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
Barbarian Camp~
Olah~
barbarian camp~

45 0
0
#ROOMS

#66000
By a Bonfire~
Great warmth emanates all around the vicinity as a large @Ybonfire@n

blazes wildly.  Suffocating gray smoke fills the sky above and forms

familiar cloud-like patterns.  Down below, small piles of twigs lie

scattered upon the barren ground.  A few embers occasionally brush

against your face, lightly stinging it.  This is perhaps the heart of the

settlement, where the inhabitants gather daily.

~
~
301465601 2 8 0
D0
~
~
0 -1 66005 10 10 5
D1
~
~
0 -1 66004 10 10 5
D2
~
~
0 -1 66001 10 10 5
D3
~
~
0 -1 66010 10 10 5
E
corpse~
The corpse is blackened beyond most recognition.  However, it does appear

to be the remains of a barbarian.  Perhaps it was burnt as part of some

sacrifice during a ceremony, or perhaps it was cooked for food, but left

too long in the fire.

~
E
twigs ground~
The twigs are thin and mostly burnt.  Most likely, they used up their

usefulness feeding the bonfire.

~
A
throw toss~
frozen corpse barbarian warrior~
if( has_obj( 2699, ch ) ) {

  obj = has_obj( 2699, ch );

  act_tochar( #sac, ch, obj, mob );

  act_notchar( #nsac, ch, obj, mob );

  wait( 2 );

  act_room( #ash, ch, obj, mob );

  junk_obj( obj, 1 );

  obj_to_room( oload( 2682 ), room );

  }

else {

  continue;

  act_tochar( #nada, ch );

  }

~
E
sac~
You throw $p into the @Ybonfire@n.

~
E
nsac~
$n throws $p into the @Ybonfire@n.

~
E
ash~
$p becomes consumed by the @Rf@n@Yl@n@Ra@n@Ym@n@Re@n@Ys@n;

its ashes softly falling into a pile on the ground.

~
E
nada~
You do not have that item.

~
!
0 0 0
2709 17 1509949540 -2 0
-1
S

#66001
South of a Bonfire~
A soft, wintry breeze passes by you.  Littering the lightly frosted

ground are some remains of reindeer, most likely from previous hunts. 

Two moderately-sized deerskin tents stand east and west from here.  A

strong, pungent odor seems to be originating from the larger, more

thickly-covered deerskin tent to the south.  To the north is a blazing

bonfire.

~
~
301465600 2 7 0
D0
~
~
0 -1 66000 10 10 5
D1
tent flap~
tent flap east~
131 -1 66003 10 10 5
D2
furred tent flap~
furred tent flap south~
131 -1 66006 10 10 5
D3
tent flap~
tent flap west~
131 -1 66002 10 10 5
E
moderately-sized deerskin tent thickly-covered~
Thick brown skin from reindeer cover the rectangular tents, providing

some protection from the harsh, cold climate.  Four wooden poles firmly

planted in the frozen ground support the each tent.

~
-1
S

#66002
Inside a Tent~
Thick brown reindeer hides carpet the floor of this tent.  Chunks of meat

and half-empty glass bottles lie scattered about, as though someone had

been here recently and did not bother to clean up.  A stack of dirty

clothes has accumulated in a corner of the room.  You can head back out

by leaving eastward.

~
[Merior] parchment - has been slain and its corpse sacrificed?

[Lansharra] barbarian warrior - human?

~
301465604 0 5 0
D1
tent flap~
tent flap east~
131 -1 66001 10 10 5
E
clothes stack corner~
The stack consists of mainly filthy, thick jackets and leggings.  Judging

from how soiled they are, the clothes must have been sitting there for at

least weeks.

~
E
thick brown reindeer hides carpet floor~
The reindeer skins which cover the floor are brown and faded.  They are

surprisingly still soft, though, providing a good spot to sit down and

relax.

~
A
~
stack dirty clothes~
if( rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  obj_to_char( oload( 2700 ), ch );

  act_tochar( #parch, ch );

  act_notchar( #nparch, ch );

  }

else

  act_tochar( #nada, ch );

~
E
parch~
You search the stack of dirty clothes and find something.

~
E
nparch~
$n searches the stack of clothes and gets something.

~
E
nada~
You search the stack, but find nothing of use.

~
!
9 0 0
1864 9 1509949540 3 0
-1
S

#66003
Inside a Tent~
Several reindeer skins carpet the floor of this bare tent.  On top of

them are half-eaten chunks of meat and empty waterskins.  The four wooden

poles that give this tent support appear worn and fragile, as evidenced

by the wooden chips which lie on the ground.  You can go back out by

leaving westward.

~
~
301465604 0 5 0
D3
tent flap~
tent flap west~
131 -1 66001 10 10 5
E
floor reindeer skins~
The reindeer skins which cover the floor are brown and faded.  They are

surprisingly still soft, though, providing a good spot to sit down and

relax.

~
E
wooden poles~
The poles stand about twelve feet high, but wobble when the wind from the

outside beats against the tent.  Quite a few holes have formed in them,

perhaps from termites or some other creature gnawing on them.

~
A
search take~
reindeer skins floor wooden poles chips~
act_tochar( #fake, ch );

act_notchar( #nfake, ch );

~
E
fake~
You search around, but can't find anything of great interest.

~
E
nfake~
$n searches around the tent, but comes up with nothing.

~
!
0 0 0
1864 9 1509949540 3 0
-1
S

#66004
East of a Bonfire~
It is quite warm here due to the bonfire to the west.  You can actually

see some soil as parts of the icy ground have melted away.  Heading west

would lead to the center of a camp.  To the east lies a cleared path,

away from this pleasant warmth.

~
[Merior] why does knife glow?

~
301465600 2 6 0
D1
~
~
0 -1 66013 10 10 5
D3
~
~
0 -1 66000 10 10 5
E
soil~
The soil, peeking its way from the melting snow and ice, appears brown

and soggy.  Perhaps something could grow on it had the climate not been

so harsh.

~
1865 9 1509949540 3 0
-1
S

#66005
North of a Bonfire~
A wooden flagpole lies here, entrenched in the soggy soil.  Surrounding

the flagpole are large footprints and empty broken bottles.  To the east

and west are deerskin tents.  To the south is a brightly burning bonfire. 

To the north, a narrow walkway has been cleared.

~
~
301465600 2 7 0
D0
~
~
0 -1 66011 10 10 5
D1
tent flap~
tent flap east~
131 -1 66009 10 10 5
D2
~
~
0 -1 66000 10 10 5
D3
tent flap~
tent flap west~
131 -1 66007 10 10 5
E
deerskin tents~
Thick brown skin from reindeer cover the rectangular tents, providing

some protection from the harsh, cold climate.  Four wooden poles firmly

planted into the frozen ground support each tent.

~
E
wooden flag pole~
The wooden pole stretches 20 feet into the air.  The flag is made of

animal skin, and as it waves in the air, you can see an emblem of a

@csilver@n-colored lightning bolt.

~
A
~
~
send_to_room( #wave, room );

~
E
wave~
The flag waves vigorously in the air above.

