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
The Great Icalah Tree~
Starshine~
The Great Icalah Tree~

5 0
0
#ROOMS

#66500
The Roots of a Giant Tree~
Thrusting out of the earth in gigantic majesty is a huge tower of a tree

trunk.  This close to the trunk, all one sees is a broad expanse of rich,

dark wood.  Large cracks form geometric patterns about the girth of the

tree; a layer of bark threatens to detach from the main trunk.  On the

right side of the trunk, the wood and its attendant crevices are shaded

green by a small-leafed moss.  Giant roots thrust in and out of the

earth, creating humps higher than your head, bringing sustenance to this

ancient tree.  Far above, a canopy of leaves blocks out sunlight, keeping

the air here rich with moisture.

~
~
301465600 3 8 0
D0
~
~
0 -1 66521 10 10 5
D1
~
~
0 -1 66523 10 10 5
D2
~
~
0 -1 66525 10 10 5
D3
~
~
0 -1 66519 10 10 5
E
bark trunk~
The rich color of the trunk is the result of the moisture clinging to the

bark.  Growth and aging have resulted in cracks and unevenness in the

trunk and in some of the bark peeling back from the main trunk.  The moss

softens the edges of the cracked bark, but you think perhaps you can

climb the trunk...if you are careful.

~
E
green small-leafed moss~
The moss is quite beautiful, its tiny leaflets creating rosettes when

seen up close.  The moss is plush and seems to have been a partner of the

tree for quite a long time.  Tiny droplets of moisture cling to the

surface of the bright green moss.

~
E
roots humps~
The roots look like humped monsters, thrusting out of the earth at the

base of the tree and back into the earth some distance away.  There are

vertical striations along the length of each root, apparently the method

by which the root grew.  Moss and lichen grow on some of the roots and on

the ground.

~
E
canopy leaf leaves~
The canopy is so high, a fog obscures the details of the leaves.  Small,

sparse shafts of light can be seen through the dense canopy, but not

enough for you to make out any details of the outside world, other than

to determine whether it is day or night.

~
E
ground~
The ground is covered with a thick carpet of new and old leaves, some

probably from the tree, some probably from its neighbors.  Some of the

leaves are so old, you can see fungus growing upon them.  You recognize

some of the leaves as coming from an oak tree.  Most of the leaves,

however, are of a variety you do not recognize.

~
A
climb~
tree trunk bark 1 up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66501 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    send_to_char( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66501 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
noclimb~
You try to climb the tree, but find your skill inadequate to the

challenge.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
climb~
Finding some handholds, you pull yourself up the tree trunk.

~
E
climb1~
Panting, you pause to rest.

~
E
oclimb~
Finding handholds in the bark, $n climbs up the tree.

~
E
arr~
$n climbs up the tree trunk from below.

~
E
fly~
You fly up the tree trunk, finally pausing to survey your surroundings.

~
E
ofly~
$n flies up the tree trunk, finally pausing to survey $s surroundings.

~
E
farr~
$n flies up the tree trunk from below.

~
!
0 0 1
A
up~
~
acode( room, 1 );

~
!
0 0 1
A
~
~
i = random( 1, 10 );

if( i == 1 ) {

  send_to_area( #wood, room );

  end;

  }

if( i == 2 ) {

  send_to_area( #rustle, room );

  end;

  }

if( i == 3 ) {

  send_to_area( #bird, room );

  end;

  }

if( i == 4 ) {

  send_to_area( #scamp, room );

  end;

  }

if( i == 5 ) {

  send_to_area( #breath, room );

  end;

  }

~
E
wood~
A distant rat-ta-tat-tat reverberates through the wood.

~
E
rustle~
A cool breeze sends a faintly rustling through the canopy.

~
E
bird~
The flapping of wings breaks the silence.

~
E
scamp~
Leaves rustle as something small scampers out of sight.

~
E
breath~
Small droplets of moisture tickle your nose as you breathe.

~
!
2 75 0
A
~
root ground leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 10 );

if( i == 2 ) {

    send_to_char( #some, ch );

    act_notchar( #osome, ch );

    obj_to_char( oload( 28104 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You search the leaves on the ground, throwing them every which way.

You see nothing unusual in the dry, decaying ground matter.

~
E
onoth~
$n searches the leaves on the ground, throwing them every which way.

~
E
some~
Searching through the leaves on the ground, you find a green,

unusual-looking one.

~
E
osome~
$n plays around in the leafy ground cover and find something green.

~
!
9 0 0
A
get pick~
moss clump~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #moss, ch );

    act_notchar( #omoss, ch );

    obj_to_char( oload( 2857 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You try to pluck away a clump of moss, but it crumbles into pieces in your hands.

~
E
onoth~
$n pulls out a clump of moss, but it crumbles into pieces no larger than dust particles.

~
E
moss~
You pull off a clump of moss.

~
E
omoss~
$n pulls off a clump of moss.

~
!
0 0 0
A
get scrape~
lichen~
if( rflag( reset0, room ) ) {

  i = random( 1, 10 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #lich, ch );

    act_notchar( #olich, ch );

    obj_to_char( oload( 2858 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You attempt to scrape off some lichen, but end up only with green-dusted hands.

~
E
onoth~
$n tries unsuccessfully to scrape a piece of lichen off the bark.

~
E
lich~
You successfully peel off a small patch of lichen.

~
E
olich~
$n peels off a small patch of lichen.

~
!
0 0 0
A
~
~
if( find_stat( ch, dex ) < random( 5, 15 ) ) {

  i = random( 1, 3 );

  send_to_char( #trip, ch );

  dam_message( ch, i, "tripping over the root" );

  inflict( ch, mob, i, "tripping over the root" );

  act_notchar( #otrip, ch );

  }

~
E
trip~
You trip over a wayward root.

~
E
otrip~
$n trips over a wayward root.

~
!
1 0 15
-1
S

#66501
On the Trunk of a Giant Tree~
You cling tightly to crevices in the trunk of the huge tree, the ground

barely visible below.  Before you is a wall of rough bark.  The bark is

moist and covered sporadically with lichen and moss, making it slippery

and treacherous to climb.  The canopy above you is barely visible through

the misty fog.  Around you, standing respectfully away from this giant,

is a lush forest of venerable old trees.

~
~
301465600 3 5 0
E
wall bark lichen moss~
The bark is so close to your face that you can smell the wet,

fungus-encrusted wood with each breath.  The wood is very strong and

healthy, and you can see that the tree supports a great community, as you

see scurrying bugs, feeding birds and myriad other plants and animals

along the trunk of the tree.

~
E
canopy misty fog~
You peer upward through the fog, trying to make out details of the dense

canopy high above.  While you can make out some movement up there, you

cannot see much else.  The air is crisp and the fog leaves droplets of

moisture on all that it touches.

~
E
crevices~
The tree trunk is peppered with many crevices, the result of the thick

bark cracking.  Some of the crevices are rather deep, while others are

barely more than surface scratches.  You are unable to see all the way

into several of the deeper crevices.

~
E
forest trees~
Seeming to leave this giant some space, the forest stands a slight

distance from you.  Looking away from the trunk, you see that you are

just below the height of the forest canopy.  The air is moist and becomes

a soft mist as you look down.

~
A
climb~
1 down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66500 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66500 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Climbing down, you at last see some brown below you.

~
E
climb1~
After what seems like an eternity, you at last reach solid earth.

~
E
oclimb~
$n cautiously climbs down the tree.

~
E
arr~
$n climbs down from above.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly down the tree trunk, at last reaching the ground.

~
E
ofly~
$n flies down the tree trunk.

~
E
farr~
$n flies down the tree trunk from above.

~
!
0 0 1
A
d down~
~
acode( room, 1 );

~
!
0 0 0
A
climb~
tree trunk bark~
send_to_char( #noclimb, ch );

act_notchar( #onoclimb, ch );

~
E
noclimb~
You scratch your head, trying to decide whether to climb up or down.

~
E
onoclimb~
$n scratches $s head, looking up and down the tree trunk in confusion.

~
!
0 0 0
A
u up~
~
acode( room, 5 );

~
!
0 0 0
A
climb~
u up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66502 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66502 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
climb~
Using crevices in the bark, you continue climbing up the tree.

~
E
climb1~
At last, you pull yourself onto a large branch.

~
E
oclimb~
$n climbs up the trunk of the tree.

~
E
arr~
$n clamors onto the tree branch from below.

~
E
fly~
You fly up the gigantic tree trunk.

~
E
ofly~
$n flies up the gigantic tree trunk.

~
E
farr~
$n flies up the tree trunk from below.

~
!
0 0 1
A
~
cracks crevices~
if( !is_player( ch ) )

  end;

i = random( 1, 50 );

send_to_char( #wigg, ch );

if( i < 16 ) {

  send_to_char( #bite, ch );

  dam_message( ch, 1, "a bug's bite" );

  inflict( ch, mob, i, "a bug's bite" );

  act_notchar( #obite, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( i == 49 ) {

    act_tochar( #found, ch );

    act_notchar( #ofound, ch );

    obj_to_char( oload( 621 ), ch );

    end;

    }

  if( i == 48 ) {

    act_tochar( #found, ch );

    act_notchar( #ofound, ch );

    obj_to_char( oload( 621 ), ch );

    end;

    }

  if( i == 47 ) {

    act_tochar( #found, ch );

    act_notchar( #ofound, ch );

    obj_to_char( oload( 2299 ), ch );

    end;

    }

  }

send_to_char( #brush, ch );

~
E
wigg~
You wiggle your fingers into various crevices.

