( mob, victim, 5d8+15, "swift jab" );

      }

    }

  else

    act_tochar( #get, ch );

  act_notchar( #gets, ch );

  obj_to_char( oload( 755 ), ch );

  }

else

  act_tochar( #nope, ch );

~
E
nopick~
@bThe chef comes running out to stop $n from picking his herbs!@n

~
E
pick~
You bend down to pick some herbs.

~
E
yell~
@bThe chef suddenly appears, rushing to protect his precious

ingredients!@n 

~
E
nope~
There are no remaining herbs.

~
E
get~
You stoop and pick some herbs.

~
E
gets~
You see $n stoop and quickly grab a bunch of herbs.

~
!
0 0 0
-1
S

#50272
Palace Ballroom~
The grand ballroom is the largest room in the entire palace.  Large

crystal chandeliers hang from high ceilings, each having room for

hundreds of candles.  The hard wood floor is polished a smooth, polished

brown, and light reflects off of its sparkling finish.

~
~
301465605 1 5 0
D1
~
~
0 -1 50273 10 10 5
D2
~
~
0 -1 50275 10 10 5
D3
~
~
0 -1 50268 10 10 5
E
crystal chandelier~
Over a dozen huge chandeliers hang from the ceiling in this massive room. 

Each one has holders for hundreds of candles.  The crystal reflects just

the little bit of light currently in the room; if they all were lit, the

room would be brighter than the brightest day.

~
-1
S

#50273
Palace Ballroom~
The northeast corner of the grand ballroom is the only portion of the

room to contain any furniture for the dancers to rest their weary bones. 

Several dozen small, straight chairs are lined neatly against the wall,

waiting patiently for wallflowers.

~
~
301465605 1 5 0
D2
~
~
0 -1 50274 10 10 5
D3
~
~
0 -1 50272 10 10 5
E
chair~
These chairs are small, straight, and quite hard.  They do not look very

comfortable at all.

~
1824 17 1509949540 -2 0
1824 17 1509949540 -2 0
-1
S

#50274
Palace Ballroom~
This corner of the ballroom contains a small raised platform probably

intended to provide a place for the musicians to perform.  The platform

is made of a different wood of a much lower quality, probably because of

the lower traffic in this area.

~
~
301465605 1 5 0
D0
~
~
0 -1 50273 10 10 5
D3
~
~
0 -1 50275 10 10 5
E
platform~
The platform, made of plain pine, is large enough for about a dozen

trolls to stand on.  However, it does not appear to be strong enough to

hold that much weight.

~
1298 9 1509949540 3 0
1298 137 1509949540 3 0
-1
S

#50275
Palace Ballroom~
To the west is a large archway leading to the palace hallway; the grand

ballroom spreads out in all other other directions.  The highly polished

hardwood floor shows definite scratches as if spurs or other sharp

objects had been dragged across it.

~
old guest reset

~
301465605 1 5 0
D0
~
~
0 -1 50272 10 10 5
D1
~
~
0 -1 50274 10 10 5
D3
~
~
0 -1 50276 10 10 5
-1
S

#50276
Palace Hall~
The hall of the palace extends far to the north, but ends its southward

progress with a large bay window that overlooks an underground garden. 

To the east is the grand palace ballroom; a room full of books lies just

to the west.

~
[Corde] Door to maid upstairs not named.

~
301465605 1 5 0
D0
~
~
0 -1 50268 10 10 5
D1
~
~
0 -1 50275 10 10 5
D3
~
~
0 -1 50277 10 10 5
D4
~
~
0 -1 50280 10 10 5
E
south window garden~
A small garden can be seen outside the southern window.  Tall weeds

abound, choking whatever once might have grown there.

~
1241 9 1509949540 3 0
-1
S

#50277
Palace Library~
The walls in this room are covered with bookshelves.  A large mahogany

table takes up a good portion of the southwest corner of the room, with

four padded chairs placed strategically around it.  A large loveseat

stands in the southeast corner of the room, a small table with a large

lamp sits nearby.

~
~
301465605 1 5 0
D1
~
~
0 -1 50276 10 10 5
D3
~
~
0 -1 50278 10 10 5
E
bookshelf bookshelves~
Every inch of wallspace is filled by large wooden bookshelves.  The

structures are only about half full, leaving sufficient room for many

more years of learning to be represented.

