#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 D0 ~ ~ 0 -1 20081 10 10 5 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. ~ ~ 301465605 1 9 0 D0 ~ ~ 0 -1 50250 10 10 5 D1 ~ ~ 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 D0 ~ ~ 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 D0 ~ ~ 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 D0 ~ ~ 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50307 10 10 5 D4 ~ ~ 0 -1 50305 10 10 5 -1 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50308 10 10 5 D2 ~ ~ 0 -1 50306 10 10 5 1357 9 1509949540 3 0 -1 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50309 10 10 5 D2 ~ ~ 0 -1 50307 10 10 5 -1 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50310 10 10 5 D2 ~ ~ 0 -1 50308 10 10 5 434 9 1509949540 3 0 -1 S #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. ~ ~ 301465732 1 9 0 D2 ~ ~ 0 -1 50309 10 10 5 D3 ~ ~ 0 -1 50311 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50312 10 10 5 D1 ~ ~ 0 -1 50310 10 10 5 -1 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50313 10 10 5 D2 ~ ~ 0 -1 50311 10 10 5 434 9 1509949540 3 0 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50314 10 10 5 D2 ~ ~ 0 -1 50312 10 10 5 1357 9 1509949540 3 0 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50315 10 10 5 D2 ~ ~ 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. ~ ~ 301465732 1 9 0 D2 ~ ~ 0 -1 50314 10 10 5 D3 ~ ~ 0 -1 50316 10 10 5 -1 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50317 10 10 5 D1 ~ ~ 0 -1 50315 10 10 5 -1 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50318 10 10 5 D2 ~ ~ 0 -1 50316 10 10 5 434 9 1509949540 3 0 -1 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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50319 10 10 5 D2 ~ ~ 0 -1 50317 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50320 10 10 5 D2 ~ ~ 0 -1 50318 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50321 10 10 5 D2 ~ ~ 0 -1 50319 10 10 5 434 9 1509949540 3 0 -1 S #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'. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50322 10 10 5 D2 ~ ~ 0 -1 50320 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50323 10 10 5 D2 ~ ~ 0 -1 50321 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D1 ~ ~ 0 -1 50324 10 10 5 D2 ~ ~ 0 -1 50322 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50325 10 10 5 D3 ~ ~ 0 -1 50323 10 10 5 1357 9 1509949540 3 0 -1 S #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. ~ ~ 301465732 1 9 0 D0 ~ ~ 0 -1 50326 10 10 5 D2 ~ ~ 0 -1 50324 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D1 ~ ~ 0 -1 50327 10 10 5 D2 ~ ~ 0 -1 50325 10 10 5 1357 9 1509949540 3 0 -1 S #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. ~ ~ 301465732 1 9 0 D1 ~ ~ 0 -1 50328 10 10 5 D3 ~ ~ 0 -1 50326 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D1 ~ ~ 0 -1 50329 10 10 5 D3 ~ ~ 0 -1 50327 10 10 5 -1 S #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. ~ ~ 301465732 1 9 0 D1 ~ ~ 0 -1 50330 10 10 5 D3 ~ ~ 0 -1 50328 10 10 5 1357 9 1509949540 3 0 -1 S #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. ~ ~ 301465740 1 9 0 D1 crack~ ~ 171 -1 20088 10 10 5 D3 ~ ~ 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. ~ 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. ~ ! 3 0 8 -1 S #0