~
!
2 800 0
210 17 1509949540 -2 0
-1
S

#66006
Inside a Tent~
This tent is a little larger and warmer than the others.  The first thing

that comes to your attention is the strong, rotten stench, making you

wonder how anyone could remain here for too long.  Dried @Rblood@n droplets

stain the floor.  Lying disheveled and in total disarray are the

butchered remains of several creatures.  A towering stack of wolf,

reindeer, and aurochs skin stands in one corner, but appears ready to

topple over at any moment.  You can go back out by leaving northward.

~
[Merior] other barbarians could have some skins at real low repop too

made it so barbarians can now pop them and the skins can be sold to

Briddle on the path here, too

[Jyhad] aurochs

~
301465604 0 6 0
D0
furred tent flap~
furred tent flap north~
131 -1 66001 10 10 5
E
towering stack corner~
The stack contains freshly skinned animals, with occasional @Rblood@n

dripping down the many layers.  Gray wolf skin, brown reindeer skin, and

white aurochs skin have been violently disemboweled and tossed carelessly

into the pile.

~
A
~
towering stack corner~
act_tochar( #nada, ch );

~
E
nada~
You start to search through the towering stack of skins, but think better

of it -- don't want the stack to fall on top of you now do we?

~
!
9 0 0
1866 9 1509949540 3 0
949 49 1509949540 -1 0
2761 81 1509949444 -1 0
41 81 1509949450 -1 0
1482 81 1509949450 -1 0
-1
S

#66007
Inside a Tent~
Several enormous fur wraps carpet the floor.  Nestled on top and between

them are many empty and half-empty waterskins of mead.  A few bowls and

spoons lie scattered about.  @rBlood-stained@n leggings and sleeves are

stacked in a huge pile in a corner of the cramped tent.  You can go back

out by leaving eastward.

~
[Merior] i presume parchment is used for something... will wait and see

parchment is invitation to give to guard to enter stone building

[Merior] also, resilience name is not best - but i'm awful thinking of

names ;) 

~
301465604 0 5 0
D1
tent flap~
tent flap east~
131 -1 66005 10 10 5
E
fur wraps floor~
Many fur wraps cover the floor, making it pretty comfortable to rest here. 

The fur is a dark shade of brown and exceptionally soft.

~
E
huge pile~
The pile stands almost five feet high in the air and smells pretty

wretched.  Layers upon layers of dirty sleeves and leggings have gathered

there -- over quite some time it seems.

~
E
few bowls spoons~
Scattered about, the grayish stone bowls remain uncleaned.  Several mud

clumps stain the rims of the bowls.

~
A
search~
fur wraps floor leggings sleeves huge pile corner~
act_tochar( #fake, ch );

act_notchar( #nfake, ch );

~
E
fake~
You search around, but can't find anything of interest.

~
E
nfake~
$n searches around the tent, but comes up with nothing.

~
!
0 0 0
A
search~
bowls~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( random( 3, 10 ) == 7 ) {

    act_tochar( #bowl, ch );

    act_notchar( #nbowl, ch );

    obj_to_char( oload( 158 ), ch );

    }

  else

    act_tochar( #nada, ch );

  }

else

  act_tochar( #nada, ch );

~
E
bowl~
You search the tent and come up with a bowl in reasonable condition.

~
E
nbowl~
$n searches the tent and finds a bowl in nice condition.

~
E
nada~
You look around, but see no bowl worth taking.

~
!
0 0 0
1864 9 1509949540 3 0
-1
S

#66008
Prisoner Chamber~
Made from rough, cut stone blocks, this chamber is extremely small. 

Barely four feet wide, rusty iron chains and sets of shackles hang

loosely from the walls.  A layer of rotten hay covers the floor and has

been pushed into the shape of a small pallet.  A crude iron brazier is

mounted to the south wall, providing the chamber with barely enough

illumination to see by.

~
~
301465604 0 9 0
D2
stone block~
stone block~
203 -1 66066 10 10 5
E
rusty chains set shackles~
Hanging from the wall are several lengths of iron chains.  Many of the

chains are half-eaten through with rust.  Fastened to the ends of some of

the chains are thick but crude shackles.

~
E
rotten hay floor pallet~
Covering the floor is a layer of hay.  Dirty and damp, the hay has begun

to rot and has a peculiar smell to it.  Some of the hay has been gathered

into a pallet and looks to have been recently slept in.

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

  act_tochar( #step, ch );

  act_notchar( #rstep, ch );

set_rflag( reset0, find_room( 66008 ) );

remove_rflag( reset0, find_room( 66066 ) );

  continue;

  }

else

  continue;

~
E
step~
As you walk through the threshold, you feel something crunch beneath your

foot.

~
E
rstep~
You hear the crunch of stone beneath $n's foot as $e walks though the

threshold.

~
E
close~
A block of stone rises from the ground, sealing off the chamber.

~
!
3 0 4
894 9 1509949540 3 0
-1
S

#66009
Inside a Tent~
This tent is rather narrow and sparsely furnished.  Several wolf skins

carpet the floor, providing some warmth to the tent.  Empty stone bowls

and half-empty glass bottles are gathered in one corner.  Lingering in

that corner is the unmistakable smell of stale alcohol.  A flat circular

stone serving as a table rests at another corner, with dirty parchments

arranged on top of it.  You can go out by heading westward.

~
~
301465604 0 5 0
D3
tent flap~
tent flap west~
131 -1 66005 10 10 5
E
dirty parchments~
Alcohol seems to have been spilled on the parchments, making it difficult

to make out all of the sketches.  Some of the drawings show great battles

with fearsome beasts, while others depict people dancing and frolicking

around a fire.

~
E
flat circular stone table~
The stone is gray and carved into an uneven cylinder.  It's about four

feet in diameter, with alcohol staining the edges.

~
E
wolf skins carpet floor~
The wolf skins are pretty wide, and its gray color is somewhat faded due

to constant treading by whomever lives here.  The fur is still thick and

appealing, however.

~
E
stone bowls glass bottles~
Cluttered in the corner, the grayish stone bowls lie uncleaned.  Several

dried mud clumps stain the rims of the bowls.  The strong smell of

alcohol can be detected from the glass bottles which have only been

partially drunk.

~
A
search~
wolf skins floor table dirty parchments~
act_tochar( #fake, ch );

act_notchar( #nfake, ch );

~
E
fake~
You search around, but find nothing of great interest.

~
E
nfake~
$n searches around the tent, but comes up with nothing.

~
!
0 0 0
A
search~
stone bowls~
if( rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  if( random( 1, 7 ) == 7 ) {

    act_tochar( #bowl, ch );

    act_notchar( #nbowl, ch );

    obj_to_char( oload( 158 ), ch );

    }

  else

    act_tochar( #nada, ch );

  }

else

  act_tochar( #nada, ch );

~
E
bowl~
You search the corner, and come up with a bowl in nice condition.

~
E
nbowl~
$n searches the corner and gets a bowl.

~
E
nada~
You look around, but see no bowls worth getting.