~
E
loveseat table chair~
The library furniture was designed to be more functional then attractive. 

However, they do provide a place to sit and read or study.

~
E
lamp~
A large oil lamp sits on the end table.

~
A
get take touch~
book bookshelf~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #book, ch );

  if( !mob_in_room( 1303, room ) ) {

    mob = mload( 1303, room );

    remove_rflag( reset0, room );

    }

  act_tochar( #yell, ch );

  act_notchar( #nobook, ch );

  mob = mob_in_room( 1303, room );

  victim = ch;

  attack_weapon( mob, victim, 5d8+15, "swift jab" );

  }

else

  act_tochar( #nope, ch );

~
E
yell~
@bThe librarian rushes towards you, insisting they are HIS books!@n

~
E
book~
You reach out to take one of the books.

~
E
nobook~
@bAs $n moves to take one of the books, the librarian shrieks and tries to

stop $m.@n

~
E
nope~
You seem unable to get any of the books.

~
!
0 0 0
1303 9 1509949540 3 0
1829 17 1509949540 -2 0
-1
S

#50278
Palace Conservatory~
Hundreds of plants almost entirely fill this space.  Huge chandeliers

stuffed with candles provide a light almost equivalent to the brightest

day, affording these inhabitants a chance to survive.  Most of the plants

are types found on the surface of the planet, but several are most

unusual.  A small door leads west and outside the palace.

~
~
301465605 1 5 0
D1
~
~
0 -1 50277 10 10 5
D3
conservatory door~
~
131 -1 50279 10 10 5
E
chandelier~
Half a dozen huge bronze chandeliers hang from the ceiling.  Each one

holds about a hundred candles.  These fixtures, when lit, make the room

as bright as day.

~
A
get take touch~
plant~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #bother, ch );

  mload( 321, room );

  }

~
E
bother~
You seem to have disturbed a plant!!

~
E
oops~
$n seems to have disturbed a plant!

~
!
0 0 0
321 9 1509949540 3 0
-1
S

#50279
Palace Greenhouse~
This small room has been built off the side of the conservatory to house

extra-large plants.  Its glass roof is reminiscent of that used in

greenhouses, but of course, sunlight cannot reach this far under the

ground.

~
~
301465605 1 5 0
D1
conservatory door~
~
131 -1 50278 10 10 5
E
glass roof~
This fine glass is actually painted a dark blue, to imitate the color of

a summer sky.

~
966 9 1509949540 3 0
966 9 1509949540 3 0
-1
S

#50280
Palace Hall~
The upper hallway of the palace stretches northwards from here.  To the

east and west lie small rooms, both of which seem almost completely

filled by beds.  To the south is a curtained door which leads out to a

small chapel.

~
[Merior] nomob

~
301465613 1 5 0
D0
~
~
0 -1 50283 10 10 5
D1
~
~
1 -1 50281 10 10 5
D2
curtained door~
~
1 -1 50289 10 10 5
D3
~
~
1 -1 50282 10 10 5
D5
~
~
0 -1 50276 10 10 5
1241 9 1509949540 3 0
-1
S

#50281
Palace Guest Chamber~
Two slim beds lie side-by-side against the north wall of this room.  The

southern wall contains a large fireplace, currently empty of wood or

ashes.  A dresser is squeezed against the east wall, providing a place

for guests to store their goods.

~
~
301465605 1 5 0
D3
palace guest chamber~
~
1 -1 50280 10 10 5
E
bed~
Both beds are neatly-made, and have rose-colored comforters neatly folded

at their feet.

~
E
dresser~
A large oak dresser stands open and empty.

~
E
fireplace~
A large fireplace covers most of the southern wall of this room.  The

mantle is of fine maple, and it is surrounded by golden tiles.

~
1295 9 1509949540 3 0
1384 17 1509949540 -2 0
1384 17 1509949540 -2 0
-1
S

#50282
Palace Guest Chamber~
This lavishly decorated chamber is bare of any signs of habitation.  A

neatly-made bed dominates the room, and a clothes cupboard stands open

and ready to store personal items.  A small table sits by the side of the

bed; a washbasin takes up most of its surface.

~
~
301465605 1 5 0
D1
guest chamber door~
~
1 -1 50280 10 10 5
E
washbasin~
A ceramic washbasin covers most of the small table.

