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#AREA
Tireth's Swamp~
Adakar~
Tireth's swamp~

45 0
0
#ROOMS

#67500
Before The Encompassing Darkness~
You stand near the edge of a jagged cliff, not quite close enough to see

over the edge.  Floating off to the north, just above eye level, is a

roiling cloud of shadows and darkness.  Pungent odors seemingly brought

forth from the ominous cloud assault your senses.  The smells of death

and decay mingled with the acrid scent of sulfur burn your nose.  The

darkness brought on by the massive cloud deepens as it radiates out from

the edge of the cliff to the north.  A deep crevice can be seen within

the southern wall of the cliff, heading into darkness.

~
~
301465601 2 9 0
D0
~
~
0 -1 67502 10 10 5
E
massive cloud~
A deep blackness, that appears to be slowly building as it edges closer

and closer to you, hovers just above eye level to the north.  While hard

to truly focus on this cloud, as all natural light that manages to pass

through it is scattered and distorted, the cloud appears to be more than

just amassed common vapors.

~
E
cliff edge~
Just a short distance to the north is the edge of the cliff upon which

you stand.  While hard to gather any details, it is obvious that to get a

closer look at the roiling cloud you will have to venture much closer to

the edge of the cliff.

~
A
enter~
crevice 1 southern cliff fracture~
act_tochar( #enter1, ch );

act_notchar( #enter2, ch );

wait( 2 );

transfer( ch, find_room( 30877 ) );

act_notchar( #arrival, ch );

~
E
enter1~
You crawl into the dark crevice in the cliff face and hope to leave the

roiling cloud behind.

~
E
enter2~
$n crawls into the dark crevice in the cliff face.

~
E
arrival~
Crawling forth on $s knees, $n emerges from the dark crevice in the

northern cliff face.

~
!
0 0 0
A
remove~
~
remove_cflag( 86, ch );

remove_cflag( 88, ch );

~
!
0 0 0
-1
S

#67502
Entering The Darkness -- Jagged Cliff~
Standing on the edge of the jagged cliff, you are now able to look out

over the dismal swamp.  No living creatures can be seen from this height,

though a few errant ripples can be viewed in the murky water.  The few

trees that remain standing appear as if they are mere skeletons of their

former selves.  An occasional, faint crackling sound can be heard,

reminiscent of a distant fire being squelched.

~
~
301465601 2 9 0
D2
~
~
0 -1 67500 10 10 5
E
murky water~
A deep grey landscape looms below you, only the occasional ripple allows

you to distinguish that the ground is in fact covered by water.

~
E
trees~
The trees of this swamp have not fared well over the years; all of them

now appear to be dead.  Those that are standing speak of the strength the

tree must have posessed in past years, as even in death they have not

succumbed to the elements and fallen.

~
E
jagged cliff~
Looking carefully at and over the jagged cliff, it appears to be quite

easily climbable.  Convenient hand and footholds seem to be placed at

heights just right for an average human male.  The jagged protrusions of

the rough granite have been noticeably smoothed away near each of the

handholds.

~
E
dismal swamp~
A feeling of dread begins to creep over you as you stare out over the

dismal swamp that looms before you.  Combinations of the roiling cloud,

acrid scents and odd, indescribable noises force you to believe that all

is not normal in this swamp.

~
A
climb~
1 down cliff~
if( find_skill( ch, climb ) >= random(5, 7 ) ) {

  act_tochar(#climb1, ch );

  act_notchar( #climb2, ch );

  transfer( ch, find_room( 67503 ) );

  act_notchar( #arrival, ch );

  }

else {

  act_tochar( #fail1, ch );

  act_notchar( #fail2, ch );

  }

~
E
climb1~
You slide over the edge of the cliff and lower yourself down the jagged

cliff.

~
E
climb2~
$n slides over the edge of the cliff and lowers $mself down the jagged

cliff.

~
E
arrival~
Thankful to be done with the climb, $n drops the last few feet down to

land standing in swamp water.

~
E
fail1~
Looking at the steep climb ahead of you, you decide that you lack the

skill to successfully descend the cliff face.