~
E
brush~
Something brushes the tips of your searching fingers and you draw your

hands back.

~
E
bite~
Something takes a bite at your hand.

~
E
obite~
$n shivers, winces, and jerks back $s hand.

~
E
found~
Your fingertips brush against something long and you draw it out.

~
E
ofound~
$n draws something out on $s fingertips.

~
!
9 0 0
A
get pick~
moss clump~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  i = random( 1, 15 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #moss, ch );

    act_notchar( #omoss, ch );

    obj_to_char( oload( 2857 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You try to pluck away a clump of moss, but it crumbles into pieces in your hands.

~
E
onoth~
$n pulls out a clump of moss, but it crumbles into pieces no larger than dust particles.

~
E
moss~
You pull off a clump of moss.

~
E
omoss~
$n pulls off a clump of moss.

~
!
0 0 0
A
get scrape~
lichen~
if( rflag( reset0, room ) ) {

  i = random( 1, 10 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #lich, ch );

    act_notchar( #olich, ch );

    obj_to_char( oload( 2858 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You attempt to scrape off some lichen, but end up only with green-dusted hands.

~
E
onoth~
$n tries unsuccessfully to scrape a piece of lichen off the bark.

~
E
lich~
You successfully peel off a small patch of lichen.

~
E
olich~
$n peels off a small patch of lichen.

~
!
0 0 0
-1
S

#66502
A Crook Formed by a Giant Trunk and a Giant Branch~
You are wedged in the crook of a giant tree, between the trunk and one of

its larger branches.  The trunk forms a wall to your west, curving very

slightly away from you.  The branch grows east, heading up and away from

the trunk.  It is as broad as a city street.  The trunk falls away, down

into misty whiteness.  Above, the canopy is thick, but seems to consist

mainly of branches too small to stand upon.

~
[Sappersil] change west message a little bit to indicate hole.

~
301465600 3 5 0
D1
~
~
0 -1 66503 10 10 5
E
trunk bark~
The dark, brown bark is moist and supports a nice soft mat of lichen and

moss.  Among the shadows of the cracked and peeling bark, you make out a

slight shadow.  Closer examination of the shadow reveals a small hole,

perhaps leading to the home of a denizen of this treetop.  The crevices

in the rough bark also seem to make the trunk climbable, both upwards and

downwards.

~
E
branch~
The branch is very large, quite appropriate for such a large tree.  The

branch heads off to the east and you think you can walk upon its surface,

albeit very carefully.

~
E
fog misty whiteness down~
Below you, the trunk of the tree disappears into almost a perfect fog of

whiteness...quite a ways down...  You can climb the trunk of the tree, if

you are careful.

~
E
canopy above up~
The canopy above you is quite full of leaves and branches.  However,

there are few large branches of the sort that might be able to hold your

weight.  A few leaves hang down from higher branches, close enough for

you to see the veins and lobes of each leaf.  One branch above you,

growing west away from the trunk, looks like it might be large enough to

support you.  You think you might be able to reach it with a bit of

climbing.

~
E
leaves leaf veins lobes~
The leaves of this tree are quite unique.  Each leaf is five-lobed, with

the central lobe longer than the others and more pointed.  The other four

lobes are almost round by comparison.  The leaves are a velvety medium

green in color and each leaf is edged in white.

~
E
hole~
You see darkness beyond the hole.  Perhaps, you could try entering it...

~
A
climb~
tree trunk bark~
send_to_char( #noclimb, ch );

act_notchar( #onoclimb, ch );

~
E
noclimb~
You scratch your head, trying to decide whether to climb up or down.

~
E
onoclimb~
$n scratches $s head, looking up and down the tree trunk in confusion.

~
!
0 0 0
A
climb~
1 down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66501 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66501 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Slipping off the branch, you slowly climb down.

~
E
climb1~
Finding yourself semi-comfortable, you pause to catch your breath.

~
E
oclimb~
$n grits $s teeth and climbs down the tree.

~
E
arr~
$n climbs down from above.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly down the tree trunk.

~
E
ofly~
$n flies down the tree trunk.

~
E
farr~
$n flies down the tree trunk from above.

~
!
0 0 1
A
down~
~
acode( room, 2 );

~
!
0 0 0
A
climb~
u up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  transfer( ch, find_room( 66507 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66507 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Making sure not to look down, you continue climbing up.

~
E
climb1~
You pull yourself onto a broad branch in the lower canopy.

~
E
oclimb~
$n climbs up the trunk of the tree.

~
E
arr~
$n clamors onto the tree branch from below.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly up the gigantic tree trunk.

~
E
ofly~
$n flies up the gigantic tree trunk.

~
E
farr~
$n flies up the tree trunk from below.

~
!
0 0 1
A
up~
~
acode( room, 4 );

~
!
0 0 0
A
enter~
darkness hole~
send_to_char( #hole, ch );

act_notchar( #ohole, ch );

transfer( ch, find_room( 66506 ) );

act_notchar( #arr, ch );

~
E
hole~
You squeeze yourself through the hole in the tree trunk.

~
E
ohole~
$n climbs into a small hole in the tree trunk.

~
E
arr~
$n squeezes into the room from a small hole to the east.

~
!
0 0 0
A
west~
~
acode( find_room( 66517 ), 5 );

~
!
0 0 0
A
~
~
send_to_char( #in, ch );

continue;

~
E
in~
You follow the rise of the branch.

~
!
3 1 2
A
get pick~
moss clump~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  i = random( 1, 15 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #moss, ch );

    act_notchar( #omoss, ch );

    obj_to_char( oload( 2857 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You try to pluck away a clump of moss, but it crumbles into pieces in your hands.

~
E
onoth~
$n pulls out a clump of moss, but it crumbles into pieces no larger than dust particles.

~
E
moss~
You pull off a clump of moss.

~
E
omoss~
$n pulls off a clump of moss.

~
!
0 0 0
A
get scrape~
lichen~
if( rflag( reset0, room ) ) {

  i = random( 1, 10 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #lich, ch );

    act_notchar( #olich, ch );

    obj_to_char( oload( 2858 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You attempt to scrape off some lichen, but end up only with green-dusted hands.

~
E
onoth~
$n tries unsuccessfully to scrape a piece of lichen off the bark.

~
E
lich~
You successfully peel off a small patch of lichen.

~
E
olich~
$n peels off a small patch of lichen.

~
!
0 0 0
-1
S

#66503
A Branch of a Giant Tree~
You find yourself on the broad branch of a gigantic tree, high above the

ground.  The bark of the branch is rough, cracks here and there showing its

age.  Moss and lichen have taken up residence in the moist wood.  Above

you, some close enough to touch, are leaves and branches from higher up

in the tree canopy.

~
~
301465600 3 5 0
D1
~
~
0 -1 66504 10 10 5
D3
~
~
0 -1 66502 10 10 5
E
ground~
You can make out no details of the ground, besides a slight variation in

the color of the fog below you.  The trunk of the tree disappears

dramatically into the mist, its almost black wood a sharp contrast to

the white of the fog.

~
E
bark branch moss lichen~
The branch is quite strong, the wood alive.  Nonetheless, moss and lichen

have taken up residence on the bark, creating patches of light and

dark green that are not leaves.

~
E
canopy above up leaves leaf fruit~
Close above your head, branches dip down, dripping with leaves and fruit. 

The leaves are a five-lobed wonder - a medium green outlined in white. 

The fruit is a golden yellow, no larger than a chicken's egg.  One looks

like it might be close enough to pick.

~
A
1 north 1 south~
~
send_to_char( #back, ch );

act_notchar( #oback, ch );

~
E
back~
Realizing that a deadly plummet awaits you, you quickly leap back from

the edge.

~
E
oback~
$n walks toward the edge of the branch, then quickly steps back.

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
A
get pick~
fruit~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 10 );

  if( i == 1 ) {

    send_to_char( #fruit, ch );

    act_notchar( #ofruit, ch );

    obj_to_char( oload( 2855 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You look, but seeing no ripe fruit, decide to leave them on their stems.

~
E
onoth~
$n peers at the unripe fruit.

~
E
fruit~
You carefully pick a ripe fruit from the tree.

~
E
ofruit~
$n picks a ripe fruit off the tree.

~
!
0 0 0
A
touch brush~
leaf leaves branches~
send_to_char( #touch, ch );

act_notchar( #otouch, ch );

~
E
touch~
You reach out and brush the nearby leaves and branches with your fingertips.

~
E
otouch~
$n reaches out, touching the nearby leaves and branches.

~
!
0 0 0
A
get pick~
moss clump~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  i = random( 1, 15 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #moss, ch );

    act_notchar( #omoss, ch );

    obj_to_char( oload( 2857 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You try to pluck away a clump of moss, but it crumbles into pieces in your hands.

~
E
onoth~
$n pulls out a clump of moss, but it crumbles into pieces no larger than dust particles.

~
E
moss~
You pull off a clump of moss.

~
E
omoss~
$n pulls off a clump of moss.