~
!
0 0 0
A
search~
glass bottles~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( random( 1, 7 ) == 7 ) {

    act_tochar( #bott, ch );

    act_notchar( #nbott, ch );

    obj_to_char( oload( 24 ), ch );

    }

  else

    act_tochar( #nada, ch );

  }

else

  act_tochar( #nada, ch );

~
E
bott~
You search the corner and take a glass bottle.

~
E
nbott~
$n searches the corner and takes a glass bottle.

~
E
nada~
You look around, but see no bottle worth taking.

~
!
0 0 0
1864 9 1509949540 3 0
-1
S

#66010
West of a Bonfire~
Newly cleaned laundry hangs between two wooden poles here, giving off a

distinct but pleasant scent.  Ever so gently, the garments sway back and

forth along the clothesline.  The bonfire to the east seems to provide

just enough heat to dry the clothes.  The view to the west is

awe-inspiring, offering a panoramic view of the snow-peaked mountains. 

Two tents are north and south of you, but you see no apparent way to

enter them from here.

~
[Jyhad] can I search the twigs?

[Jyhad] argh, wrong room :P

~
301465600 2 6 0
D1
~
~
0 -1 66000 10 10 5
E
tents~
Thick brown deerskin cover the rectangular tents, providing some

protection from the harsh, cold climate.  Four wooden poles planted

firmly in the frozen ground support each tent.

~
E
clothes clothesline garments laundry~
Furred armor, leggings, and sleeves hang to dry upon a rope made from the

gut of some animal.  The clothes are still damp, and some @rred blood@n

stains still remain, despite the washing.

~
E
bonfire fire~
The bonfire blazes wildly to the east of you, generating enough heat to

warm the area.  Smoke clouds seem to pour from it, and some of it escapes

into your eyes and nose.

~
E
view snow-peaked mountains~
The view is magnificent to behold.  You can gaze many mountains, capped

in ivory white.  They soar into the heavens and dwarf everything else

around it.  A thick fog resides below the mountains, obstructing any view

of things below.

~
A
get grab take~
laundry clothes garments~
act_tochar( #fake, ch );

~
E
fake~
You start to grab the clothes, but decide they're still too cold and wet

to be of use.

~
!
0 0 0
1863 9 1509949540 3 0
-1
S

#66011
In Front of a Strange Tent~
To the north of you lies an odd-looking tent made of hides of many

different creatures.  The ground here is totally free of any ice or snow. 

Many feet of snow have been shovelled into thick piles to the east and

west, making it difficult to head in those directions.  The rest of the

camp lies south of here.

~
[Merior] why spread ashes? not open tent? odd choice of words

It's part of thing you need to figure out in order for tent to open

need to spread ashes of the slain barbarian so the shaman will let you in

hint to use spread in color in dirty parchment in one of the tents

~
301465600 2 6 0
D0
tent flap~
flap north~
219 -1 66012 10 10 5
D2
~
~
0 -1 66005 10 10 5
E
strange odd-looking tent north~
This medium-sized tent has several drawings depicting strange events

along its exterior.  One image is of a person being struck by lightning

from the heavens.  The next image is of a person kneeling down and

sacrificing a body into a large fire.  The last image is of the body

emerging from the fire and floating in mid-air.  The words 'Ashes to

ashes' are scrawled at the top.

~
A
spread throw toss~
ashes north n tent pile~
if( is_open( room, north ) )

  act_tochar( #open, ch );

else

  if( has_obj( 2682, ch ) ) {

  obj = has_obj( 2682, ch );

  junk_obj( obj, 1 );

  act_tochar( #ash, ch );

  act_notchar( #nash, ch );

  wait( 2 );

  send_to_room( #fly, room );

  wait( 2 );

  send_to_room( #clear, room );

  open( room, north );

  }

else {

  continue;

  act_tochar( #nada, ch );

  }

~
E
open~
The tent flap to the north is already open.

~
E
ash~
You carefully spread the pile of ashes before the odd-looking tent.

~
E
nash~
$n carefully spreads the pile of ashes before the odd-looking tent.

~
E
clear~
The odd-looking tent's flap mysteriously opens!

~
E
nada~
You do not have that item.

~
E
fly~
The ashes rise into the air and gently dissolve into nothingness.

~
!
0 0 0
A
open~
odd-looking tent north n~
if( !is_open( room, north ) )

  act_tochar( #cant, ch );

else

  act_tochar( #nada, ch );

~
E
cant~
You attempt to open the odd-looking tent's flap, but a magical barrier

seems to prevent you from doing so.

~
E
nada~
The odd-looking tent's flap is already open.

~
!
0 0 0
-1
S

#66012
Inside a Strange Tent~
The intoxicating smell of burning incense engulfs this room.  Standing

menacingly at the center is an altar to some barbarian god.  Piles of

herbs, potions, and parchments lie in disarray at one corner of the tent. 

A pile of thick deerskin clutters another corner, perhaps providing a

place to sleep for this tent's inhabitant.  You can head out by opening

the tent flap to the south.

~
~
301465604 0 5 0
D2
tent flap~
tent flap south~
219 -1 66011 10 10 5
E
altar god statue~
The altar contains a bowl filled with burning incense and a silver statue

of a powerfully-built, bearded man.  He is wearing a horned helm and is

wielding a thickly-bladed battle axe.  In his other hand is a lightning

bolt, positioned as though he is ready to hurl it at someone.

~
E
pile thick deerskin~
The pile is stacked about a foot high and consists of soft deerskin.  It

looks rather comfortable and inviting.

~
A
get take~
burning inc ince incen incens incense~
act_tochar( #pain, ch );

act_notchar( #npain, ch );

dam_message( ch, 3d5+40, "The statue's chop" );

inflict( ch, mob, 3d5+40, "The statue's chop" );

if( rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  i = random( 1, 10 );

  if( i == 2 ) {

    act_tochar( #get, ch );

    act_notchar( #nget, ch );

    obj_to_char( oload( 1065 ), ch );

    end;

    }

  if( i == 5 ) {

    act_tochar( #get, ch );

    act_notchar( #nget, ch );

    obj_to_char( oload( 1047 ), ch );

    end;

    }

  if( i == 8 ) {

    act_tochar( #get, ch );

    act_notchar( #nget, ch );

    obj_to_char( oload( 1058 ), ch );

    end;

    }

  else {

    act_tochar( #nada, ch );

    act_notchar( #nnada, ch );

    }

  }

else {

  act_tochar( #nada, ch );

  act_notchar( #nnada, ch );

  }

~
E
pain~
As you try to grab the incense from the altar, the statue comes alive and

attacks your hand.

~
E
npain~
As $n attempts to grab the incense from the altar, the statue comes alive

and attacks $n's hand.

~
E
get~
You manage to get a stick of incense from the altar.

~
E
nget~
$n manages to get a stick of incense from the altar.

~
E
nada~
You are unable to get the incense.

~
E
nnada~
$n appears unable to get the incense.

~
!
0 0 0
A
open~
south s tent flap~
if( !is_open( room, south ) ) {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, south );

  }

else

  act_tochar( #nada, ch );

~
E
open~
You open the tent flap to the south.