~
E
fail2~
Looking at the steep climb ahead of $m, $n backs away from the cliff.

~
!
0 0 0
-1
S

#67503
Below The Jagged Cliff~
A jagged cliff soars high overhead off towards the east as it curves

around in a northerly direction.  The soft, mushy ground beneath the

depths of stagnant water seems to be wrought with remnants of vines and

tree roots.  Undoubtably the swamp used to be a much healthier ecosystem,

though now it appears to be virtually dead of natural life.  The shallow

waters stretch to the base of a granite cliff to the east, while to the

northwest the shadows deepen over the heart of the swamp.

~
[Starshine] remove no.mob? area high enough level. seems bad to break it in two so people can gather.

removing the no.mob and having players arrive via climb down could lead to players walking into 3 or 4 mobs, and creating a dt

[Starshine] walking into 3-4 mobs is not an automatic death trap if they're prepared. will only be a death trap the first time, like boars are to newbies.

[Adakar] Terek backed me up, That if this room were no.mob, it could

*and* would eventually be a Deathtrap.

~
301465609 13 9 0
D1
~
~
0 -1 67507 10 10 5
D3
~
~
0 -1 67504 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
bubbles~
Small greenish bubbles occasionally surface from beneath the stagnant

water.  The bubbles do not appear to be anything more than trapped sulfuric

gases escaping from some pocket of air deep beneath the ground.

~
E
jagged cliff~
The jagged cliff appears quite easily climbable: protrusions that can

serve as handholds are conveniently placed at distances just right for an

average human male to navigate up the cliff.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
A
climb~
up u cliff~
if( find_skill( ch, climb ) >= random(5, 7 ) ) {

  act_tochar(#climb1, ch );

  act_notchar( #climb2, ch );

  transfer( ch, find_room( 67502 ) );

  act_notchar( #arrival, ch );

  }

else {

  act_tochar( #fail1, ch );

  act_notchar( #fail2, ch );

  }

~
E
climb1~
Sliding your hands into a convenient handhold, you climb up the jagged cliff.

~
E
climb2~
$n uses a convenient handhold and ascends the jagged cliff face.

~
E
arrival~
With a final last effort, $n pulls $mself up over the jagged cliff's edge.

~
E
fail1~
Attempting to use the handholds available, you find you lack the skill

and strength to pull yourself up the cliff face.

~
E
fail2~
Attempting to use the handholds available, $n seems unable to scale the

cliff face.

~
!
0 0 0
A
none~
~
Send_to_room( #bubble, room );

~
E
bubble~
A small green bubble bursts from below the stagnant water, sending acrid

vapors past your nose.

~
!
2 150 0
-1
S

#67504
Along the Granite Cliff~
The cliff walls sweep around you from the east and continue around you to

the northwest.  You are in a small, protected cubby formed by the curving

of a granite cliff, offering you some protection from the wind.  The

depth of the water seems to dramatically change from just a few inches up

close to the cliff to a few feet as you head away from the cliff to the

northeast.  You can see a faint yellowish stain on the face of the cliff

at a height just above the level of the water.

~
~
301465601 13 9 0
D0
~
~
0 -1 67505 10 10 5
D1
~
~
0 -1 67503 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
cliff fissure~
The granite cliff is grey in color and shows obvious signs of harsh

weathering.  Blasted by the winds over the years, the only breaks in the

near-perfect smoothness of the cliff face are the tiny fissures forming

along weak points in the rock.

~
E
yellowish stain~
A sickly yellowish stain mars the surface of the cliff.  Judging by the

acrid vapors and the occasional bubble welling up from the dark depths of

the water, the stain could very well be a residue of sulfur left on the

rocks.

~
2061 9 1509949540 3 0
-1
S

#67505
Along the Granite Cliff~
A towering granite cliff dominates your view to the west, and can be seen

curving around you a short distance to the south.  The granite here

appears to be well worn by the water and is generally smooth, though odd

pockmarks mar its surface in a few places.  Small boulders litter the

area, apparently pieces of the cliff that have sheared off over the past. 