~
!
0 0 0
A
get scrape~
lichen~
if( rflag( reset0, room ) ) {

  i = random( 1, 10 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #lich, ch );

    act_notchar( #olich, ch );

    obj_to_char( oload( 2858 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You attempt to scrape off some lichen, but end up only with green-dusted hands.

~
E
onoth~
$n tries unsuccessfully to scrape a piece of lichen off the bark.

~
E
lich~
You successfully peel off a small patch of lichen.

~
E
olich~
$n peels off a small patch of lichen.

~
!
0 0 0
A
~
~
send_to_char( #west, ch );

  continue;

~
E
west~
You follow the descending branch.

~
!
3 0 8
1933 9 1509949540 3 0
1933 9 1509949540 3 0
-1
S

#66504
A Branch of a Giant Tree~
You stand on the large branch of a gigantic tree.  Leaves and other

branches dip down from the canopy above.  Beneath your feet, the wood is

strong, full of life.  Very far below, the tree trunk disappears into a

carpet of white.  The branch slopes down to the west, joining with the

trunk of the tree, while to the east, it becomes narrower, splitting into

leafy branchlets.

~
~
301465600 3 5 0
D1
~
~
0 -1 66505 10 10 5
D3
~
~
0 -1 66503 10 10 5
E
leaves branches canopy above~
The canopy above is an almost perfect umbrella of leaves.  It is with

great difficulty that you can see any sky above you at all.  Beautiful,

lush white-edged leaves almost brush your head.  Something or somethings

scurry about up there, causing the odd branch to bounce and stir.

~
E
wood branch~
This branch you are on is quite healthy and strong, sprouting many leaves

as it narrows and dips to the east.  There are some small patches of

lichen, but the wood is otherwise unadorned.  To the west, the branch

connects to the main trunk.

~
E
trunk carpet white below~
Far below lies a carpet of billowing whiteness, through which the dark

trunk of the tree disappears.

~
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
touch brush~
leaf leaves branches~
acode( find_room( 66503 ), 4 );

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
-1
S

#66505
A Branch of a Giant Tree~
This branch is very large here, although it is broader to the west where

it connects with the main tree trunk.  To the east, the branch ends in a

myriad of small, leafy limbs and white-edged green leaves.  The bark

covering the branch is rough and unmarked, this particular limb not

having encountered any trauma.  Close above your head, brushing your

hair, are the leaves and ends of other branches.  Eastwards, the branch

is too weak to support you.

~
~
301465600 3 5 0
D3
~
~
0 -1 66504 10 10 5
E
branch bark~
The bark here is fairly young, as evidenced by the small, fine striations

and lack of any large cracks.

~
E
limbs~
Small branchlets droop below where you stand, sprouting plentiful leaves.

~
E
leaves~
The leaves, a pretty green, are haloed in white.  They drop down from

other branches above your head, as well as drip from the end of this

branch.

~
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
1 east~
~
send_to_char( #back, ch );

act_notchar( #oback, ch );

~
E
back~
You step east, but quickly hop back when the branch starts to bend...

~
E
oback~
$n takes a step east, but quickly hops back when the branch starts to bend...

~
!
0 0 0
A
touch brush~
leaf leaves branches branchlets~
acode( find_room( 66503 ), 4 );

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
1933 9 1509949540 3 0
-1
S

#66506
A Nesting Hole in a Giant Tree~
Rough wood encloses a cozy nesting hole.  The wood is chipped in spots,

leaving jagged ends, although, in general, the walls are smooth if a bit

pitted.  Feathers and wood chips line the bottom of the hole, and some

soft down feathers are snagged on the uneven wood.  Bits of straw are

interwoven with stalks of grass to form the rest of the floor.  Speckled

bit of shell lie about in the nest.

~
hmm...work on checking if woodpecker is a pet? *scratches head*

~
301465604 0 5 0
E
wood chips~
The wood is pitted, as if it has been worked over with a small chisel. 

Wood chips are scattered among the feathers, grass, and leaves on the

floor of the hole.

~
E
floor feathers nest stalks straw grass~
The nest is a loose weave of long stems of straw and dried grass, with

wood chips, various feathers, some shell bits, and bird guano.  A strange

conglomeration, but somehow, it is kept free of pests and mold.

~
E
shell~
Bits of shell are scattered about the nest, some of it still moist.

~
A
enter~
hole~
send_to_char( #hole, ch );

act_notchar( #ohole, ch );

transfer( ch, find_room( 66502 ) );

act_notchar( #arr, ch );

~
E
hole~
You squeeze yourself through the hole in the tree trunk.

~
E
ohole~
$n climbs into a small hole in the tree trunk.

~
E
arr~
$n squeezes into the room from a small hole to the west.

~
!
0 0 0
A
east~
~
acode( room, 1 );

~
!
0 0 0
A
search~
nest~
if( !is_player( ch ) )

  end;

if( mob_in_room( 1940, room ) ) {

send_to_char( #mom, ch );

act_notchar( #omom, ch );

end;

}

if( mob_in_room( 1941, room ) ) {

send_to_char( #kid, ch );

act_notchar( #okid, ch );

end;

}

if( rflag( reset0, room ) ) {

send_to_char( #rummage, ch );

act_notchar( #orummage, ch );

remove_rflag( reset0, room );

i = random( 1, 20 );

if( i == 1 ) {

  send_to_char( #feath, ch );

  act_notchar( #ofind, ch );

  obj_to_char( oload( 2812 ), ch );

  end;

  }

if( i == 2 ) {

  send_to_char( #garnet, ch );

  act_notchar( #ofind, ch );

  obj_to_char( oload( 737 ), ch );

  end;

  }

if( i == 3 ) {

  send_to_char( #dfeath, ch );

  act_notchar( #ofind, ch );

  obj_to_char( oload( 2814 ), ch );

  end;

  }

if( i == 4 ) {

  send_to_char( #worm, ch );

  act_notchar( #ofind, ch );

  obj_to_char( oload( 1594 ), ch );

  end;

  }

if( i > 17 ) {

  send_to_char( #grass, ch );

  act_notchar( #ofind, ch );

  obj_to_char( oload( 1595 ), ch );

  end;

  }

}

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
ofind~
$n finds pulls something from the tangled mess of the nest.

~
E
noth~
You find nothing worth keeping.

~
E
rummage~
You rummage through the mess that is the nest.

~
E
orummage~
$n rummages through the mess that is the nest.

~
E
feath~
You discover a pure white feather!

~
E
garnet~
You dig out a dark red gem!

~
E
dfeath~
You find a soft, grey feather!

~
E
worm~
You find a disgusting, half-digested worm. Yech!

~
E
grass~
You find a blade of grass!

~
E
onoth~
$n does not seem to find anything.

~
E
mom~
You can't search the nest with that large woodpecker sitting on it.

~
E
kid~
A young woodpecker wiggles and keeps you from searching the nest.

~
E
omom~
$n tries to search the nest but cannot do it properly with that large

woodpecker sitting in it.

~
E
okid~
A baby woodpeckers wiggles and keeps $n from properly searching the nest.

~
!
0 0 0
1940 9 1509949540 3 0
1941 9 1509949540 3 0
1941 9 1509949540 3 0
1941 9 1509949540 3 0
-1
S

#66507
A Knobby Branch by a Giant Tree Trunk~
This gigantic branch rises west, away from the gloriously proportioned

trunk.  No small branches sprout from this part of the branch, but there

is evidence that such small branches once existed: Several knobs decorate

the bark below your feet.  Westwards, the branch seems large and sturdy

enough to permit you to move in that direction.  Down, it is a long ways

to the ground, but the trunk has enough nooks and crannies for you to

climb down safely...if you are careful.  Upwards, the trunk climbs

further into the skies and you can make out at least one other large

branch.

~
~
301465600 3 5 0
D3
~
~
0 -1 66508 10 10 5
E
knobs~
The knobs are rounded protrusions on the bark of the branch.  One knob

matches the scale of the tree; it is, in other words, quite huge.  On the

end of each knob is a rounded swirling pattern, evidence of the way the

tree grows.

~
E
trunk east~
The tree trunk is a wall of dark brown wood, its curvature barely

discernible.  Nooks and crannies in the cracked bark permit nimble

creatures to climb up and down this big monster.

~
A
climb~
tree trunk bark~
send_to_char( #noclimb, ch );

act_notchar( #onoclimb, ch );

~
E
noclimb~
You scratch your head, trying to decide whether to climb up or down.

~
E
onoclimb~
$n scratches $s head, looking up and down the tree trunk in confusion.

~
!
0 0 0
A
climb~
1 down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66502 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66502 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Finding handholds and footholds on the trunk, you climb down.

~
E
climb1~
Inching around the trunk, you come to rest on a branch just below the canopy.

~
E
oclimb~
$n carefully climbs off the branch and down the tree.

~
E
arr~
$n climbs down from above.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly down the tree trunk.

~
E
ofly~
$n flies down the tree trunk.

~
E
farr~
$n flies down the tree trunk from above.

~
!
0 0 1
A
down~
~
acode( room, 2 );

~
!
0 0 0
A
climb~
u up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66512 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66512 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Pulling yourself up the rough bark, you aim for a twisted branch on the

north side of the trunk.

~
E
climb1~
Panting, you anchor yourself for a much needed rest.

~
E
oclimb~
$n grabs onto breaks in the bark and climbs up the trunk of the tree.