~
A
pick~
a closed clothes cupboard~
mob = mob_in_room( 1295, room );

if( mob ) {

  act_tochar( #mob, ch );

  end;

  }

else

  continue;

~
E
nope~
You can't seem to get the cupboard open right now.

~
E
mob~
You cannot pick the cupboard while someone is in the room.

~
!
0 0 0
1392 17 1509949540 -2 0
1700 17 1509949540 -2 0
1780 49 1509949540 -2 0
16 81 1509949540 -2 0
16 81 1509949540 -2 0
16 81 1509949540 -2 0
1531 81 1509949460 -2 0
328 81 1509949442 -2 0
1295 137 1509949540 3 0
-1
S

#50283
Palace Hall~
Lights from sconces built into the walls keeps the hallway quite bright. 

Doors open to the east and west; the hallway continues to the north and

south.  Thick carpeting muffles the sound of footsteps and its red color

makes the otherwise white walls appear pink.

~
~
301465605 1 5 0
D0
~
~
0 -1 50286 10 10 5
D1
~
~
1 -1 50284 10 10 5
D2
~
~
0 -1 50280 10 10 5
D3
~
~
1 -1 50285 10 10 5
-1
S

#50284
Palace Bedchamber~
This room might be called the green room, due to the color of all of its

decorations.  The high bed is covered with an emerald green coverlet, and

a small hooked rug of forest green lies just to the side of the bed.  A

large picture decorates the southern wall.

~
~
301465605 1 5 0
D3
~
~
1 -1 50283 10 10 5
E
picture~
This forest scene depicts several small animals frollicking under a

number of very green trees.

~
E
high bed~
This large bed stands on a tall bedframe, keeping it a good 4 feet off

the ground.  Its dark emerald green coverlet has tiny roses embroidered

around its edges.

~
1765 17 1509949540 -2 0
1563 9 1509949540 3 0
-1
S

#50285
Palace Bed Chamber~
This room holds a grand four-poster bed, decorated with dark blue silk. 

Dark feet peek from beneath the sky-blue bedspread, made of the same

black wood as the posts.  The walls are painted a light blue, reminiscent

of the sky just after dawn.

~
~
301465605 1 5 0
D1
~
~
1 -1 50283 10 10 5
1763 17 1509949540 -2 0
-1
S

#50286
Palace Hall~
The hall stretches north and south for quite some distance.  You can see

doorways to your east and west; doors are also visible in all directions

along the hallway.  The thick burgundy carpet here shows little signs of

use, though it does not appear to be particularly new.

~
old guest reset

~
301465605 1 5 0
D0
~
~
0 -1 50290 10 10 5
D1
~
~
1 -1 50287 10 10 5
D2
~
~
0 -1 50283 10 10 5
D3
~
~
1 -1 50288 10 10 5
-1
S

#50287
Royal Bedchamber~
A small bed sits in the northeast corner of this room; the rest of the

space has been set up to act as a small sitting room.  Two comfortable

chairs face the tiled fireplace, a small table set between them.

~
old guest reset

~
301465605 1 5 0
D3
~
~
1 -1 50286 10 10 5
-1
S

#50288
Royal Bedchamber~
The furnishings of this large room indicate that whoever lives here is of

great importance within this household.  Satin sheets cover the immense

bed, and silk hangings with delicate embroidery hang from the bedposts. 

A small carpet is placed on the floor by the bed, its nap is deep and

luxurious.

~
~
301465605 1 5 0
D1
~
~
1 -1 50286 10 10 5
E
carpet~
This carpet is made of silk, and has a pattern woven into it which

depicts a garden of flowers.

~
A
touch move sit~
bed sheet drapes~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #sit, ch );

  if( !mob_in_room( 1315, room ) ) {

    mob = mload( 1315, room );

    remove_rflag( reset0, room );

    }

  act_tochar( #yell, ch );

  act_notchar( #nosit, ch );

  mob = mob_in_room( 1315, room );

victim = ch;

  attack_weapon( mob, victim, 5d8+15, "swift jab" );

  }

else

  continue;

~
E
sit~
@bAs you start to touch the bed, a woman jumps out from behind the drapery!@n

~
E
nosit~
@bAs $n touches the draperies, a vyan woman jumps out!@n

~
E
yell~
@B@bThe woman begins to yell at you for touching her posessions, then

attacks!@n 

~
!
0 0 0
1258 9 1509949540 3 0
1765 17 1509949540 -2 0
-1
S

#50289
Palace Chapel~
This chapel has been built into the solid rock of the cavern, and draws

the chill from the surrounding stone.  Two rows of pews face a small

altar, providing just enough space for the royal family to commune with

their god.  Stained glass, depicting demons and angels clashing, cover

the walls.