The deepening of the water, from the cliff face eastward seems to halt at

a tangle of vines that bars your passage.

~
[Starshine] entry - trip over rocks, hurts you?

~
301465601 13 9 0
D0
~
~
0 -1 67506 10 10 5
D2
~
~
0 -1 67504 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
granite cliff odd pockmarks holes 1 west~
Small holes, each approximately four to six inches around and two inches

in depth seem to have been randomly carved out of the cliff face.  At

closer inspection the holes seem to have been more burned into the rock

face by acid, as they are all perfectly smooth.

~
E
tangle vines~
An impassable mire of vines and tree trunks thwart any progress to the

east.  From this distance the trees, each more than seven feet around,

seem to have deep gouges cut into them.

~
E
rocks boulders~
These small boulders appear to be pieces of the cliff that have fallen

off in days past.  None show anything more interesting than simple wear

from the weather.

~
2061 9 1509949540 3 0
-1
S

#67506
A Crumbling Granite Cliff~
Large chunks of the granite cliff litter the area.  The granite boulders

enclose a pool of dark water that seems to be cut off from the rest of

the swamp.  The great cliff soars high overhead to the west; to the north

it wraps around, blocking all movement in that direction.  As if thrown

about by an enraged giant, large tree trunks lie amongst the tangle of

vines to the east.  Your only available path lies to the south, making

your way along the granite cliffs and from there back into the heart of

the swamp.

~
[Starshine] do the chunks also block the way south? did you have to climb boulders to enter? if so, use leaving acode please in 67505. and leaving acode here.

[Starshine] dummy acode clim trees 1 east cliff 1 west?

[Starshine] add acode down that calls acode 1?

i wanted the dive down to be a much more concious move, then just typind down

~
301465601 13 9 0
D2
~
~
0 -1 67505 10 10 5
E
chunks pool~
These large boulders seem to have been displaced from the cliff quite

some time ago.  Forming a small ring, they have been able to capture a

large amount of water in them.

~
E
water ring~
Upon closer inspection of the water in the pool, you notice a slight

swirling effect in it.  The movement of the pool suggests that the water

may be escaping to somewhere under the surface of the land.

~
E
large tree trunks tangle vines~
An impassable mire of vines and tree trunks thwart any progress to the

east.  From this distance the trees, each more than seven feet around,

seem to have deep gouges cut into them.

~
E
granite cliff~
The granite cliff has suffered from some great force sometime in the

distant past.  Large chunks of the face have been shattered away, and now

lie in the murky water at its base.

~
A
dive enter~
pool ring~
if( find_skill( ch, swimming ) >= random( 7, 10 ) ) {

  act_tochar( #swim1, ch );

  act_notchar( #swim2, ch );

  wait( 1 );

  act_tochar( #swim3, ch );

  wait( 1 );

  act_tochar( #arrival2, ch );

  transfer( ch, find_room( 67523 ) );

  act_notchar( #arrival, ch );

  }

else {

  act_tochar( #fail1, ch );

  act_notchar( #fail2, ch );

  }

~
E
swim1~
You take a deep breath and dive down into the deep pool.

~
E
swim2~
$n takes a deep breath and dives down into the dark pool.

~
E
arrival~
Gasping for breath, $n breaks the surface of the dark water and climbs

out, dripping wet.

~
E
fail1~
You look at the dark pool of water and decide that the murky depths is

not a place you want to go.

~
E
fail2~
Looking at the dark pool of water, $n slowly backs away from it.

~
E
arrival2~
You break the surface of the water, arriving inside of a large cave.

~
E
swim3~
Swimming for what seems far to long you begin to worry if perhaps this

deep pool has no end.

~
!
0 0 0
2059 9 1509949540 3 0
-1
S

#67507
Tireth's Swamp~
To the southwest, granite cliffs dominate the landscape at this distance,

even as the base of the cliffs is lost under the horizon of the stagnant

water.  Tangled vines poke out ranomly from beneath the depths, further

hindering attempts to traverse the swamp.  The roiling cloud which hangs

above you appears to be pulsing in a horrid mimicry of a heartbeat. 