~
E
arr~
$n clamors onto the tree branch from below.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly up the gigantic tree trunk.

~
E
ofly~
$n flies up the gigantic tree trunk.

~
E
farr~
$n flies up the tree trunk from below.

~
!
0 0 1
A
up~
~
acode( room, 4 );

~
!
0 0 0
A
east~
~
acode( find_room( 66517 ), 5 );

~
!
0 0 0
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
1935 9 1509949540 3 0
1939 9 1509949520 3 0
-1
S

#66508
A Broad Knobby Branch~
Several rounded knobs protrude from the rough, brown bark of this branch. 

The branch grows roughly east to west and is quite large in girth.  East,

it connects up with the big brown wall that is the tree trunk.  The

ground is a long ways down, while leaves and small branches dangling from

above brush your head.

~
~
301465600 3 5 0
D1
~
~
0 -1 66507 10 10 5
D3
~
~
0 -1 66509 10 10 5
E
knobs~
The knobs are what remains of old branches that for one reason or another

are no longer attached to the branch.  Each knob ends in a faint ring

pattern, surrounded by thick bark.

~
E
bark sap branch~
The bark is moist and rough.  Sticky sap fills and oozes out of a crack

in the bark.  There is also dried sap at different spots on the branch,

evidence of other breaches in the protective bark of the tree.

~
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
touch brush~
leaves branches~
acode( find_room( 66503 ), 4 );

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
A
pluck break get cut~
sprig branch~
if( !is_player( ch ) )

  end;

i = random( 1, 20 );

if( i <= 7 ) {

  j = random( 1, 10 );

  send_to_char( #dama, ch );

  dam_message( ch, j, "the branches' slap" );

  inflict( ch, mob, j, "the branches' slap" );

  act_notchar( #odama, ch );

end;

  }

if( i == 8 ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    send_to_char( #sprig, ch );

    act_notchar( #osprig, ch );

    obj_to_char( oload( 2859 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
A strange feeling tells you to leave the tree alone.

~
E
onoth~
$n starts to touch a branch, then changes $s mind.

~
E
dama~
As you reach out, intending to cut off a sprig, branches whip out at you.

You decide it might be safer to leave the tree alone.

~
E
odama~
As $n begins cutting off a small sprig, tree branches lash at $m.

$n jumps away from the branches, deciding to leave the tree alone.

~
E
sprig~
You cuts off a sprig of leaves.

~
E
osprig~
$n cuts off a sprig of leaves.

~
!
0 0 0
-1
S

#66509
At a Split on a Large Knobby Branch~
This branch, high above the mist-enshrouded ground, is quite broad and

strong.  There are small variations in the bark, finer than that to the

east.  Leaves and the ends of various branches bow down from above.  To

the east is the trunk of the great tree to which this branch belongs. 

The branch ends to the west in a spray of small branchlets, while one

"path" splits off south and looks traversable.

~
~
301465600 3 5 0
D1
~
~
0 -1 66508 10 10 5
D2
~
~
0 -1 66510 10 10 5
D3
~
~
0 -1 66511 10 10 5
E
fruit~
The fruit looks ripe and might be pickable.

~
E
bark~
The bark here is finer than the bark to the east as the branch tapers to

an end westwards.  There are small knots here, where old branches have

broken off.

~
E
branch~
The branch splits, sending a smaller limb south.  The southern split

looks like it might be explorable...for the right person.

~
E
leaves above~
Leaves and the ends of small branches brush against your head.  The

leaves are a beautiful green, outlined in a translucent white.  Looking

more closely at the branches, you discern some fruit hidden behind a

couple of leaves.

~
A
1 north~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
touch brush~
leaves branches~
acode( find_room( 66503 ), 4 );

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
A
get pick~
fruit~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 10 );

  if( i == 1 ) {

    send_to_char( #fruit, ch );

    act_notchar( #ofruit, ch );

    obj_to_char( oload( 2855 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You look, but seeing no ripe fruit, decide to leave them on their stems.

~
E
onoth~
$n peers at the unripe fruit.

~
E
fruit~
You carefully pick a ripe fruit from the tree.

~
E
ofruit~
$n picks a ripe fruit off the tree.

~
!
0 0 0
A
pluck break get cut~
sprig branch~
acode( find_room( 66508 ), 4 );

~
!
0 0 0
1933 9 1509949540 3 0
1935 9 1509949540 3 0
-1
S

#66510
South of a Split in a Giant Branch~
This limb splits off from a branch twice its girth to the north.  While

itself quite large, this branch is really only half the size of the one

north.  The branch ends in a feathering of small, leafed boughs to the

south, none of which appear capable of supporting any significant weight. 

East, in the distance, is the trunk of a huge tree, while quite far down

is the mist-blanketed ground.  North is the safety of a larger, more

secure-looking branch.

~
~
301465600 3 4 0
D0
~
~
0 -1 66509 10 10 5
E
boughs leafed~
South, the branch splits into much smaller branchlets, which in turn

sprout leaves and fruit.  You cannot go any further south; this is as far

on the branch as a person of your size can reach.

~
E
trunk east~
Looking east, you can see a huge trunk, its curvature barely discernible

even at this distance.  The branch to the north of you seems to grow from

that trunk.

~
E
ground mist-blanketed down~
The mist makes it difficult to judge the distance to the ground. 

However, the lack of any details in the mist gives the impression that

the mist is quite far down and that a fall from this height would be

quite catastrophic.

~
A
1 east 1 west~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
1 south~
~
send_to_char( #back, ch );

act_notchar( #oback, ch );

~
E
back~
You step south, but quickly hop back when the branch starts to bend...

~
E
oback~
$n takes a step south, but quickly hops back when the branch starts to bend...

~
!
0 0 0
1935 9 1509949540 3 0
-1
S

#66511
West of a Split in a Giant Branch~
There are small, fine cracks in the texture of the bark on this part of

the branch.  The branch ends to the west in a spray of fine branchlets

and leaves, while far to the east is the trunk from which this branch

grows.  Leaves and branches from further up the canopy drape down and

brush your head.  The ground below is obscured by a distant misty

whiteness.

~
~
301465600 3 5 0
D1
~
~
0 -1 66509 10 10 5
E
cracks texture bark~
The fine cracks and lines are a natural variation in the bark.  Small

patches of gray-green lichen have colonized some of the bark.

~
E
west spray fine branchlets leaves~
This huge branch comes to an end to the west, ending your exploration in

that direction.  You see a few clumps of moss in the small branches to

the west.  Perhaps, if you are careful, you might be able to pick one off...

~
E
canopy drape~
You are in the canopy of a gigantic tree, where the leaves and branches

are thick, limiting movement.  Leaves brush against your head as you move

and branches snag on your person.  Growing on the branches coming down

from above, you see some clumps of moss.  You think you might be able to

reach one...

~
E
ground~
Looking down, all you see is a grayish-white mist.  It is too far below

to see any details of the moisture in the mist or of the ground the mist

must be covering.

~
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
1 west~
~
send_to_char( #back, ch );

act_notchar( #oback, ch );

~
E
back~
You step west, but quickly hop back when the branch starts to bend...

~
E
oback~
$n takes a step west, but quickly hops back when the branch starts to bend...

~
!
0 0 0
A
touch brush~
leaf leaves~
acode( find_room( 66503 ), 4 );

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
A
pluck break get cut~
sprig branch~
acode( find_room( 66508 ), 4 );

~
!
0 0 0
A
get pick~
moss clump~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  i = random( 1, 15 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #moss, ch );

    act_notchar( #omoss, ch );

    obj_to_char( oload( 2857 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You try to pluck away a clump of moss, but it crumbles into pieces in your hands.

~
E
onoth~
$n pulls out a clump of moss, but it crumbles into pieces no larger than dust particles.

~
E
moss~
You pull off a clump of moss.

~
E
omoss~
$n pulls off a clump of moss.

~
!
0 0 0
1933 9 1509949540 3 0
-1
S

#66512
Hugging the Trunk of a Giant Tree~
The trunk of a giant tree is right in front of your face, so close that

you can smell the wetness of the bark and the lichen that shares its

surface with you.  Above you, growing north away from the tree trunk, is

a giant branch that might be able to support you.  Below is the way down,

and several more large branches.

~
~
301465600 3 5 0
E
bark lichen~
The lichen is a patch of dull green.  Tiny droplets of moisture are

peppered on its surface.

~
E
below~
Far below, although it is difficult to judge the exact distance, is a

white mist.  The mist hides the ground, except for a vague hint of

darkness.

~
A
climb~
tree trunk bark~
send_to_char( #noclimb, ch );

act_notchar( #onoclimb, ch );

~
E
noclimb~
You scratch your head, trying to decide whether to climb up or down.

~
E
onoclimb~
$n scratches $s head, looking up and down the tree trunk in confusion.

~
!
0 0 0
A
climb~
1 down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66507 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66507 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Having taken your breather, you cautiously move down.

~
E
climb1~
Inching around the trunk, you drop onto a broad branch.

~
E
oclimb~
$n takes a deep breath and starts to climb down the tree trunk.

~
E
arr~
Looking relieved, $n drops down from above.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly down the tree trunk.

~
E
ofly~
$n flies down the tree trunk.

~
E
farr~
$n flies down the tree trunk from above.