~
~
301465733 1 5 0
D0
~
~
1 -1 50280 10 10 5
D3
stained glass~
~
171 -1 50296 10 10 5
E
pew~
Simple wooden pews are covered with burgundy cushions, providing a more

comfortable place to sit.

~
E
altar~
A small altar made of simple pine stands at the western end of the room.

~
E
stained glass~
These large-paned windows face the black walls of the cavern.  Demons

breathing fire battle small-winged angels in each of the frames, the

demons seemingly getting the better of it.  The glass behind the altar

seems a little lighter then the rest.

~
1112 9 1509949540 3 0
1830 17 1509949540 -2 0
1830 17 1509949540 -2 0
1830 17 1509949540 -2 0
-1
S

#50290
Royal Apartments~
The upper hallway extends to your south; in all other directions you are

surrounded by a massive room which serves to house the ruler of the city. 

A thick green carpet covers the entire floor, creating a forest-like

effect in this underground room.  To the east is a massive bed; to the

west a small sitting room has been established.  A large closet to the

north provides a spot for storage of clothes as well as a large tub.

~
~
301465605 1 5 0
D0
~
~
0 -1 50293 10 10 5
D1
~
~
0 -1 50291 10 10 5
D2
~
~
0 -1 50286 10 10 5
D3
~
~
0 -1 50292 10 10 5
-1
S

#50291
Royal Apartments~
A bed large enough to sleep half a dozen trolls quite comfortably fills

this area almost completely.  The thick green carpeting muffles the sound

of your footsteps as you move; this would be a very peaceful spot to rest.

~
[Terek] Acode fixed, that'll be 19.95

Room is still buggy for some reason

~
301465605 1 5 0
D3
~
~
0 -1 50290 10 10 5
A
~
~
if( mob_in_room( 1258, room ) )

  end;

if( rflag( reset0, room ) ) {

  if( !mob_in_room( 1258, room ) ) {

    mload( 1258, room );

    remove_rflag( reset0, room );

    }

  act_tochar( #yell, ch );

  act_notchar( #nosit, ch );

  mob = mob_in_room( 1258, room );

  victim = ch;

  attack_weapon( mob, victim, 5d8+15, "swift jab" );

  }

~
E
yell~
@Y@bA palace servant appears out of nowhere, warning you away!@n

~
E
nosit~
@Y@bA palace servant appears out of nowhere, and starts yelling at $n to

leave.@n 

~
!
1 0 8
1763 17 1509949540 -2 0
-1
S

#50292
Royal Apartments~
This portion of the large room has been turned into a combination sitting

room and office.  Several chairs are clustered around a large table,

offering a spot for folks to sit around and examine important papers.  A

oak desk takes up much of the western wall, its nooks and crannies

stuffed with pieces of paper.

~
~
301465605 1 5 0
D1
~
~
0 -1 50290 10 10 5
E
large table~
A large oval table takes up quite a bit of space in this part of the room. 

A small pile of papers has been spread out over one end of the table.

~
A
search~
desk~
act_tochar( #nope, ch );

act_notchar( #none, ch );

~
E
nope~
You search the desk, but find nothing interesting.

~
E
none~
You see $n search the desk, and slowly frown.

~
!
0 0 0
1824 17 1509949540 -2 0
1824 17 1509949540 -2 0
-1
S

#50293
Royal Apartments~
This portion of the apartment has been set up as a closet.  A wardrobe

stands open against the northern wall, stuffed full of clothing.  A large

wooden tub sits empty on the floor, just about the right size for an ogre

to bathe in peace.  The walls are covered with wooden paneling.

~
[Merior] tyrant behind secret door

~
301465605 1 5 0
D2
~
~
0 -1 50290 10 10 5
D3
loose panel~
~
431 1755 50294 10 10 5
E
wooden paneling~
Fine wood has been used to create this vertical paneling.