Further amplifying the effect is a dull rhythmic thumping that seems to

resonate from the north.  The granite cliffs angle away from you towards

the south, the path to them blocked by thistle and vines.

~
~
301465601 13 9 0
D1
~
~
0 -1 67508 10 10 5
D3
~
~
0 -1 67503 10 10 5
E
tangled vines~
Vines of an undetermined type poke out from beneath the water's surface. 

The vines all appear to be dead though by no means has their lack of life

weakened them.  Wrapping around themselves, they create an obstacle

course that seems to have been created just to trip up a passerby.

~
E
roiling cloud 1 up~
As you look up at the skies above you, the cloud continually shifts,

scattering the natural light and making it difficult to focus.  The cloud

appears to be a manifestation of the swamp gases and perhaps whatever

evil is lurking around.

~
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous then clean water.

~
E
granite cliffs~
The granite cliffs are a dark grey in color, showing obvious signs of

harsh weathering.  From this distance, the cliffs appear to be perfectly

smooth, though well rounded from the gusting winds.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
2059 9 1509949540 3 0
-1
S

#67508
Tireth's Swamp~
Tangled vines and thistle halt any advancement towards the east and the

cliffs that lie beyond.  Granite cliffs, seemingly the only refuge from

the gusty wind, stand silently in shadows far off to the west.  The

shattered remnants of a once mighty tree lie half-buried in the muck of

the stagnant water.  It looks like the swamp opens up a bit to the north

once you can get past the mire of vines to the northwest.  The towering

cliffs lie far off to the south, blocked by underbrush and vines.

~
~
301465601 13 9 0
D0
~
~
0 -1 67509 10 10 5
D3
~
~
0 -1 67507 10 10 5
E
shattered remnants tree~
The great tangle of the tree's roots lie exposed to the elements just a

few feet from where they once made their home in the ground.  The upper

crown of the tree is quite a distance off to the north.

~
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
tangled vines thistle~
A great tangle of vines stands over five feet tall just a few feet to the

east.  Upon closer inspection it is possible to see that the vines and

thistle have grown up and around the decaying remains of a young sapling.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
2059 9 1509949540 3 0
-1
S

#67509
Tireth's Swamp~
The water ripples out in circular patterns as a droplet of condensation

falls silently from the skeletal remains of a once grand tree.  A slight

curvature of the trunk and the bare twisted limbs give the impression

that the tree was writhing in agony as the leaves of its last bloom fell. 

Standing as if a ghastly sentinel in the midst of the open swamp, it acts

as a landmark for the local area.  The only direction that seems

impassable is towards the west where a great tangle of vines and toppled

tree trunks lie.

~
~
301465601 13 9 0
D0
~
~
0 -1 67510 10 10 5
D1
~
~
0 -1 67514 10 10 5
D2
~
~
0 -1 67508 10 10 5
E
skeletal grand tree~
As the shadows pulse back and forth, they scatter the natural light

causing the tree to take on an even more malevolent appearance.  The

vines entwining the twisted shape of the tree trunk make it appear as if

they choked the very life from the once great oak.

~
E
tangle vines trunks~
An impassable mire of vines and tree trunks thwart any progress to the

west.  From this distance the trees, each more then seven feet around,

seem to have deep gouges cut into them.

~
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
gouges~
Large chunks of wood have been separated from the tree trunks along the

lines of the deep gouges.  The jagged cuts appear to be in sets of

fours, giving the impression that their origin was caused by a huge,

clawed hand.

~
A
search~
stagnant water~
if( rflag( reset0, room ) ) {

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
A
~
~
send_to_room( #dive, room );

~
E
dive~
You could swear you just saw something, caught out of the corner of your

eye, diving down at you from the roiling cloud above.