~
!
0 0 1
A
down~
~
acode( room, 2 );

~
!
0 0 0
A
climb~
u up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66513 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66513 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb1~
Limbs aching, you climb onto a bent branch near the top of the canopy.

~
E
oclimb~
Finding handholds in the rough bark, $n climbs up the trunk.

~
E
arr~
$n clamors onto the tree branch from below.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
climb~
You climb up the tree, using the rough bark to your advantage.

~
E
fly~
You fly up the gigantic tree trunk.

~
E
ofly~
$n flies up the gigantic tree trunk.

~
E
farr~
$n flies up the tree trunk from below.

~
!
0 0 1
A
up~
~
acode( room, 4 );

~
!
0 0 0
A
get scrape~
lichen~
if( rflag( reset0, room ) ) {

  i = random( 1, 10 );

  if( i == 1 ) {

    remove_rflag( reset0, room );

    send_to_char( #lich, ch );

    act_notchar( #olich, ch );

    obj_to_char( oload( 2858 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You attempt to scrape off some lichen, but end up only with green-dusted hands.

~
E
onoth~
$n tries unsuccessfully to scrape a piece of lichen off the bark.

~
E
lich~
You successfully peel off a small patch of lichen.

~
E
olich~
$n peels off a small patch of lichen.

~
!
0 0 0
-1
S

#66513
A Twist in a Giant Branch~
This branch is broad enough to be a street.  Rising gently from the tree

trunk to south, it twists and kinks east.  It looks as if some great

force had tried to break this branch when it was young by turning it

around its circumference, causing the branch to bend.  The scars have

long been healed over, the only evidence a strange twirl in the bark at

the point where the branch bends east.  The trunk to your south looks

climbable, both upwards and down to the ground.

~
~
301465600 3 5 0
D1
~
~
0 -1 66514 10 10 5
E
twists kinks twirl turn scars~
The scars make the bark resemble a rope, twin braided cracks going around

the wood.  Old, dried sap mark the blemishes.

~
E
trunk bark tree ~
The trunk to the south is huge and covered with a thick layer of cracked,

rough bark.  It rises further into the sky and you can make out another

large branch before the canopy ends in sky.

~
E
sap blemishes~
The sap, for the most part, is dried and cracked.  It looks like it was

used by the tree to "bandage" its wounds.

~
A
climb~
tree trunk bark~
send_to_char( #noclimb, ch );

act_notchar( #onoclimb, ch );

~
E
noclimb~
You scratch your head, trying to decide whether to climb up or down.

~
E
onoclimb~
$n scratches $s head, looking up and down the tree trunk in confusion.

~
!
0 0 1
A
climb~
1 down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66512 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66512 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Taking a deep breath, you slip off the branch, climbing down.

~
E
climb1~
Inching around the trunk, you stop to catch your breath.

~
E
oclimb~
$n takes a deep breath and starts to climb down the tree trunk.

~
E
arr~
Looking relieved, $n climbs down from above.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly down the tree trunk.

~
E
ofly~
$n flies down the tree trunk.

~
E
farr~
$n flies down the tree trunk from above.

~
!
0 0 1
A
down~
~
acode( room, 2 );

~
!
0 0 0
A
climb~
u up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66517 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66517 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
You claw your way up the tree.

~
E
climb1~
Panting heavily in the thin air, you drag yourself onto a large branch at

the top of the canopy.

~
E
oclimb~
$n grabs onto breaks in the bark and climbs up the trunk of the tree.

~
E
arr~
$n clamors onto the tree branch from below.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly up the gigantic tree trunk.

~
E
ofly~
$n flies up the gigantic tree trunk.

~
E
farr~
$n flies up the tree trunk from below.

~
!
0 0 1
A
up~
~
acode( room, 4 );

~
!
0 0 0
A
south~
~
acode( find_room( 66517 ), 5 );

~
!
0 0 0
A
1 west 1 north~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
1933 9 1509949540 3 0
-1
S

#66514
Near a Turn on a Giant Branch~
Just to the west of you, this giant branch makes a twisting turn south

before ending at a massive tree trunk.  This branch looks quite healthy,

though its girth here is less than it is to the west.  The branch

continues to the east, still large enough to traverse.

~
~
301467648 3 5 0
D1
~
~
0 -1 66515 10 10 5
D3
~
~
0 -1 66513 10 10 5
E
twisting turn~
The turn is the result of a twisting of the bark around the wood of the

branch.  The result is that this portion of the branch is quite a bit

smaller than that to the west, just before the turn.  This section and

the remainder of the branch looks stunted by comparison.

~
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
-1
S

#66515
On a Branch of a Giant Tree~
This branch grows from a giant tree trunk to the west.  East of you, the

branch tapers to a smaller width, splitting eventually into smaller

branches and clumps of leaves.  Several small branches grow out of the

bark here, which combined with the greenery hanging down from above

creates an almost private bower.  It is very peaceful here, high above in

this lofty world.

~
~
301465600 3 5 0
D1
~
~
0 -1 66516 10 10 5
D3
~
~
0 -1 66514 10 10 5
E
branches clumps bark greenery bower~
You are surrounded by green, only able to make out the broad expanse of

bark directly beneath your feet.  Tiny drops of moisture adhere to the

leaves and a soft, cool breeze causes the leaves to brush against you. 

The setting is idyllic, if you can forget that one wrong move would

result in a nasty meeting with the ground far below.

~
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
touch brush~
leaf leaves branches~
acode( find_room( 66503 ), 4 );

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
A
pluck break get cut~
sprig branch~
acode( find_room( 66508 ), 4 );

~
!
0 0 0
1935 9 1509949540 3 0
1935 9 1509949540 3 0
-1
S

#66516
On a Branch of a Giant Tree~
The branch ends in leafy clumps far to the east, but this is as far as

you can safely travel on this branch.  To the west, the branch meets up

with the tree trunk, which eventually leads to the ground.  Greenery

drops from the canopy above you and sprouts from the bark at your feet.

~
~
301465600 3 5 0
D3
~
~
0 -1 66515 10 10 5
E
greenery canopy bark feet~
Leaves drop down from above and sprout from branchlets that grow out of

the bark on which you stand.  Taking a deep breath, you smell the

freshness of the crisp air, peppered with droplets of moisture.

~
A
1 north 1 south~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
1 east~
~
acode( find_room( 66505 ), 2 );

~
!
0 0 0
A
touch brush~
leaf leaves branches~
acode( find_room( 66503 ), 4 );

~
!
0 0 0
A
get pick~
leaf leaves~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  i = random( 1, 5 );

  if( i == 1 ) {

    send_to_char( #leaf, ch );

    act_notchar( #oleaf, ch );

    obj_to_char( oload( 2854 ), ch );

    end;

    }

  }

send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
Seeing already missing leaves, you decide against further damaging the tree.

~
E
onoth~
$n reaches out, gently touching the furry leaves.

~
E
leaf~
Finding a perfect leaf, you carefully pluck it from its home.

~
E
oleaf~
$n picks a leaf from a nearby branch.

~
!
0 0 0
A
pluck break get cut~
sprig branch~
acode( find_room( 66508 ), 4 );

~
!
0 0 0
1933 9 1509949540 3 0
-1
S

#66517
A Quiet Branch of a Giant Tree~
This branch, while broad enough for you to stand, is not very large

compared to the older branches far below.  The rest of the canopy above

your head consists of much smaller branches.  The ground is far below,

the distance difficult to judge through the mist that enshrouds it.  The

branch grows away from the trunk to the north, while the trunk itself

looks barely climbable.  Curiously, there is a lack of small animal life

here...

~
~
301465600 3 5 0
D0
~
~
0 -1 66518 10 10 5
E
ground mist below~
It is very difficult to judge distance when all you see is a broad

expanse of white.  Such is where the trunk leads.  All you know is that

you are high above the ground.

~
E
trunk~
The bark on the trunk here is fairly smooth, the variations in the wood

almost fine.  You do not see a way to climb up, but it looks like it

might be possible to climb down.

~
E
north branch~
To the north, the branch, while starting to taper to an ending, looks like

it might still be broad enough for you to explore.

~
E
above canopy~
This high up, the canopy is thinner and you can make out patches of sky. 

An occasional movement in the leaves above you give evidence to still

more living beings up there...ones that you cannot reach.

~
A
climb~
1 down tree trunk bark~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  transfer( ch, find_room( 66513 ) );

  act_notchar( #farr, ch );

  }

else {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #noclimb, ch );

    act_notchar( #onoclimb, ch );

    end;

    }

  send_to_char( #climb, ch );

  wait( 1 );

  if( char_in_room( ch, room ) ) {

    send_to_char( #climb1, ch );

    act_notchar( #oclimb, ch );

    transfer( ch, find_room( 66513 ) );

    act_notchar( #arr, ch );

    }

  }

~
E
climb~
Taking a deep breath, you start climbing down.

~
E
climb1~
Inching around the trunk, you drop onto a broad branch.

~
E
oclimb~
$n takes a deep breath and starts to climb down the tree trunk.

~
E
arr~
Looking relieved, $n climbs down from above.

~
E
noclimb~
You cannot find any handholds to use to climb the tree.

~
E
onoclimb~
$n tries to climb the tree, but fails miserably.

~
E
fly~
You fly down the tree trunk.

~
E
ofly~
$n flies down the tree trunk.

~
E
farr~
$n flies down the tree trunk from above.