~
E
nopen~
$n opens the tent flap to the south.

~
E
nada~
The tent flap is already open.

~
!
0 0 0
1867 9 1509949540 3 0
-1
S

#66013
Frozen Path~
Snow and ice have been cleared to form a trail heading east and west. 

The massive, 25 foot high mounds of snow to the north and south of you

loom precariously, threatening to bury you in it at any second.  You

might want to continue on quickly.

~
[Merior] you want this corpse to be gettable every reset?

yep, need to throw it in the bonfire to get ashes to spread in front of

the shaman's tent to kill him each reset 

~
301465600 2 6 0
D1
~
~
0 -1 66014 10 10 5
D3
~
~
0 -1 66004 10 10 5
E
massive mounds snow~
Trying to avoid the falling ice, you almost miss noticing what appears to

be a frozen arm sticking out of the snow mound.  The snow must have

buried the hapless person within it during a recent avalanche.

~
A
~
~
loop( all_in_room ) {

  act_tochar( #ice, rch );

  dam_message( rch, 2d5+5, "The falling ice" );

  inflict( rch, mob, 2d5+5, "The falling ice" );

  }

~
E
ice~
The snow mounds begin to tremble.

~
!
2 750 0
A
dig get~
arm snow mounds~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  obj_to_room( oload( 2699 ), room );

  act_tochar( #cor, ch );

  act_notchar( #ncor, ch );

  }

else {

  act_tochar( #nada, ch );

  act_notchar( #nnada, ch );

  }

~
E
cor~
You carefully dig through the snow and discover a frozen corpse.

~
E
ncor~
$n digs through the snow and uncovers a frozen corpse.

~
E
nada~
You dig through the snow, but can't seem to clear enough of it.

~
E
nnada~
$n digs through the snow, but seems unable to clear enough of it.

~
!
0 0 0
1602 17 1509949515 -2 0
-1
S

#66014
Frozen Path~
The ground is mostly frozen here.  You can make out some footprints,

suggesting that some creatures have passed by often.  Towering mountains

loom to the south, while thick mounds of snow lie north of you.  The

frozen trail continues west, while the path to the east is blocked by a

heap of solid ice.

~
~
301465600 2 6 0
D1
heap of ice~
heap ice east~
251 -1 66058 10 10 5
D3
~
~
0 -1 66013 10 10 5
E
thick mounds snow~
The snow has been dug and dumped into several mounds of snow to the north. 

The mounds rise 25 feet into the air, dwarfing your presence.

~
E
towering mountains~
The mountains seem larger from this vantage point.  Their snow-capped

peaks and triangular shape form a ridge-like pattern, like white-tipped

spears piercing across the landscape.

~
E
footprints~
Several footprints the size of a large human, and many little hoofprints

can be barely noticed along the frozen ground.

~
A
dig~
heap solid ice east e~
if( !is_open( room, east ) ) {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, east );

  }

else

  act_tochar( #nada, ch );

~
E
open~
After a lot of effort, you manage to clear the heap of ice.

~
E
nopen~
$n manages to dig a path eastward.

~
E
nada~
The heap of ice has already been cleared.

~
!
0 0 0
A
l look~
heap solid ice east e~
if( !is_open( room, east ) )

  act_tochar( #block, ch );

else

  act_tochar( #clear, ch );

~
E
block~
The pile of ice seems to have formed instantaneously there.  With enough

effort, you might be able to clear it and continue onward.

~
E
clear~
The heap of ice has been cleared, allowing passage eastward.

~
!
0 0 0
-1
S

#66040
In Front of a Stone Edifice~
To the north of you stands a large, ancient, gray-stoned building which

seems to protrude from the mountains to the far north of you.  It is

rectangular in shape, and its top is covered in snow.  A giant,

boulder-like object seems to serve as the entrance.  Two leafless bushes

covered in icicles are positioned before the entrance, as though guarding

it.  The snow has been cleared into a large mound to your west,

preventing further passage there.

~
[Rebekka] one person having parchment should let whole group in

~
301465600 2 8 0
D0
stone door~
stone door north~
211 -1 66062 10 10 5
D1
~
~
0 -1 66042 10 10 5
D2
~
~
0 -1 66058 10 10 5
E
giant boulder-like object entrance~
The giant boulder stands about 10 feet high and looks very thick and

solid.  There seems to be no keyhole nor any obvious way to open it.

~
E
large ancient gray-stoned building~
This building spans most of your view of the north.  It seems to be

constructed out of a dull gray stone which strangely, has not eroded much

despite the harsh weather.

~
E
leafless bushes~
Two bushes sit in front of the building's entrance.  You can see the

light-brown of the wood encased within two inches of ice.  The bushes are

surprisingly tall, about four feet high, and probably grow berries during

the warmer time of the year.

~
E
large mound~
The entrance to the building has been cleared of snow, and someone must

have cleared the snow into a large mound to the west.  The mound stands

over 15 feet high, too high dig through.

~
A
~
0~
if( mob_in_room( 1900, room ) )

  act_tochar( #stop, ch );

else continue;

~
E
stop~
The guard will not let you pass unless you have an invitation.

~
!
3 0 1
A
open move push~
giant boulder-like object entrance north n~
if( !is_open( room, north ) ) {

  if( find_stat( ch, str ) > 19 ) {

    act_tochar( #open, ch );

    act_notchar( #nopen, ch );

    open( room, north );

    }

  else {

    act_tochar( #cant, ch );

    act_notchar( #ncant, ch );

    }

  }

else

  act_tochar( #nada, ch );

~
E
open~
You strain with all your @cmight@n, finally managing to push open the

entrance.

~
E
nopen~
$n strains with all $s @cmight@n, finally able to muscle open the

entrance.

~
E
cant~
You strain with all your might, but are unable to open the entrance.

~
E
ncant~
$n strains with all $s might, but is unable to open the entrance.

~
E
nada~
The entrance to the stone building is already open.

~
!
0 0 0
1900 9 1509949540 3 0
-1
S

#66042
A Frozen Clearing~
A few partially frozen tree logs lie haphazardly here.  Placed on top of

them are what appears to be freshly cut tree limbs.  A large boulder that

is remarkably cleared of snow rests beside the wood, offering you a place

to rest your aching muscles while examining your surroundings.  The view

to the east is breath taking.  You can see the mountain tops and peering

below it, is a partially frozen stream.

~
~
301465600 2 9 0
D2
~
~
0 -1 66052 10 10 5
D3
~
~
0 -1 66040 10 10 5
E
freshly cut tree limbs logs~
The tree limbs rest in a neat pile.  Judging by the lack of ice on their

thick brown bark, these branches have been recently chopped.  Someone

must have brought them since no trees can be seen anywhere near here.

~
E
view~
The mountain tops form a ridge-like pattern, like snow-tipped triangles. 

Gazing below them, you see a rippling stream that from this distance,

looks like a silver worm wrapping the base of the mountains.