~
!
2 350 0
2061 9 1509949540 3 0
-1
S

#67510
Tireth's Swamp~
The water levels have risen significantly at this point, approaching a

depth to where you may have to begin swimming.  Walking through the

viscous water is not an easy task as the muck beneath your feet threatens

to drag you under.  You can hear the faint crackling sound of fires

echoing through the swamp; the sound seems to originate from the

northwest.  The shadowy cloud above you hides any light that may be

coming from the fire.

~
~
301465601 13 9 0
D2
~
~
0 -1 67509 10 10 5
D3
~
~
0 -1 67511 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
roiling cloud~
As you stare up at the skies above you, the cloud continually shifts,

scattering the natural light making it difficult to focus.  The cloud

appears to be a manifestation of the swamp gases and perhaps whatever

evil is lurking around.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
2061 9 1509949540 3 0
-1
S

#67511
Tireth's Swamp~
The ground beneath your feet is little more than thin mud.  Walking is

near impossible as each step you take creates a suction against which you

are forced to fight.  The virtually rotted out husk of a tree lies just

above the surface of the water, creating the perfect breeding ground for

millions of small, irritating bugs.  The water seems to deepen even more

to the north, while brambles cut off any chance of moving to the south. 

The only possible routes are to the east and west, both appearing to

travel yet further into different portions of the swamp.

~
~
301465601 13 9 0
D1
~
~
0 -1 67510 10 10 5
D3
~
~
0 -1 67512 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
rotted husk tree~
Having fallen prey to the elements quite some time ago, this tree is now

little more than brittle wood.  The center is all but gone, and the trunk

is almost ready to fall in upon itself.

~
E
brambles~
A mire of vines and dead trees lie a short distance to the south.  The

trunks are all huge, most at least seven feet or more in diameter, giving

the impression that a small blockade had been set up to keep people out.

~
E
bug trunk~
Millions of tiny bugs have made this trunk their home as they feed off

the nutrients left in the wood.  All manners of bugs, from grubs to

termites crawl over themselves, each on the eternal hunt for food.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
2059 9 1509949540 3 0
609 9 1509949540 3 0
-1
S

#67512
Tireth's Swamp~
The cliffs that form the walls that surround this swamp are once again in

full view, both to the west and the north.  A large boulder lies here

partially submerged in the water; the smell of decay permeates the air

coming from the small shape that has been dropped on top of the rock.  A

white film floats atop the stagnant water, bubbling up as gaseous pockets

form beneath it.  The cliff appears to be accessible to the north, and

the swamp to the east.

~
[Starshine] hmm...would be interesting to have leaving actions in rooms 67513 and 67511 into here that say something like - you leave <direction> and end up next to a giant boulder.

deferring on more acodes, in an attempt to limit the number of memory eating codes in this zone

~
301465601 13 9 0
D0
~
~
0 -1 67513 10 10 5
D1
~
~
0 -1 67511 10 10 5
E
boulder shape~
This large boulder is approximately the size of a small giant.  While

difficult to see on top of it, it is still possible.  Lying on top of the

boulder is the half-smashed decomposing head of a small human child.

~
E
white film~
Upon closer inspection of the white film, you have a sinking feeling that

it may actually be a layer of flayed skin.

~
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    if( i == 1 )

      obj = oload( 2910 );

    else

      obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
A
climb~
boulder~
act_tochar( #climb1, ch );

act_notchar( #climb2, ch );

interpret( ch, "sit" );

~
E
climb1~
You try to climb up on top of the boulder but, lacking any grip, you fall

back down into the water.

~
E
climb2~
$n tries to climb up the boulder, but only succeeds in falling down into

the water.

~
!
0 0 0
A
get take grab~
flayed skin film~
act_tochar( #take1, ch );

act_notchar( #take2, ch );

~
E
take1~
As you begin to lift the flayed skin from the surface of the water, it

quickly disintegrates into nothing more than miniscule flecks.

~
E
take2~
As $n begins to lift the flayed skin from the surface of the water, it

quickly disintegrates into nothing more than miniscule flecks.

~
!
0 0 0
A
take get grab~
head skull~
act_tochar( #nono, ch );

act_notchar( #nono2, ch );

~
E
nono~
You are unable to reach the skull from your position on the ground,

perhaps if you climbed the boulder.