~
E
wardrobe~
This massive piece of maple is stuffed full of fine clothes.

~
E
tub~
A large wooden tub used for bathing on the eastern side of this room. 

Large metal slats around its center provide a strong framework; this tub

could easily provide room for a troll to wash themselves.

~
A
search~
wooden paneling~
i = random( 1, 10 );

if( find_skill( ch, searching ) > i ) {

  act_tochar( #door, ch );

  act_notchar( #looks, ch );

  }

else {

  act_tochar( #nodoor, ch );

  act_notchar( #nope, ch );

  }

~
E
door~
You search the paneling carefully, and find that one piece is quite loose!

~
E
looks~
You see $n carefully examine the paneling.

~
E
nodoor~
You see nothing unusual about the paneling.

~
E
nope~
You see $n carefully examine the paneling, then stand up frowning.

~
!
0 0 0
A
sit enter~
tub~
if( mob_in_room( 1313, room ) ) {

  act_tochar( #attack, ch );

  act_notchar( #hits, ch );

  mob = mob_in_room( 1313, room );

  victim = ch;

  attack( mob, victim, 20d5, "the valet's wild swing" );

  }

else {

  act_tochar( #ok, ch );

  act_notchar( #empty, ch );

  }

~
E
attack~
@B@bThe valet leaps to attack you for daring to touch his master's belongings!@n

~
E
hits~
@B@bThe valet attacks $n for daring to touch his master's possessions!@n

~
E
ok~
You start to enter the tub, but have second thoughts and stop.

~
E
empty~
You see $n start to climb into the tub, then stop.

~
!
0 0 0
1258 9 1509949540 3 0
1313 9 1509949540 3 0
-1
S

#50294
Royal Apartments~
This tiny space has been cut out of the very rock of the cavern to

provide a spot for someone to hide in.  The walls are made of inexpensive

wood, and are barely attached to the side of the original palace building.

A barrier of wood separates this nook from the palace itself.

~
[Merior] finish tyrant

~
301465605 1 5 0
D1
wooden board~
~
431 -1 50293 10 10 5
E
barrier wood~
Wooden boards have been placed against the east wall, but look as if they

can be easily moved.

~
1304 9 1509949540 3 0
-1
S

#50295
In the Flue~
This cramped space was clearly designed for the smallest of

chimney-sweeps.  The walls are covered with black soot, reminders of

ancient fires, and the top of the flue appears to be blocked, prevently

further travel up.

~
~
301465605 1 3 0
A
climb~
down~
act_tochar( #down, ch );

transfer( ch, find_room( 50263 ) );

~
E
down~
You carefully climb back down the flue to the room below.

~
!
0 0 0
A
search~
soot~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( find_skill( ch, searching ) > random( 1, 7 ) ) {

    act_tochar( #found, ch );

    act_notchar( #hefound, ch );

    i = random( 0, 10 );

    if( i == 0 )

      obj_to_char( oload( 716 ), ch );

    else if( i == 1 )

      obj_to_char( oload( 575 ), ch );

    else

      obj_to_char( oload( 16 ), ch );

    }

  }

else {

  act_tochar( #nope, ch );

  act_notchar( #nothing, ch );

  }

~
E
found~
You search in the soot, and find something interesting!

~
E
hefound~
You see $n scrape at the soot, and stand up smiling.

~
E
nope~
You poke at the soot, but can find nothing of interest.

~
E
nothing~
You see $n poke at the soot, then stand up frowning.

~
!
0 0 0
-1
S

#50296
Priest's Hole~
This tiny chamber behind the altar was probably designed to hide someone.. 

or something.  Even today it shows signs of use, footprints heavy in the

dust.  A plate with a dry crust of bread sits forgotten in one corner.  A

small passageway leads west into darkness.

~
~
301465732 1 5 0
D1
altar~
~
171 -1 50289 10 10 5
D3
~
~
0 -1 50297 10 10 5
E
plate bread~
The plate is old and chipped.  The bread on it has dried out and cannot

be removed.