~
!
0 0 1
A
down~
~
acode( room, 1 );

~
!
0 0 0
A
climb~
u up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #ofly, ch );

  }

else {

  send_to_char( #nope, ch );

  act_notchar( #onope, ch );

  }

~
E
nope~
You are unable to climb further up the tree.

~
E
onope~
$n tries futilely to climb up the trunk.

~
E
fly~
You cannot see anywhere to land up there, and decide to stay here.

~
E
ofly~
$n looks like $e might fly up, but seeing no place

else to go, changes $s mind.

~
!
0 0 0
A
up~
~
acode( room, 3 );

~
!
0 0 0
A
south~
~
send_to_char( #bonk, ch );

act_notchar( #obonk, ch );

i = random( 1, 4 );

dam_message( ch, i, "the tree's rough bark" );

inflict( ch, mob, i, "the tree's rough bark" );

~
E
bonk~
You throw yourself against the solid trunk of the tree.

~
E
obonk~
$n throws $mself against the immovable tree trunk.

~
!
0 0 0
A
1 east 1 west~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
-1
S

#66518
Near the End of a Quiet Branch in a Giant Tree~
It is quiet here and devoid of movement, considering the animal activity

evident in the other branches of the canopy.  The branch grows from the

giant tree trunk to the south and tapers to an end to the north.  This is

as far on the branch as someone of your size can explore.

~
~
301465600 3 5 0
D2
~
~
0 -1 66517 10 10 5
E
trunk south~
While still quite gigantic, the tree trunk increases in size as it

descends into the mist below.  Above, the trunk breaks into several

vertical branches too small to climb.

~
E
branch bark~
The bark of the branch is fairly smooth and supple, signifying the life

within the branch.  Green leaves growing from the end of the branch

rustle in the gentle breeze.

~
E
canopy up~
Here at the top of the canopy, the leaves are not very dense, there being

only a few branches above you.  The sky is visible above, while below is

a lush carpet of green leaves and vibrant branches.

~
A
1 east 1 west~
~
acode( find_room( 66503 ), 1);

~
!
0 0 0
A
1 north~
~
send_to_char( #back, ch );

act_notchar( #oback, ch );

~
E
back~
You step north, but quickly hop back when the branch starts to bend...

~
E
oback~
$n takes a step north, but quickly hops back when the branch starts to bend...

~
!
0 0 0
1942 9 1509949505 3 0
-1
S

#66519
Moist, Shaded Forest - Surrounded by Trees~
Growing densely together, tall towering trees reach for the sun.  The sky

is visible only as tiny splotches against the leafy canopy.  The air is

humid and slightly misty.  A carpet of dead leaves hides the soil

underneath, as a few small plants peek through the ground cover.  East is

a tree of giant proportions, dwarfing the tall, mature trees of the rest

of the forest.

~
~
301465600 3 9 0
D0
~
~
0 -1 66520 10 10 5
D1
~
~
0 -1 66500 10 10 5
D2
~
~
0 -1 66526 10 10 5
D3
~
~
0 -1 44774 10 10 5
E
splotches canopy sky~
High above, the leaves of the tree overlap, creating a dense, lush canopy

that blocks out the sky.  Only small dots of open air are visible, the

canopy forming an almost perfect ceiling for the woody, moist air and

quiet of the forest.

~
E
carpet leaves cover ground plants soil~
Fallen leaves cover the ground in a plush, wet carpet.  Small leafy

shoots dart out from between the leaves, making a bid for their own part

of the sun.

~
E
trees forest~
Proud, mature trees stand tall, showing their connection with the distant

past.  Some of the trunks are covered with moss; others show damage from

past encounters with disaster.  The forest spreads out in all directions.

~
E
1 east giant~
East, through the forest of trunks, you make out a giant tree trunk and

just barely make out that tree's dominating crown, growing above all the

others.  Despite the height and maturity of the surrounding trees, the

giant manages to put the others to shame.

~
A
~
leaves carpet ground~
if( !is_player( ch ) )

  end;

send_to_char( #play, ch );

act_notchar( #oplay, ch );

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 10 );

if( i == 1 ) {

  send_to_char( #insect, ch );

  end;

  }

if( i > 7 ) {

  send_to_char( #noth, ch );

  end;

  }

send_to_char( #some, ch );

act_notchar( #osome, ch );

if( i == 2 )

  obj_to_char( oload( 755 ), ch );

else

  if( i == 3 )

  obj_to_char( oload( 415 ), ch );

else

  if( i == 4 )

  obj_to_char( oload( 1246 ), ch );

else

  if( i == 5 )

  obj_to_char( oload( 672 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1594 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 2314 ), ch );

~
E
play~
You play around with the leaves on the ground, throwing them about.

~
E
noth~
You find nothing worth keeping, just dead, rotting leaves.

~
E
some~
You find something interesting among all the leaves.

~
E
osome~
$n finds something among the leaves.

~
E
insect~
You find nothing but insects that scurry quickly away.

~
E
oplay~
$n plays with the leaves on the ground, throwing them about.

~
!
9 0 0
130 9 1509949515 3 0
-1
S

#66520
Northern Edge of a Dense, Shaded Forest~
Thick brown trunks stand straight, thrusting out of the ground in their

anxious bid for sunlight.  Myriad leaves overhead form a dense, soft

canopy, where the sky is barely discernible through small holes between

the leaves and branches.  Within this protective shade, the air is moist

and cool, the moisture turning into a soft mist away from the forest

floor.  Dead leaves crunch softly underfoot, releasing a pleasant, woody

scent.  The forest continues in all directions but north, where the

ground drops off sharply into a deep, mist-filled canyon.

~
~
301465600 3 9 0
D1
~
~
0 -1 66521 10 10 5
D2
~
~
0 -1 66519 10 10 5
D3
~
~
0 -1 44775 10 10 5
E
trunks~
The trees of this forest are old, their trunks wide, standing silent

testament to the times they have survived.  Several are marked by cracks

from some sort of damage or other, the cracks now healed over.  There are

also the old stumps of lost branches, the stumps mostly just knobs now.

~
E
cracks~
A few of cracks are quite large, now covered over with scarred bark and

dark, dried sap.  Most, however, are small, caused possibly by fierce

weather.

~
E
leaves ground cover underfoot canopy shoots mist~
Green leaves form a dense canopy above while dead ones carpet the ground. 

The canopy is soften by the light mist that hangs just below it.  The

leafy carpet is thick and unbroken, except for a few determined, leafy

shoots.  The small shoots struggle up from between dead leaves, their

green leaves searching for whatever little sunlight makes it down here.

~
E
canyon 1 north mist-filled~
Looking north, the ground breaks off sharply, straight down into a deep,

moisture-filled canyon.  Roots, shoots, and discarded leaves run right up

to the cliff edge, the roots even showing beneath the lip of the canyon. 

Shoots grow densely on the edge, where there is more light, while the

occasional leaf drifts its way to the depths below.

~
A
~
leaves carpet ground~
if( !is_player( ch ) )

  end;

send_to_char( #play, ch );

act_notchar( #oplay, ch );

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 10 );

if( i == 1 ) {

  send_to_char( #insect, ch );

  end;

  }

if( i > 7 ) {

  send_to_char( #noth, ch );

  end;

  }

send_to_char( #some, ch );

act_notchar( #osome, ch );

if( i == 2 )

  obj_to_char( oload( 755 ), ch );

else

  if( i == 3 )

  obj_to_char( oload( 415 ), ch );

else

  if( i == 4 )

  obj_to_char( oload( 1246 ), ch );

else

  if( i == 5 )

  obj_to_char( oload( 672 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1594 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 2314 ), ch );

~
E
play~
You play around with the leaves on the ground, throwing them about.

~
E
oplay~
$n plays with the leaves on the ground, throwing them all about.

~
E
noth~
You find nothing worth keeping, just dead, rotting leaves.

~
E
some~
You find something interesting among all the leaves.

~
E
osome~
$n finds something among the leaves.

~
E
insect~
You find nothing but insects that scurry quickly away.

~
!
9 0 0
A
1 north~
~
send_to_char( #edge, ch );

act_notchar( #oedge, ch );

~
E
edge~
Stepping close to the edge of the canyon, you see small weeds and shrubs

hanging tenaciously to the steep cliff.  Suddenly, the soil loosens

beneath your feet, and you quickly flee back to safer ground!

~
E
oedge~
$n steps close to the edge of the canyon and peeks down.

Suddenly, $e looks alarmed and leaps back to safer ground!

~
!
0 0 0
A
~
cracks~
send_to_char( #crack, ch );

act_notchar( #ocrack, ch );

~
E
crack~
There are no cracks deep enough to search.  They are either all covered

with sap or bark, leaving mere "scars." 

~
E
ocrack~
$n runs $s hands over a couple of the larger cracks on the nearby tree

trunks.

~
!
9 0 0
-1
S

#66521
Northern Edge of a Dense, Shaded Forest~
Here, just south of a misty canyon, trees grow tall and lush.  Fallen

trunks give witness to a past disaster, though those trunks are now

half-rotten, eaten through by natural decay and voracious insects. 

Discarded leaves form a moist carpet underfoot, while south is a tree

that dwarves the other trees of the forest.