~
E
nono2~
$n reaches up, trying to get the skull on top of the boulder.

~
!
0 0 0
2059 9 1509949540 3 0
-1
S

#67513
The Base of A Scorched Cliff~
The granite cliff once again dominates your view, sweeping around from

the west, the formation is a perfect natural alcove.  Reminiscent of a

painter's sweeping brush strokes, scorch marks have been burned into the

rocky heights.  The patterns of the burn marks lead you to believe that

the rock has been damaged from some explosive force emanating from higher

up on the cliff.  A fine layer of silt floats on top of the stagnant

water near the rock wall, thinning out as the swamp opens up to the south.

~
~
301465601 13 9 0
D2
~
~
0 -1 67512 10 10 5
E
fine layer silt top~
Ash and small fragments of rock collect on top of the viscous, stagnant

water.  The rock seems to be blackened shards of the granite cliff which

surrounds you.

~
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
granite cliff formation crevices~
Scorched and soot-covered, the granite cliff has a few shallow crevices

forming in its surface.  The crevices appear to be more like stress

fractures along the weak points of the granite.  The structural integrity

of the cliff appears to still be intact, as the crevices are no more than

mere inches deep.

~
E
scorch marks~
Blackened scorch marks mar the surface of the rocky cliff.  Sweeping down

the cliff face, the scorch marks appear to be much thicker, and darker

the farther up the cliff you look.

~
A
climb~
cliff wall up~
if( find_skill( ch, climb ) >= random( 5, 10 ) ) {

  act_tochar( #climb1, ch );

  act_notchar( #climb2, ch );

  wait( 1 );

  transfer( ch, find_room( 67520 ) );

  act_notchar( #arrival, ch );

  }

else {

  act_tochar( #fail1, ch );

  act_notchar( #fail2, ch );

  }

~
E
climb1~
Sliding your hand into a soot-filled crevice, you climb up the cliff wall.

~
E
climb2~
$n slides $s hand into a small crevice and climbs up the cliff face.

~
E
arrival~
With a final last effort, $n pulls $mself onto the ledge.

~
E
fail1~
With soot-covered hands and few proper hand holds, you are unable to

climb the cliff face.

~
E
fail2~
Struggling with the few hand holds available, $n attemps to climb the

cliff face, covering $mself with soot in the process.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
2061 9 1509949540 3 0
-1
S

#67514
Tireth's Swamp~
Disappearing beneath shadowy clouds, a vast ocean of murky water devoid

of plant life spans out to the east.  Great tangles of vines and

half-rotted tree roots underneath the surface of the water force you to

move at a snail's pace for fear of falling headfirst into the murky

water.  Slight ripples radiate out through the swamp water away from your

feet, displacing a thin green crust that has settled atop the water.

~
[Starshine] enter room - occasionally trip on vines?

~
301465601 13 8 0
D0
~
~
0 -1 67515 10 10 5
D3
~
~
0 -1 67509 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
tangles vines rotted tree roots~
The remains of long dead trees, coupled with the still very strong vines

that helped squeeze the life out of them before they died, make this a

perilous trip.  The vines have twisted and wrapped themselves around the

roots of the trunks in such a way as to make it extremely easy to wrap

your ankle in one and fall head first into the murky water.

~
E
thin green crust~
This thin crust seems to be extremely fragile.  As the water ripples under

it, it disintegrates into light green dust.  Apparently alive as it seems

to grow on top of the water in a large quantity, its grasp on life seems

to be weak as death comes with the faintest touch.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
-1
S

#67515
Tireth's Swamp~
Seemingly invisible bugs bite at you, making comfort impossible as you

trudge through the murky water.  The shadowy cloud above seems to pulsate

with energy, as dark shapes dive at you, seen just out of the corner of

your eyes.  Nearby a gaseous bubble erupts from the water, sending acrid

vapors past your nose and ripples across the oft-stagnant water.  Acting

as a point of reference, the twisted remnant of a large tree can be seen

not far off to the southwest.