~
A
~
~
if( rflag( reset0, room ) ) {

  if( random( 1, 3 ) == 1 ) {

    if( !mob_in_room( 1337, room ) )

      mload( 1337, room );

    remove_rflag( reset0, room );

    }

  }

~
!
1 0 2
-1
S

#50297
Dark Tunnel~
A long, low tunnel extends to your east and west.  Cobwebs lie off to the

sides, testament to recent use of a long-forgotten passageway.  The

ground is covered with a fine coat of dust, and large footprints point

west.

~
~
301465732 1 9 0
D1
~
~
0 -1 50296 10 10 5
D3
~
~
0 -1 50298 10 10 5
-1
S

#50298
Dark Tunnel~
The dark tunnel curves into a 'L' as it points directly north and east. 

The surface of the tunnel is rough here, and it would be easy to snag

your clothing on the sharp edges.

~
~
301465732 1 9 0
D0
~
~
0 -1 50299 10 10 5
D1
~
~
0 -1 50297 10 10 5
-1
S

#50299
Dark Tunnel~
The air is quite cool here, and a bit damp, and you can hear the sound of

water dripping far to your north.  A small trickle of water heads south

between your feet.  The black rocks that have been hewn to form a narrow

tunnel are ice-cold, much more so then would be expected at this depth.

~
~
301465732 1 9 0
D0
~
~
0 -1 50300 10 10 5
D2
~
~
0 -1 50298 10 10 5
1357 9 1509949540 3 0
-1
S

#50300
Dark Tunnel~
Water drips loudly to your north, and a large puddle has formed on the

floor of the tunnel here.  The water appears ink-black, thought whether

it is actually that color or just absorbing the darkness of the stone is

impossible to tell.

~
~
301465732 1 9 0
D0
~
~
0 -1 50301 10 10 5
D2
~
~
0 -1 50299 10 10 5
434 9 1509949540 3 0
-1
S

#50301
Dark Tunnel~
A small crack in the ceiling allows water to seep down and into the

tunnel.  A loud dripping sound echos around the area as each drop

splashes into several inches of water.  The tunnel heads south and west

here, further into darkness.

~
~
301465732 1 9 0
D2
~
~
0 -1 50300 10 10 5
D3
~
~
0 -1 50302 10 10 5
-1
S

#50302
Dark Tunnel~
Several inches of water swirl on the ground, seeming to be coming from

the dripping sound to the east.  The air moves slowly, but steadily,

causing small eddies to form on the surface of the over-sized puddle.

~
~
301465732 1 9 0
D0
~
~
0 -1 50303 10 10 5
D1
~
~
0 -1 50301 10 10 5
-1
S

#50303
Dark Tunnel~
The dark tunnel continues to wind its way inside the icy cavern.  This

portion is quite narrow, and only provides just enough room for a

medium-sized troll to squeeze through.  Chopping into the hard rocks must

have been a very difficult feat; it is not surprising the the builders

made this no wider then necessary.

~
~
301465732 1 9 0
D0
~
~
0 -1 50304 10 10 5
D2
~
~
0 -1 50302 10 10 5
434 9 1509949540 3 0
-1
S

#50304
Dark Tunnel~
The tunnel takes a sharp turn here, allowing movement either directly

south or west.  The inner corner clearly shows the marks of the axes used

to hack this underground passageway.  The other sides of the tunnel also

show evidence of their rough origin.

~
~
301465732 1 9 0
D2
~
~
0 -1 50303 10 10 5
D3
~
~
0 -1 50305 10 10 5
-1
S

#50305
Dark Tunnel~
A steep slope heads down here into pitch darkness.  The route east is

equally dark, but the footing appears to be a bit better.  A small

handrail has been built into the sides of the tunnel heading down, but it

looks none too sturdy or trustworthy.

~
~
301465732 1 9 0
D1
~
~
0 -1 50304 10 10 5
D5
~
~
0 -1 50306 10 10 5
-1
S

#50306
Dark Tunnel~
You can travel up a steep slope here, or north towards what may reach the

gates of Voaleth.  A flimsy handrail has been bolted to the rocks to help

those wishing to go up, but it may not provide much support.

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301465732 1 9 0
D0
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0 -1 50307 10 10 5
D4
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0 -1 50305 10 10 5
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S

#50307
Dark Tunnel~
The rock seems a bit softer here, and the axe marks are not as visible as

they often are.  The passage is wider here also, as if the builders took

bit softer here advantage of the different sediment.