~
~
301465600 3 9 0
D1
~
~
0 -1 66522 10 10 5
D2
~
~
0 -1 66500 10 10 5
D3
~
~
0 -1 66520 10 10 5
E
canyon~
The canyon, a deep crack in the ground, cuts off growth and movement

north.  Lean saplings grow at and over the edge, surviving only because

at the edge, they can spread their leaves to the sun.

~
E
trees forest 1 south~
Old, majestic trees grow in this forest that spreads out in all

directions but north.  Branches and leaves above create a moist, lush

environment below, with the morning dew and fog never quite dissipating.

~
E
leaves carpet underfoot~
Green leaves rustle gently above, while fallen ones crush softly

underfoot.

~
E
trunks fallen insects decay~
A few tree trunks, evidence of a past disaster, lie on their sides,

rotting the years away.  Most are no more than husks of bark, home to

insects and fungus.  Roots torn from the ground are now covered by fungus

and lichen.

~
A
~
leaves carpet ground~
if( !is_player( ch ) )

  end;

send_to_char( #play, ch );

act_notchar( #oplay, ch );

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 10 );

if( i == 1 ) {

  send_to_char( #insect, ch );

  end;

  }

if( i > 7 ) {

  send_to_char( #noth, ch );

  end;

  }

send_to_char( #some, ch );

act_notchar( #osome, ch );

if( i == 2 )

  obj_to_char( oload( 755 ), ch );

else

  if( i == 3 )

  obj_to_char( oload( 415 ), ch );

else

  if( i == 4 )

  obj_to_char( oload( 1246 ), ch );

else

  if( i == 5 )

  obj_to_char( oload( 672 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1594 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 2314 ), ch );

~
E
play~
You play around with the leaves on the ground, throwing them about.

~
E
oplay~
$n plays with the leaves on the ground, throwing them all about.

~
E
noth~
You find nothing worth keeping, just dead, rotting leaves.

~
E
some~
You find something interesting among all the leaves.

~
E
osome~
$n finds something among the leaves.

~
E
insect~
You find nothing but insects that scurry quickly away.

~
!
9 0 0
A
1 north~
~
acode( find_room( 66520 ), 2 );

~
!
0 0 1
A
~
fallen trunks~
i = random( 1, 3 );

if( i == 3 ) {

  send_to_char( #insect, ch );

  act_notchar( #oinsect, ch );

  }

else

  send_to_char( #bark, ch );

act_notchar( #obark, ch );

~
E
bark~
You search the remnants of the fallen trunks, grabbing at the rotten bark. 

As your fingers touch the old bark, it crumples into small pieces,

useless except as fertilizer.

~
E
obark~
$n grabs at the old bark of a fallen tree trunk, but it falls apart as $e

touches it.

~
E
insect~
You search the remnants of the fallen trunks and find nothing but

scurrying insects.

~
E
oinsect~
$n looks over and under what is left of the fallen trunks.  $e finally

leaves off in disgust, finding nothing worth mentioning.

~
!
9 0 0
203 9 1509949540 3 0
2508 9 1509949510 3 0
-1
S

#66522
Northeastern Corner of a Dense, Shaded Forest~
Leafy branches form a dense weave overhead as the forest grows right up

to the edge of the precipice that cuts off movement to the north and east. 

Mushrooms grow out of the dead leaves that cover the ground in a thick,

soft mat.  Southwest is a tree, which is comparably much larger than the

other trees of the forest.

~
~
301465600 3 9 0
D2
~
~
0 -1 66523 10 10 5
D3
~
~
0 -1 66521 10 10 5
E
trees forest~
Lush trees, grown tall in their age, form the forest here, the forest extending

west and south.  Small saplings grow near the precipice, vying for the

light there that penetrates the edge of the canopy.

~
E
leafy branches weave overhead 1 up~
High overhead, branches spread out from the trunks of their respective

trees, touching other branches, intertwining, mingling, and mixing,

forming a rustling green roof, softened by mist.

~
E
precipice roots 1 north 1 east canyon~
Roots grow over the edge of the precipice, and peeking over the edge, you

can see roots jutting out of the wall of the canyon.  Young trees line

the edge of the canyon, some on the verge of falling in.

~
E
mushrooms~
Clumps of dark mushrooms and other fungus hide in the darkness and

moisture of the leafy carpet.  Some look tempting enough to pick...

~
E
dead leaves cover ground mat~
Wet, dead leaves cover the ground, some decayed remnants of past years,

others newly fallen and still showing some green.

~
E
southwest giant~
Southwest, a giant tree thrusts up higher than the surrounding canopy. 

What you can glimpse of its trunk looks more like wall of bark than a tree trunk.

~
A
~
leaves cover ground~
if( !is_player( ch ) )

  end;

send_to_char( #play, ch );

act_notchar( #oplay, ch );

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 10 );

if( i == 1 ) {

  send_to_char( #insect, ch );

  end;

  }

if( i > 7 ) {

  send_to_char( #noth, ch );

  end;

  }

send_to_char( #some, ch );

act_notchar( #osome, ch );

if( i == 2 )

  obj_to_char( oload( 755 ), ch );

else

  if( i == 3 )

  obj_to_char( oload( 415 ), ch );

else

  if( i == 4 )

  obj_to_char( oload( 1246 ), ch );

else

  if( i == 5 )

  obj_to_char( oload( 672 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1594 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 2314 ), ch );

~
E
play~
You play around with the leaves on the ground, throwing them about.

~
E
oplay~
$n plays with the leaves on the ground, throwing them all about.

~
E
noth~
You find nothing worth keeping, just dead, rotting leaves.

~
E
some~
You find something interesting among all the leaves.

~
E
osome~
$n finds something among the leaves.

~
E
insect~
You find nothing but insects that scurry quickly away.

~
!
9 0 0
A
1 north 1 east~
~
acode( find_room( 66520 ), 2 );

~
!
0 0 0
A
get pick~
mushroom fungus~
if( !is_player( ch ) )

end;

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  act_notchar( #onoth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 8 );

if( i < 5 ) {

  send_to_char( #noth, ch );

  act_notchar( #onoth, ch );

  end;

  }

send_to_char( #mush, ch );

act_notchar( #omush, ch );

if( i == 5 )

  obj_to_char( oload( 885 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1522 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 1113 ), ch );

else

  if( i == 8 )

  obj_to_char( oload( 1286 ), ch );

~
E
noth~
You try to pick up a mushroom but grab too hard and it breaks into small

pieces that fall through your fingers.

~
E
onoth~
$n picks up a small mushroom, but accidentally crushes it, turning it to

dust.

~
E
mush~
You grab a mushroom from a nearby mushroom patch.

~
E
omush~
$n gets a mushroom from a nearby patch.

~
!
0 0 0
960 9 1509949500 3 0
-1
S

#66523
Eastern Edge of a Dense, Shaded Forest~
Trees grow tall and dense, some askew and looking as if, at any second,

they might fall into the canyon to the east.  Right at the edge of the

canyon, only saplings grow, as the soil there is too loose for tall

trees, while it is the only chance at sunlight for a young tree.  West, a

giant tree dominates the skyline.

~
~
301465600 3 9 0
D0
~
~
0 -1 66522 10 10 5
D2
~
~
0 -1 66524 10 10 5
D3
~
~
0 -1 66500 10 10 5
E
forest canyon 1 east trees~
This peninsula of forest, which continues for a few steps north and

south, grows uncaring of the dangerous precipices surrounding the forest

on three sides - away to the north and south and immediately to the east. 

The dense trees provide a moisture-rich environment, complemented by the

rising mist of the canyons.

~
E
1 west giant~
To the west, through the intervening tree trunks and leaves, you can see

a giant tree, taller than the rest of the trees of the forest.

~
A
1 east~
~
acode( find_room( 66520 ), 2 );

~
!
0 0 0
A
~
leaves carpet ground~
send_to_char( #noth, ch );

act_notchar( #onoth, ch );

~
E
noth~
You find nothing but dead leaves and other detritus, none worth keeping.

~
E
onoth~
$n plays with the leaves on the ground.

~
!
9 0 0
587 17 1509949540 -2 0
-1
S

#66524
Southeastern Corner of a Dense, Shaded Forest~
At the southern corner of this promontory overlooking a mist-filled

canyon, the trees grow proudly right up to the edge of the precipice. 

The moisture in the air turns into a light mist just under the forest

canopy.  The soft, wet blanket of leaves on the ground is broken only by

small, feisty shoots and wayward roots.  Northwest is a tree that is

obviously the king of this forest, being in height much greater than that

of the surrounding trees.

~
~
301465600 3 9 0
D0
~
~
0 -1 66523 10 10 5
D3
~
~
0 -1 66525 10 10 5
E
canyon mist-filled edge precipice 1 east 1 south~
The ground drops off without warning, preventing further movement east or

south.  Instead, before you is a mist-filled canyon topped on the

opposite side by an equally imposing forest.  The edge of the precipice

is crowded with young saplings competing for the last bit of space in

this old growth forest.

~
E
mist canopy~
The leaves forming the canopy above are softened by the mist just below

them.  The "roof" of this forest keeps in so much moisture that it

creates a mist as the wetness piles up on itself.

~
E
trees northwest king~
Proud trees grow, crowding into each other in their thirst for the sky. 

Peeking northwest, through the trunks, you can make out a tree taller

than its peers.  It is, indisputably, the king of the forest.