~
~
301465601 13 7 0
D1
~
~
0 -1 67516 10 10 5
D2
~
~
0 -1 67514 10 10 5
E
stagnant water bubble~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
twisted remnant large tree~
The twisted remains of a dead tree stands out as a perfect point of

reference for this dismal land.  Surrounded by cliffs and standing in the

ever present swamp water makes it easy to surmise that without its

presence, becoming lost would be more than easy.

~
E
roiling cloud~
As you stare up at the skies above you, the cloud continually shifts,

scattering the natural light making it difficult to focus.  The cloud

appears to be a manifestation of the swamp gases and perhaps whatever

evil is lurking around.

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

  i = random( 1, 5 );

  if( i <= 3 ) {

    obj = oload( 2925 );

    act_tochar( #succ, ch, obj );

    act_notchar( #succ2, ch, obj );

    obj_to_char( obj, ch );

    remove_rflag( reset0, room );

    end;

    }

  }

send_to_char( #fail, ch );

~
E
succ~
Searching through the water, you grasp ahold of something and pull it out

of the water.

~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the

bottom and pulls it up.

~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find

nothing worthwhile.

~
!
0 0 0
A
~
~
send_to_room( #bubble, room );

~
E
bubble~
A scent of decay wafts past you as a small gaseous bubble pops from

beneath the stagnant water.

~
!
2 300 0
2061 9 1509949540 3 0
-1
S

#67516
Edge of a Swampy Ocean~
A definitive slope to the ground towards the south is evident here.  The

level of the water certainly follows the slope and appears to deepen

along with the slant.  As the depth of the water increases the ground

underfoot seems to soften with it.  Spotted clumps of odd-looking green

moss seems to be growing on top of the water here and in much greater

quantities on the vast ocean of swamp water to the south.  The only

traversable paths seem to be a slight incline to the east and the path to

the west, either way edging the nearby oceanic depths of stagnant water.

~
~
301465601 13 7 0
D1
~
~
0 -1 67517 10 10 5
D3
~
~
0 -1 67515 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
odd-looking green moss~
A sickly green in color, this moss has the texture of a dried rag that

was soaked in blood and beer for two days.  The moss does not appear to

be a very healthy plant, as with the slightest touch it disintegrates and

scatters along the top of the water.

~
A
get take grab~
odd green moss~
act_tochar( #take1, ch );

act_notchar( #take2, ch );

~
E
take1~
As your hand makes contact with the odd-looking green moss, it quickly

disintegrates into nothing more than miniscule flecks.

~
E
take2~
As $n's hand makes contact with the odd-looking green moss, it quickly

disintegrates into nothing more than miniscule flecks.

~
!
0 0 0
2059 9 1509949540 3 0
-1
S

#67517
Edge of a Swampy Ocean~
The ground beneath your feet seems to be solidifying into a less mud-like

substance, though by no means is it packed earth which you could stand on

without sinking.  Some of the ground here is above the water level,

although large puddles of swamp water pollute the grounds around you, most

connected by small river-like trickles of murky water.  The grounds to

the south quickly disappear beneath the seemingly endless, ever-deepening

ocean of stagnant water.  A small patch of rock rises up out of the

waters to the southeast, the only break in the vast ocean.

~
~
301465601 2 7 0
D1
~
~
0 -1 67518 10 10 5
D3
~
~
0 -1 67516 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
puddle~
Large puddles have collected in the lowest portions of the surrounding

area.  Combined with the soft, muddy ground, the puddles prove that this

small plot of land is, at best mere inches above the water table.

~
E
mud ground~
The ground beneath your feet is a dark, unhealthy looking black mud.  The

muck has a gritty texture to it, perhaps part of the reason no living

plants seem to have taken root.

~
2059 9 1509949540 3 0
-1
S

#67518
Tireth's Swamp~
The ever oppressive roiling cloud seems to pulse with anger as it hangs

over the slightly raised area to the south.  Accompanying the shifting

shadows is the putrid stench of burnt flesh mingled with the constantly

present smells of the swamp water around you.  The depth of the swamp

water is mere inches deep; it only barely covers the ground even at its

deepest spots.  A slight climb to the south will take you completely out

of the swamp water, while to the west the swamp begins to sink beneath the

waters once again.