~
1863 9 1509949540 3 0
2535 17 1509949540 -2 0
-1
S

#66052
A Frozen Clearing~
The air here is paper thin, making it difficult to breathe.  All around

is a treeless, icy wonderland.  The ground is blanketed in a brilliant

white, although a few frozen twigs have poked their way to the surface. 

Thick sheets of cold air swirl around lifting with them loose pieces of

snow, thus making it almost impossible to see your own feet.

~
[Lansharra] hmm...does the wind do damage? it ought to :P

~
301465600 2 9 0
D0
~
~
0 -1 66042 10 10 5
D1
~
~
0 -1 66067 10 10 5
D2
~
~
0 -1 66061 10 10 5
D3
~
~
0 -1 66058 10 10 5
E
frozen twigs~
These twigs have been frozen within two inches of clear ice.  They're

probably from some bush or other plant that grows here, when or if it's

not so cold.

~
A
~
~
send_to_room( #arc, room );

~
E
arc~
The arctic winds pound against your face and body.

~
!
2 900 0
1865 9 1509949540 3 0
-1
S

#66055
A Frozen Clearing~
The chilly air continues to numb your face.  Fierce winds have created

many hills of snow all around you.  A snowy patch that's a little higher

than the others appears to be covering something.  You can see the

snow-white peaks of the mountains filling the horizon to the west and

south of you.

~
~
301465600 2 9 0
D0
~
~
0 -1 66058 10 10 5
D1
~
~
0 -1 66061 10 10 5
E
snowy patch~
Upon closer inspection, you notice the frozen skull of a cow-like

creature, most likely that of an auroch which roam these areas.  A few

sharp cuts can be detected.  It's obvious whoever killed it is skilled at

hunting them.

~
E
peaks mountains horizon west w south s~
The mountains appear rather small across the distant horizon, like

upside-down cones frosted with gleaming-white cream.

~
A
take search get~
frozen skull cow-like patch~
act_tochar( #fake, ch );

act_notchar( #nfake, ch );

~
E
fake~
You attempt to take the frozen skull, but it seems to be buried too deep

within the snow.

~
E
nfake~
$n attempts to take the frozen skull but fails.

~
!
0 0 0
1865 9 1509949540 3 0
-1
S

#66058
A Frozen Clearing~
Small, ice-covered twigs litter the snowy ground.  A few of them hit your

knees as the powerful winds carry them into the air.  To the distant

north stands a building constructed out of grayish stone.  A large heap

of ice blocks passage to the west.

~
~
301465600 2 9 0
D0
~
~
0 -1 66040 10 10 5
D1
~
~
0 -1 66052 10 10 5
D2
~
~
0 -1 66055 10 10 5
D3
heap of ice~
heap ice west~
251 -1 66014 10 10 5
E
distant grayish stone building~
You can make out a building far north of you.  Its outline is a

distinctive rectangular shape and its color a dull gray.

~
E
small ice-covered twigs snowy ground~
These twigs have been frozen within two inches of clear ice.  They're

probably from some bush or other plant that grows here, when or if it's

not so cold.

~
A
dig~
large heap ice west w~
if( !is_open( room, west ) ) {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, west );

  }

else

  act_tochar( #nada, ch );

~
E
open~
After a lot of effort, you manage to clear the heap.

~
E
nopen~
$n manages to clear a path westward.

~
E
nada~
The heap of ice has already been cleared.

~
!
0 0 0
A
l look~
large heap ice west w~
if( is_open( room, west ) )

  act_tochar( #clear, ch );

else

  act_tochar( #block, ch );

~
E
clear~
The large heap of ice has been cleared, allowing passage westward.

~
E
block~
A tall, partially frozen heap of ice obstructs movement westward.  With

enough effort, however, you might be able to dig through it to see if

anything lies beyond the heap.

~
!
0 0 0
1602 17 1509949540 -2 0
-1
S

#66061
A Frozen Clearing~
You notice that you have to breathe in deeper as it has become arduous to

stay conscious here.  Scattered along the milky-white ground are frozen

pebbles and some tracks in the snow the size of a large human.  You can

see very little else save for more snow to the east, north, and west of

you.  To the south, however, you can glimpse magnificent mountain peaks.

~
~
301465600 2 9 0
D0
~
~
0 -1 66052 10 10 5
D1
~
~
0 -1 66068 10 10 5
D3
~
~
0 -1 66055 10 10 5
E
tracks ground~
The tracks are almost two feet long and a few inches deep.  They bear

remarkable resemblance to those of a large human.  It's likely someone

has passed by here recently.

~
E
mountain peaks~
The mountains appear rather small across the distant horizon, like

upside-down cones frosted with gleaming-white cream.

~
1602 17 1509949540 -2 0
-1
S

#66062
Inside a Meeting Hall~
The warmth in here offers a refreshing respite from the arctic air

outside.  The floors are carpeted with thick brown deer skins.  Banners

with the silver lightning bolt emblem painted on them hang from the

rafters above you.  A large, round wooden table sits prominently at the

center of the room.  You can continue through the archways to the north,

east, and west; or head south to the chill of the outside.

~
~
301465612 0 7 0
D0
~
~
0 -1 66063 10 10 5
D1
~
~
0 -1 66065 10 10 5
D2
stone door~
stone door south~
211 -1 66040 10 10 5
D3
~
~
0 -1 66064 10 10 5
E
large round wooden table center~
The polished table appears to be able to fit eight large humans around it. 

Scattered upon its smooth surface are various parchments and scrolls, as

well as bits of meat and mostly empty bottles of beer.  Displayed across

the middle of the table is an elaborately painted map of the surrounding

areas.

~
E
banners rafters~
The @Yyellow@n banners droop down about five feet.  They still look new,

their color unfaded.  Not a single tear nor scratch can be detected.  The

silver lightning bolts painted on the banners seem to glow, as if on

their own...

~
E
floors thick brown deer skins~
The reindeer skins which cover the floor are brown and faded.  They are

surprisingly still soft, providing comfort when walking or resting upon

them.

~
E
map~
The map spans half of the table's length and width.  Made of animal hide,

it details most of the surrounding area.  The northern and western

mountain range, the deep eastern valley, and a large cylindrical tower at

the south surround the stone building, which is painted at the center.

~
A
open pull~
south s stone door~
if( !is_open( room, south ) ) {

  act_tochar( #open, ch );

  act_notchar( #nopen, ch );

  open( room, south );

  }

else

  act_tochar( #nada, ch );

~
E
open~
You pull real hard and manage to open the stone door to the south.

~
E
nopen~
$n manages to open the stone door to the south.

~
E
nada~
The stone door is already open.

~
!
0 0 0
2714 17 1509949540 -2 0
-1
S

#66063
Inside a Meeting Hall~
The northern section of the hall is perhaps the grandest.  Carpeting the

floor are gray wolf skins lined with silk.  A magnificent tapestry

depicting an enormous, bearded man with @mcrimson@n eyes hangs on the

northern wall.  Two torches bracket this tapestry.  Lifeless heads of

reindeer, aurochs, and wolves are mounted on the western and eastern

walls.  Dangling from the ceiling are silver beads in the shape of

lightning bolts.  Thick, silvery wolf skins cover a large couch which

rests at the center of the room upon a sloped platform.  You can leave

through the archway to the south.