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301465732 1 9 0
D0
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D2
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0 -1 50306 10 10 5
1357 9 1509949540 3 0
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S

#50308
Dark Tunnel~
The black walls of the tunnel are covered with small etchings.  Upon

closer examination, they prove not to be etchings, but rather just the

scratches made by the axes used to hollow out this tunnel.

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301465732 1 9 0
D0
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0 -1 50309 10 10 5
D2
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0 -1 50307 10 10 5
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S

#50309
Dark Tunnel~
The ground here is littered with tiny black pebbles, just the same color

and texture as the rock that surrounds you.  Tiny holes in the sides of

the cavern match the approximate size and shape of the pebbles.

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301465732 1 9 0
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0 -1 50310 10 10 5
D2
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0 -1 50308 10 10 5
434 9 1509949540 3 0
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#50310
Dark Tunnel~
A gentle turn in the tunnel walls creates a route which involves moving

either northwest or southeast.  A large boulder of a light green rock in

the southwest corner of the wall indicates a possible reason for the

shape of the bend.

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301465732 1 9 0
D2
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0 -1 50309 10 10 5
D3
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0 -1 50311 10 10 5
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#50311
Dark Tunnel~
This long underground route takes yet another turn, forcing you to the

north or east.  There is no light in either direction, and only memory

can aid you in determining which way is north.

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301465732 1 9 0
D0
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0 -1 50312 10 10 5
D1
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0 -1 50310 10 10 5
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S

#50312
Dark Tunnel~
A swift breeze moves through the passage here, carrying with it the scent

of death and despair.  The breeze is cold and bears no hint of fresh air. 

You can either move north towards the source of the wind, or south away

from it.

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301465732 1 9 0
D0
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0 -1 50313 10 10 5
D2
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0 -1 50311 10 10 5
434 9 1509949540 3 0
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#50313
Dark Tunnel~
A strong odor of death and decay comes from the north.  The ground here

is littered with drops of a dark sticky substance, much like dried blood. 

The walls of the tunnel are also streaked with the same flecks of matter.

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301465732 1 9 0
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0 -1 50314 10 10 5
D2
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0 -1 50312 10 10 5
1357 9 1509949540 3 0
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#50314
Dark Tunnel~
This portion of the tunnel must have been the site of some serious battle. 

Several rotting corpses litter the floor, and blood and several

dismembered body parts are strewn about.  The stench from the decomposing

bodies is verystrong, the slight breeze picking it up and sending it

south down the tunnel.

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301465732 1 9 0
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0 -1 50315 10 10 5
D2
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0 -1 50313 10 10 5
1558 17 1509949540 -2 0
1558 17 1509949540 -2 0
757 17 1509949540 -2 0
-1
S

#50315
Dark Tunnel~
The tunnel takes a sharp turn here, heading west and south.  The walls

are quite close here, as if those who hacked this from the rocks had some

special difficulty in this area.  Small flecks of granite speckle the

slate of the cavern, giving the tunnel a polka-dot appearance.

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301465732 1 9 0
D2
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0 -1 50314 10 10 5
D3
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0 -1 50316 10 10 5
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S

#50316
Dark Tunnel~
The long tunnel continues its dark course through the slate, here heading

north and east.  It is far too dark to see what lies ahead, though the

faint reverberations of the rock indicate that you are near a busy city.

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301465732 1 9 0
D0
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0 -1 50317 10 10 5
D1
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0 -1 50315 10 10 5
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S

#50317
Dark Tunnel~
A long, dark tunnel stretches endlessly to your north, a wall is just

barely visible far to your south.  A fine layer of dust coats the ground,

and bookmarks of various sizes can be clearly seen.  Individual

footprints in the southern portion of this spot are obscured, due to

heavy traffic.

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301465732 1 9 0
D0
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0 -1 50318 10 10 5
D2
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0 -1 50316 10 10 5
434 9 1509949540 3 0
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S

#50318
Dark Tunnel~
A thin layer of dark gravel crunches underfoot as you move about.  Upon

further inspection, although the gravel is dark, it is not the same black

slate as the walls or floor of the tunnel which surrounds you.

The ceiling of the tunnel is too high to examine.

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301465732 1 9 0
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0 -1 50319 10 10 5
D2
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#50319
Dark Tunnel~
The walls here are of a slightly different type of stone then of the

ground and ceiling of the tunnel.  Their pale gray sheen stand in clear

contrast to the darkness above and below.