~
E
leaves blanket ground shoots roots~
Leaves, most long dead and decaying, carpet the ground, broken only by a

few struggling shoots that do not yet realize that only at the precipice

is there light left enough to grow.  The leafy carpet undulates up and

down where it covers over large above-ground tree roots.

~
A
~
leaves carpet ground blanket~
if( !is_player( ch ) )

  end;

send_to_char( #play, ch );

act_notchar( #oplay, ch );

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 10 );

if( i == 1 ) {

  send_to_char( #insect, ch );

  end;

  }

if( i > 7 ) {

  send_to_char( #noth, ch );

  end;

  }

send_to_char( #some, ch );

act_notchar( #osome, ch );

if( i == 2 )

  obj_to_char( oload( 755 ), ch );

else

  if( i == 3 )

  obj_to_char( oload( 415 ), ch );

else

  if( i == 4 )

  obj_to_char( oload( 1246 ), ch );

else

  if( i == 5 )

  obj_to_char( oload( 672 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1594 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 2314 ), ch );

~
E
play~
You play around with the leaves on the ground, throwing them about.

~
E
oplay~
$n plays with the leaves on the ground, throwing them all about.

~
E
noth~
You find nothing worth keeping, just dead, rotting leaves.

~
E
some~
You find something interesting among all the leaves.

~
E
osome~
$n finds something among the leaves.

~
E
insect~
You find nothing but insects that scurry quickly away.

~
!
9 0 0
A
1 east 1 south~
~
acode( find_room( 66520 ), 2 );

~
!
0 0 0
A
~
~
if( find_stat( ch, dex ) < random( 5, 15 ) ) {

  i = random( 1, 3 );

  send_to_char( #trip, ch );

  dam_message( ch, i, "tripping over the root" );

  inflict( ch, mob, i, "tripping over the root" );

  act_notchar( #otrip, ch );

  }

~
E
trip~
You trip over a wayward root.

~
E
otrip~
$n trips over a wayward root.

~
!
1 -1 9
28 9 1509949500 3 0
755 9 1509949540 3 0
358 17 1509949540 -2 0
-1
S

#66525
Southern Edge of a Dense, Shaded Forest~
Tall, majestic trees, although dwarfed by the giant to the north, proudly

thrust their leafy crowns high and into the sky.  A soft, wet carpet of

dead leaves covers the ground, broken only by dark mushroom patches and

big roots.  A dark, fog-shrouded canyon looms immediately south.

~
~
301465600 3 9 0
D0
~
~
0 -1 66500 10 10 5
D1
~
~
0 -1 66524 10 10 5
D3
~
~
0 -1 66526 10 10 5
E
trees giant 1 north~
North, through gaps in the intervening tree trunks, you make out a tree

the proportions of which boggle the mind.  Its trunk is far larger than

those of its fellows and its crown reaches far above the forest canopy.

~
E
crowns sky 1 up~
High above, intertwining leaves and branches form a dense canopy,

blocking out most of the sky.  This canopy, an affective protective

cover, keeps the forest shaded and wet.

~
E
carpet dead leaves covers ground roots mushroom patches~
Fallen leaves form a thick carpet over the ground, covering all,

including tree roots that thrust out of the soil.  Mushrooms and other

fungus, growing in dewy patches, have taken advantage of the rotting

plant material that is their nourishment.

~
E
fog-shrouded canyon 1 south~
Immediately south is a huge wound in the ground, bandaged by mist.  The

leafy carpet stops abruptly at its edge, as do the slim saplings that

grow right at the lip of the gap, feasting on the light available in the

day.

~
A
~
leaves carpet ground~
if( !is_player( ch ) )

  end;

send_to_char( #play, ch );

act_notchar( #oplay, ch );

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 10 );

if( i == 1 ) {

  send_to_char( #insect, ch );

  end;

  }

if( i > 7 ) {

  send_to_char( #noth, ch );

  end;

  }

send_to_char( #some, ch );

act_notchar( #osome, ch );

if( i == 2 )

  obj_to_char( oload( 755 ), ch );

else

  if( i == 3 )

  obj_to_char( oload( 415 ), ch );

else

  if( i == 4 )

  obj_to_char( oload( 1246 ), ch );

else

  if( i == 5 )

  obj_to_char( oload( 672 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1594 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 2314 ), ch );

~
E
play~
You play around with the leaves on the ground, throwing them about.

~
E
oplay~
$n plays with the leaves on the ground, throwing them all about.

~
E
noth~
You find nothing worth keeping, just dead, rotting leaves.

~
E
some~
You find something interesting among all the leaves.

~
E
osome~
$n finds something among the leaves.

~
E
insect~
You find nothing but insects that scurry quickly away.

~
!
9 0 0
A
get pick~
mushrooms fungus~
if( !is_player( ch ) )

  end;

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  act_notchar( #onoth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 8 );

if( i < 5 ) {

  send_to_char( #noth, ch );

  act_notchar( #onoth, ch );

  end;

  }

send_to_char( #mush, ch );

act_notchar( #omush, ch );

if( i == 5 )

  obj_to_char( oload( 885 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1522 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 1113 ), ch );

else

  if( i == 8 )

  obj_to_char( oload( 1286 ), ch );

~
E
noth~
You try to pick up a mushroom but grab too hard and it breaks into small

pieces that fall through your fingers.

~
E
onoth~
$n picks up a small mushroom, but accidentally crushes it, turning it to

dust.

~
E
mush~
You grab a mushroom from a nearby mushroom patch.

~
E
omush~
$n gets a mushroom from a nearby patch.

~
!
0 0 0
A
~
~
if( find_stat( ch, dex ) < random( 5, 15 ) ) {

  i = random( 1, 3 );

  send_to_char( #trip, ch );

  dam_message( ch, i, "tripping over the root" );

  inflict( ch, mob, i, "tripping over the root" );

  act_notchar( #otrip, ch );

  }

~
E
trip~
You trip over a wayward root.

~
E
otrip~
$n trips over a wayward root.

~
!
1 0 11
A
1 south~
~
acode( find_room( 66520 ), 2 );

~
!
0 0 0
755 9 1509949540 3 0
-1
S

#66526
Southwestern Corner of a Dense, Shaded Forest~
Mature trees, grown large with age, claim the ground all around.  They

march in disorder north and east as far as the eye can see.  Even the

gorge, which blocks travel west and south, do not quite stop the

greenery, halting only the tall trees: Small plants grow up to the canyon

lip and over its edge.  The air is humid and quiet except for the sounds

of the forest.  Fallen leaves cover the ground, while lively, green ones

hide away the sky.  Northeast, through the forest of trunks, is a giant

tree larger than the ones which surround it.

~
~
301465600 3 9 0
D0
~
~
0 -1 66519 10 10 5
D1
~
~
0 -1 66525 10 10 5
E
mature trees forest trunks~
This is an old forest, the trees in it survivors of eons of rot,

predation, and inclement weather.  Trunks are scarred, cracked,

sap-covered, and healed over.  The trees grow closely together that their

leaves meet and they now form their own weather.  Here beneath the forest

canopy, the air is cool and moist, the morning and evening mists never

departing.

~
E
giant northeast~
Away to the northeast, through gaps in the surrounding tree trunks, is a

tree bigger than others of the forest.  This tree is quite amazing, since

it grows in a forest of trees which are themselves quite large by normal

standards.

~
E
edge gorge 1 south 1 west greenery~
The old trees stop short of the edge of the gorge, but opportunistic

saplings grow right up to the lip, some even leaning over the edge,

ceasing only when they grow too large and gravity pulls them down into

the gorge.

~
E
leaves ground cover sky 1 up~
Leaves rustle in the gentle breeze and branches high up in the canopy rub

against each other, creating a distant moaning sound.  Small patches of

sky show through from above, shining a faint light upon the leafy,

decaying carpet beneath your feet.

~
A
~
leaves carpet ground~
if( !is_player( ch ) )

  end;

send_to_char( #play, ch );

act_notchar( #oplay, ch );

if( !rflag( reset0, room ) ) {

  send_to_char( #noth, ch );

  end;

  }

remove_rflag( reset0, room );

i = random( 1, 10 );

if( i == 1 ) {

  send_to_char( #insect, ch );

  end;

  }

if( i > 7 ) {

  send_to_char( #noth, ch );

  end;

  }

send_to_char( #some, ch );

act_notchar( #osome, ch );

if( i == 2 )

  obj_to_char( oload( 755 ), ch );

else

  if( i == 3 )

  obj_to_char( oload( 415 ), ch );

else

  if( i == 4 )

  obj_to_char( oload( 1246 ), ch );

else

  if( i == 5 )

  obj_to_char( oload( 672 ), ch );

else

  if( i == 6 )

  obj_to_char( oload( 1594 ), ch );

else

  if( i == 7 )

  obj_to_char( oload( 2314 ), ch );

~
E
play~
You play around with the leaves on the ground, throwing them about.

~
E
oplay~
$n plays with the leaves on the ground, throwing them all about.

~
E
noth~
You find nothing worth keeping, just dead, rotting leaves.

~
E
some~
You find something interesting among all the leaves.

~
E
osome~
$n finds something among the leaves.

~
E
insect~
You find nothing but insects that scurry quickly away.

~
!
9 0 0
A
1 south 1 west~
~
acode( find_room( 66520 ), 2 );

~
!
0 0 0
-1
S

#0