~
~
301465605 0 6 0
D0
tapestry~
tapestry north~
235 -1 66066 10 10 5
D2
~
~
0 -1 66062 10 10 5
E
magnificent tapestry enormous bearded man crimson eyes~
The woven design of the man is exceedingly realistic, as though the image

is staring straight at you.  You think you see it moving a little, as

though it is covering something behind it.

~
A
move~
magnificent tapestry~
if( !is_open( room, north ) ) {

  if( !mob_in_room( 1869, room ) ) {

    act_tochar( #move, ch );

    act_notchar( #nmove, ch );

    open( room, north );

    }

  else

    act_tochar( #cant, ch );

  }

else

  act_tochar( #nada, ch );

~
E
move~
You move the tapestry aside, revealing a secret passage.

~
E
nmove~
$n moves the tapestry aside, revealing a secret passage.

~
E
nada~
The tapestry has already been moved.

~
E
cant~
You think about moving the tapestry but realize the chief will detect you

if he sees the tapestry moving.

~
!
0 0 0
A
~
~
if( mob_in_room( 1869, room ) )

  act_tochar( #cant, ch );

else

  continue;

~
E
cant~
The barbarian chief is blocking your way north.

~
!
3 0 1
1869 9 1509949540 3 0
2711 17 1509949540 -2 0
-1
S

#66064
Inside a Meeting Hall~
The western section of the hall is neatly furnished.  Lining the northern

and southern walls are fine tapestries which depict the barbarians in

various states of defeating an immense white dragon.  The floors are

carpeted in thick brown deer skins, and a few couches covered with gray

wolf skins are placed on top of them.  You can leave through the archway

to the east.

~
~
301465604 0 6 0
D1
~
~
0 -1 66062 10 10 5
E
fine tapestries~
One tapestry depicts several barbarians luring a fearsome-looking dragon

away from its den while a couple of barbarians are on top of it, chopping

at the dragon's neck.  Another tapestry shows the dragon chewing on a

barbarian while stepping on a few others.  A third tapestry shows @csilver@n

bolts of lightning from the heavens striking down the dragon.  The last

tapestry shows the barbarians celebrating, carrying the corpse of the

dragon above their heads.

~
E
floors thick brown deer skins~
The reindeer skins which cover the floor are brown and faded.  They are

surprisingly still soft, providing comfort when walking or resting upon

them.

~
1868 9 1509949540 3 0
2710 17 1509949540 -2 0
2710 17 1509949540 -2 0
-1
S

#66065
Inside a Meeting Hall~
The eastern section of the hall is not as tidy as the rest of the

building.  Dust and cobwebs have crept up in the corners of the room. 

The thick brown deerskins that carpet the floor are wet and crinkled. 

Hanging upon the northern and southern walls are tapestries which depict

proud-looking, bearded men.  Two couches covered in gray wolf skin have

been placed at the center of the room.  You can leave through the archway

to the west.

~
~
301465604 0 6 0
D3
~
~
0 -1 66062 10 10 5
E
tapestries proud-looking bearded men~
These tapestries present some bearded men in various poses.  One shows a

muscular man with thick, bushy eyebrows waving an axe over his head in a

victory pose.  Another shows a @yyellow@n-bearded man stomping his foot

on a slain auroch.  A third shows an @rauburn@n-haired, @bblue@n-eyed man

pointing at something to his west.  The last one shows a @ggreen@n-eyed,

hulking man screaming in celebration.

~
1868 9 1509949540 3 0
2710 17 1509949540 -2 0
2710 17 1509949540 -2 0
-1
S

#66066
A Barbarian Treasure Room~
You are in what appears to be the barbarians' storage room.  The air is

thick and warm here from an undiscernable source.  Fine silk and many

hand-woven tapestries are stacked in a neat pile at the corner of the

room.  Round wooden barrels, most likely containing alcohol, rest against

the damp, stone walls.  The back of a tapestry hangs on the southern wall.

~
~
301465604 0 6 0
D0
stone block~
stone block~
203 -1 66008 10 10 5
D2
tapestry~
tapestry south~
235 -1 66063 10 10 5
E
fine silk hand-woven pile~
The tapestries and silk have been neatly organized into a pile in the

corner.  The silk feels smooth and delicate, while the tapestries are

exquisite.  Most of them depict muscular men, wild animals, and

picturesque landscapes.

~
E
tapestry~
You can tell the tapestry has been well-crafted, even from its back, by

the skilled needlework and unblemished colors.

~
E
stone walls~
The walls are moist and humid.  When touched, they seem to give off heat,

but from no apparent source.

~
A
move~
tapestry south s~
if( !is_open( room, south ) ) {

  act_tochar( #move, ch );

  act_notchar( #nmove, ch );

  open( room, south );

  }

else

  act_tochar( #nada, ch );

~
E
move~
You move the tapestry to the south.

~
E
nmove~
$n moves the tapestry to the south.

~
E
nada~
The tapestry has already been moved.

~
!
0 0 0
A
inspect~
A closed furred wooden chest~
i = random( 3, 9 );

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

  act_tochar( #disc, ch );

  act_notchar( #ndisc, ch );

  }

else

  act_tochar( #fail, ch );

~
E
disc~
You carefully inspect the chest and discover a small wire beneath the

keywhole which serves as a trap.

~
E
ndisc~
$n carefully inspects the chest, and signals to everyone that it's

trapped.

~
E
fail~
You see nothing unusual.

~
!
0 0 0
A
untrap disarm~
A closed furred wooden chest~
if( rflag( reset0, room ) ) {

  i = random( 4, 12 );

  act_tochar( #try, ch );

  act_notchar( #ntry, ch );

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

    remove_rflag( reset0, room );

    act_tochar( #done, ch );

    act_notchar( #ndone, ch );

    }

  else {

    act_tochar( #fail, ch );

    act_notchar( #nfail, ch );

    act_room( #hurt, ch );

    loop( all_in_room ) {

      if( is_player( rch ) ) {

        dam_message( rch, 3d5+40, "A sharp, poison-tipped dart" );

        inflict( rch, mob, 3d5+40, "sharp, poison-tipped dart" );

        poison( rch );

        }

      }

    }

  }

else

  act_tochar( #noneed, ch );

~
E
try~
You cautiously attempt to untrap the chest.

~
E
ntry~
$n cautiously attempts to untrap the chest.

~
E
done~
You successfully untrap the chest!

~
E
ndone~
$n successfully untraps the chest!

~
E
fail~
You leap back realizing you accidentally set off the trap!

~
E
nfail~
$n leaps back in terror!

~
E
hurt~
@RSharp, poison-tipped darts start flying out of the chest!@n

~
E
noneed~
The trap has already been disarmed.