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301465732 1 9 0
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0 -1 50320 10 10 5
D2
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#50320
Dark Tunnel~
Pale gray walls to the south suddenly turn into dark black slate, cold

and hard to the touch.  A faint tremor can be felt along the lighter

rock, whereas the slate is still and quiet.

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301465732 1 9 0
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0 -1 50321 10 10 5
D2
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0 -1 50319 10 10 5
434 9 1509949540 3 0
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#50321
Dark Tunnel~
Long, vertical scratches are etched into the rock walls of this portion

of the tunnel.  Each scratch is about half an inch wide, and runs from

ceiling to floor.  The ceiling is too dark to examine, but the gashes can

be seen running across the floor as they form a giant 'U'.

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301465732 1 9 0
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0 -1 50322 10 10 5
D2
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0 -1 50320 10 10 5
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#50322
Dark Tunnel~
A slow trickle of water seeps in from the west, creating a tiny river

that crosses towards the east.  A miniscule hole in the floor to the east

allows the rivulet to seep into the ground and out of sight.  The sound

of a tiny drip, drip, as the water trickles in is easily masked by your

movement.

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301465732 1 9 0
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0 -1 50323 10 10 5
D2
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0 -1 50321 10 10 5
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#50323
Dark Tunnel~
The tunnel widens a bit as it goes east and south.  Large gashes on the

'inside' southeastern wall mark where the builders quickly hacked the

sharp turn.  The northwest wall is quite smooth, signs of its creation

can not be seen.

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301465732 1 9 0
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0 -1 50324 10 10 5
D2
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#50324
Dark Tunnel~
The floor in this area is quite worn, and a wide groove has been formed

in the solid rock.  The walls are made of solid slate, and are cold to

the touch.  The ceiling is quite low here, barely 8 feet high.

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301465732 1 9 0
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0 -1 50325 10 10 5
D3
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0 -1 50323 10 10 5
1357 9 1509949540 3 0
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#50325
Dark Tunnel~
The tunnel runs to the north and south here, though it is too dark to see

what lies in the distance.  The transition from floor to wall to ceiling

here is quite smooth, giving the tunnel more the appearance of a large

tube.

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301465732 1 9 0
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0 -1 50326 10 10 5
D2
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0 -1 50324 10 10 5
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#50326
Dark Tunnel~
You can move either east or south from this point within the dark,

confining tunnel.  Small flecks of slate lie on the ground, tiny holes on

the walls their former homes.  Far overhead, the dark ceiling reflects

your light.

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D2
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#50327
Dark Tunnel~
You can just barely make out a wall far to your west; then tunnel

stretches off to the east into darkness.  The walls to your north and

south are close and slick with dampness, the moisture feeling more like

oil then water.

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301465732 1 9 0
D1
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D3
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#50328
Dark Tunnel~
Three sets of parallel grooves mar the northern wall.  The highest is

about six feet off the ground, the middle about four feet, and the lowest

barely a foot off the ground.  Each groove varies from a fraction of an

inch deep to about three inches deep, and seems to start and stop

suddenly.

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301465732 1 9 0
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0 -1 50329 10 10 5
D3
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#50329
Dark Tunnel~
Off to the east you can detect just a speck of light seeping in from some

undetectable opening.  The tunnel continues into pitch blackness to your

west.  The solid walls to your north and south are close and lightly

covered by a pale-green moss.

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0 -1 50330 10 10 5
D3
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0 -1 50328 10 10 5
1357 9 1509949540 3 0
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#50330
Dark Tunnel~
A small crack in the eastern wall allows a bit of light into this tunnel. 

Darkness stretches off to the west; it is impossible to determine how far

it goes.  The northern and southern walls are lightly covered with moss,

and it has covered most of the floor as well.

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301465740 1 9 0
D1
crack~
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171 -1 20088 10 10 5
D3
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0 -1 50329 10 10 5
E
crack~
A thin crack runs up and down the entire eastern wall.  There appears to

be just enough room for your fingers to grasp it.

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A
~
~
if( find_stat( ch, level ) < 30 )

act_tochar( #nope, ch );

else

continue;

~
E
nope~
The way further into the tunnel is far too difficult for you to travel.

~
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