~
!
0 0 0
A
pick unlock~
A closed furred wooden chest~
if( rflag( reset0, room ) ) {

  act_tochar( #try, ch );

  act_notchar( #ntry, ch );

  act_tochar( #dumb, ch );

  act_room( #hurt, ch );

  loop( all_in_room ) {

    if( is_player( rch ) ) {

      dam_message( rch, 3d5+40, "A sharp, poison-tipped dart" );

      inflict( rch, mob, 3d5+40, "sharp, poison-tipped darts" );

      poison( rch );

      }

    }

  }

else

  continue;

~
E
try~
You attempt to pick open the chest.

~
E
ntry~
$n attempts to pick open the chest.

~
E
dumb~
Suddenly you realize that the chest is still trapped!

~
E
hurt~
@RSharp, poison-tipped darts start flying out of the chest!@n

~
!
0 0 0
A
1 look~
round barrels~
if( rflag( reset0, find_room( 66008 ) ) )

  act_tochar( #no, ch );

else

  act_tochar( #desc, ch );

~
E
no~
The barrels look like they can contain many liters of alcohol.  A few

drops of it drip from the spout near the base of the barrels, leaving a

small puddle there.

~
E
desc~
The barrels look like they can contain many liters of alcohol.  A few

drops of it drip from the spout near the base of the barrels, leaving a

small puddle there.  Behind one of the barrels, against the north wall,

there is a notch in the stone.

~
!
0 0 0
A
1 look~
1 north notch~
if( rflag( reset0, find_room( 66008 ) ) )

  continue;

else

  act_tochar( #desc, ch );

~
E
desc~
Along the north wall, behind one of the barrels, there is a notch in the

stone.  The small, stony divot looks to be depressible.

~
!
0 0 0
A
touch depress press~
notch stone divot~
if( rflag( reset0, find_room( 66008 ) ) )

continue;

else {

act_tochar( #press, ch );

act_notchar( #rpress, ch );

wait( 2 );

open( room, north );

send_to_room( #open, room );

send_to_room( #open2, find_room( 66008 ) );

}

~
E
press~
You press your hand upon the notch in the stone and it sinks into the

wall.

~
E
rpress~
$n presses $s hand against the northern wall.

~
E
open~
A stone block sinks into the floor, revealing a hidden chamber to the

north.

~
E
open2~
A way opens up to the south as one of the stone blocks in the wall sinks

into the ground.

~
!
0 0 0
A
~
~
if( rflag( reset2, find_room( 66008 ) ) ) {

  remove_rflag( reset2, room );

  wait( 2 );

  send_to_room( #close, room );

  send_to_room( #close, find_room( 66008 ) );

  close( room, north );

  }

~
E
close~
A block of stone rises to seal off the chamber.

~
!
1 0 1
2679 49 1509949540 -2 0
2675 81 1509949444 -2 0
16 81 1509949465 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
1 65 1509949540 -2 0
1 65 1509949490 -2 0
3130 81 1509949444 -2 0
-1
S

#66067
A Frozen Clearing~
You are in a snow-covered clearing.  The only visible objects on the

ground besides snow and ice are some pebbles and an occasional frozen

twig.  The freezing winds continue to beat against your face and body. 

Overlooking the view to the north are mountains that penetrate deeply

through the clouds.  To the west and south is a frozen clearing.  To the

east, a treacherous passage heads downward.

~
~
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E
frozen twig~
These twigs have been frozen within two inches of clear ice.  They're

probably from some bush or other plant that grows here, when or if it's

not so cold.

~
E
view mountains~
The mountains stretch high into the heavens.  Their tops look as though

they're piercing through the clouds.

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

act_notchar( #ndown, ch );

continue;

~
E
down~
You carefully make your way down the passage.

~
E
ndown~
$n carefully heads down the passage.

~
!
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#66068
A Frozen Clearing~
It's a little difficult to maintain your footing here, as the ground is

slick with many patches of ice.  The only sounds you hear are the echoing

of the blistering winds and your own heavy breathing.  To the east and

south of you is a mountain skyline, offering a picturesque view of the

land below.

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mountain skyline~
The mountains appear rather small across the distant horizon, like

upside-down cones frosted with gleaming-white cream.

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#66069
A Frozen Slope~
You struggle to maintain your balance along the narrowed, frozen slope. 

The air is thin, making you spend more time to catch your breath.  This

offers an excuse to take in the view around you.  The mountain skylines

encompass most of the northern and southern horizons.  Looking up, you

see a frozen clearing.  The frozen slope widens a little downward.

~
~
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view mountain skylines~
Snow-peaked mountains span all of your view of the north and south.  They

form a ridge-like pattern, like spear tips laced with white cream ripping

through the heavens.

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

act_notchar( #nleave, ch );

continue;

~
E
leave~
You carefully make your way downward.

~
E
nleave~
$n carefully makes $s way downward.

~
!
3 0 32
A
~
~
i = random( 4, 10 );

if( find_stat( ch, dex ) > i ) {

  act_tochar( #leave, ch );

  act_notchar( #nleave, ch );

  continue;

  }

else {

  act_tochar( #fail, ch );

  act_notchar( #nfail, ch );

  transfer( ch, find_room( 66070 ) );

  dam_message( ch, 3d5+10, "the fall" );

  inflict( ch, mob, 3d5+10, "falling down" );

  }

~
E
leave~
You cautiously make your way up the slope.

~
E
nleave~
$n cautiously makes $s way up the slope.

~
E
fail~
You try to go up the slope, but suddenly lose your footing.

~
E
nfail~
$n tries to go up the slope, but suddenly loses $s footing.

~
!
3 0 16
A
sleep~
~
act_tochar( #cant, ch );

~
E
cant~
It's too dangerous to be sleeping on the slope.

~
!
0 0 0
-1
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#66070
A Frozen Trail~
The ground is glistening white, as though glazed with smooth, cold

frosting.  Lining the sides of the trail are some frozen bushes.  The

trail leads further up, along a dangerous-looking slope.  It also

continues eastward into more open space.

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sides frozen bushes~
The branches of the bushes are encased within an inch of ice.  Wild

berries possibly grow on them during warmer times.

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

act_notchar( #nup, ch );

continue;

~
E
up~
You carefully make your way up the slope.

~
E
nup~
$n carefully makes $s way up the slope.

~
!
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#66071
A Frozen Trail~
The path is relatively level here, making it somewhat easier to traverse

the frozen trail.  Part of the ground has melted around a dying campfire,

its smoke rising faintly into the air.  Snowdrifts as tall as an ogre

have accumulated to the south of you, while the north overlooks

snow-capped mountains.  The trail extends westward, as well as sloping

down a partially frozen incline.

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snowdrifts~
Piled high and thick, the snowdrifts resemble white stalagmites.  Judging

by their height, the snowdrifts have been accumulating for quite some

time.

~
E
snow-capped mountains~
The snow-capped mountains spanning the northern horizon is breath taking

to behold.  They form a ridge-like pattern, like cream-covered spear tips

ripping through the heavens.

~
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#66072
A Partially Frozen Slope~
Ice patches scattered randomly across the slope make passage a little

precarious.  The path is relatively wide, however, allowing you to avoid

the slippery ice patches and maintain more sure footing in the softer

snow.  You can make out faint smoke rising from something at the top of

the slope.  You can trudge up to find the source of the smoke, or descend

the slick slope.

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E
slippery ice patches~
The ice patches vary from being only a few feet wide to six or so feet

wide.  They are clear enough for you to see your own reflection.

~
-1
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#66073
A Partially Frozen Slope~
You have reached the base of a partially frozen slope along the cliff. 

Working your way along the slope may prove rather messy.  Some melted

snow and ice have mixed with the brown soil to form muddy puddles against

the sloped path.  You can make your way up the slope, or climb down and

off the cliff.

~
down to 66074

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muddy puddles~
The puddles are a dark-brown color.  They are scattered all along the

slope making it difficult to continue without getting yourself dirty.

~
A
climb~
down d~
i = random( 0, 4 );

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

  act_tochar( #down, ch );

  act_notchar( #ndown, ch );

  transfer( ch, find_room( 66074 ) );

  act_notchar( #arri, ch );

  loop( followers ) {

    if( is_player( rch ) ) {

      transfer( rch, find_room( 66074 ) );

      act_notchar( #arri, rch );

      }

    }

  }

else {

  act_tochar( #hurt, ch );

  act_notchar( #nhurt, ch );

  transfer( ch, find_room( 66074 ) );

  dam_message( ch, 3d5+40, "The fall" );

  inflict( ch, mob, 3d5+40, "falling down a cliff" );

  }

~
E
down~
You carefully climb down the cliff.

~
E
ndown~
$n carefully climbs down the cliff.

~
E
arri~
$n arrives from above.

~
E
hurt~
You attempt to climb down the cliff, but lose your grip and fall!

~
E
nhurt~
$n attempts to climb down the cliff, but loses $s grip

and falls down!

~
!
0 0 0
A
~
~
act_tochar( #mud, ch );

act_notchar( #nmud, ch );

continue;

~
E
mud~
Mud splatters all over your clothing as you head up.

~
E
nmud~
$n gets dirtier as $e continues onward.

~
!
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#66074
A Narrow Trail~
The trail comes to an abrupt end northward, as majestic snow-capped

mountains fill the horizon in that direction.  The ground is lightly

frosted and a soft, chilly breeze passes by you.  The edge of the valley

lies to the east, while the steep cliff blocks the entire area west of

you.  You can head back south along the trail.

~
up to 66073

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magnificent snow-capped mountains north n~
The grand, snow-peaked mountains span the entire view of the north.  They

form a ridge-like pattern, and their peaks resemble white-spear tips

piercing through the clouds.

~
E
edge valley east e~
The bright green valley below appears to reach its end as a winding river

at the base of the mountain range serves as the border.

~
E
steep cliff west w~
The enormous cliff towers over you.  You notice a few rocks that appear

securely sunken into the cliff.  They can perhaps allow someone brave

enough to scale it.

~
A
climb~
up u cliff~
i = random( 1, 5 );

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

  act_tochar( #up, ch );

  act_notchar( #nup, ch );

  transfer( ch, find_room( 66073 ) );

  act_notchar( #arri, ch );

  loop( followers ) {

    if( is_player( rch ) ) {

      transfer( rch, find_room( 66073 ) );

      act_notchar( #arri, rch );

      }

    }

  }

else {

  act_tochar( #fail, ch );

  act_notchar( #nfail, ch );

  }

~
E
up~
You grab onto a rock on the cliff and make your way up.

~
E
nup~
$n grabs onto a rock on the cliff and makes $s way up.

~
E
arri~
$n arrives from below.

~
E
fail~
You fail to climb up the cliff.

~
E
nfail~
$n tries to climb up the cliff, but fails.

~
!
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#66075
A Narrow Trail~
The chilly northern winds caressing your head and body feel like soft

whispering from the snow-capped mountains to the very distant north. 

Light traces of snow on the ground can now be detected.  The cliff to the

west of you seems to have also begun to accumulate some snow.  You can

continue north or south along the trail.

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snow-capped mountains north n~
The mountains are barely visible from here.  You can still make out their

white peaks forming a magnificent view of the distant northern horizon.

~
E
light traces ground~
A thin layer of gleaming white snow partially covers the hardened ground.

~
E
cliff west w~
Several white specks against the cliff can be seen, making the cliff look

like it's decorated in white paint spots.

~
-1
S

#66076
A Narrow Trail~
As the wind picks up and brushes against your body, you notice how cold

it is here.  A few twigs and rocks disseminated across the ground get

carried off by the wind, rolling southward as the wind apparently

originates from the north.  Off to the east, most of the valley can be

viewed.  You can head north into the cold winds; or travel westward along

the rocky trail.

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twigs rocks~
Brown twigs broken from dead bushes and small rocks the size of a baby

human's thumb have been randomly dispersed along the trail by the chilly

winds.

~
E
east e valley~
You can see the lush green tops of trees and other plants winding their

way down to the east of you.  The tremendous depth of the valley makes

travel along the trail tricky and a little dangerous.

~
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#66077
A Narrow Trail~
The path winds its way around the side of the cliff.  Directly beside the

cliff lie a few twigs which have fallen from above.  Pebbles and rocks

cover most of the dirt trail, although a few bushes have managed to grow

on the otherwise infertile ground.  You can carefully continue south or

east along the trail.

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cliff~
The cliff towers directly above you.  Placed a little above your reach is

what appears to be a large nest.  The nest rests firmly on a large branch

which hangs against the cliff.

~
E
twigs~
The twigs are blackish-brown and very thin.

~
E
bushes~
The bushes are leafless, but surprisingly large.  Perhaps they can bear

wild berries during more suitable seasons.

~
E
pebbles rocks~
Brown, dust-covered rocks and pebbles about the size of a small button

lie randomly scattered along the trail.

~
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#66078
A Rocky Trail~
This obviously little-used trail is comprised mainly of dust and pebbles,

mostly from the fallen pieces of the cliff to the west.  A deep valley

spans the view to the east, making travel along the path somewhat

dangerous.  The trail continues northward and narrows a bit southward.

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deep valley east e~
You can see verdant peaks of trees and other plants wind down the valley

to the east of you.  The great depth of the valley makes travel eastward

improbable.

~
E
cliff west w~
An occasional brown pebble from the cliff beside this path gently rolls

down.  The cliff stretches too high for you to determine its peak.

~
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#66079
A Rocky Trail~
The path beside the cliff is narrow and rocky.  A soft breeze brushes

against you from the east.  Overlooking that direction is a lush green

valley.  You make certain that your footing is solid and sure, for one

false step could mean disaster.  A massive, gray tower looms in the

distant south, while the trail continues northward.

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east e lush green valley~
You can see the verdant peaks of trees and other plants wind down the

valley to the east of you.  The depth of the valley makes travel eastward

improbable.

~
E
massive gray tower~
The gray tower rises high in the air and narrows at its peak.

~
E
cliff~
The cliff towers everything to the east of you.  Its light brown color

appear faded due to many years of erosion.

~
-1
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