~
~
301465601 13 7 0
D2
~
~
1024 -1 67519 10 10 5
D3
~
~
0 -1 67517 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less

than an inch.  It's hard to imagine that anything living could stay that

way for long in it, as it seems to be much more viscous than clean water.

~
E
roiling cloud~
The natural light flickers and dances as it passes through the thick mass

of shadows and darkness above you.  While hard to truly focus on the

cloud, it appears to thicken in mass over the area to the south.

~
A
sniff smell~
~
act_tochar( #sniff, ch );

act_notchar( #sniff2, ch );

~
E
sniff~
You draw in a deep breath of the swamp air, and quickly wish you hadn't as

the highly sulfuric smell of the air burns your nose.  The acrid scent of

burnt flesh causes an acidic burning sensation in your guts that quickly

travels up your body.

~
E
sniff2~
$n draws in a deep breath of the swamp air, and quickly turns a sickly

green color.

~
!
0 0 0
2061 9 1509949540 3 0
-1
S

#67519
Blackened Battlefield~
This small plateau of rock sits just above the stagnant waters of the

swamp.  Blackened and scorched, the rock shows evidence of having melted

under some extreme heat.  To say a massive battle occurred here would be

an understatement; shattered weapons and breastplates litter the area. 

Scorched flesh still adheres to a few of the breastplates and the

blackened rocks littering the area.  Looking down over the sides of the

rock, no slope can be detected, giving the impression that a mighty force

pulled the rock out of the dark swamp itself.  The only apparently

traversable path is back to the north, leading once again into the swamp.

~
[Starshine] does rock stand high? if so, perhaps a clim up the side of the rock leaving room action in 67518.

[Starshine] and a climb off rock as you go north leaving action here.

hmmm deferring to save memory, may change it when im done the rest of the rbugs

~
301465601 5 9 0
D0
~
~
1024 -1 67518 10 10 5
E
breastplates~
Some of these were obviously of the highest quality before the battle. 

Judging from the sizes of the few breastplates that still hold their form,

many different kinds of creatures fought here.  Fragments of elven chain

can be seen alongside human to ogre sized steel and mithril plate armor.

~
E
shattered weapons~
Fragments of sword blades gleam amongst the dark shards of mace and

axe handles.  The twisted remains of a once-fine knife lie half

entombed in the hardened soil, a runed sigil still evident on its pommel.

~
E
scorched flesh~
Burnt and scorched flesh lie in clumps on the rocks and in a few cases

still attached to its owner's breastplate.  Though charred and burnt, the

flesh appears to be rather recent, perhaps hinting that the battle wasn't

quite such a long time ago.

~
E
runed sigil pommel dagger knife~
As vibrant as the day it was enscribed, the sigil of the Lord of

Darkhaven can still be seen on the pommel of the dagger.

~
A
search take get~
breastplates~
if( !mob_in_room( 2063, room ) ) {

  act_tochar( #sear, ch );

  act_notchar( #sear1, ch );

  }

else {

  act_tochar( #turn, ch );

  act_notchar( #turn1, ch );

  }

~
E
sear~
Searching through the breastplates results in finding nothing but

crumbling, rusted metal.

~
E
sear1~
$n searches through the charred breastplates, finding nothing but

crumbling, rusted metal.

~
E
turn~
As you being picking through the breastplates, Xarleek steps in front of

you!

~
E
turn1~
As $n begins picking through the breastplates, Xarleek steps in front of

$m!

~
!
0 0 0
A
get take search~
shattered weapons~
if( mob_in_room( 2063, room ) ) {

  act_tochar( #turn, ch );

  act_notchar( #turn1, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  if( random( 1, 100 ) > 3 ) {

    remove_rflag( reset0, room );

    act_tochar( #fail, ch );

    act_notchar( #fail2, ch );

    }

  else {

    remove_rflag( reset0, room );

    act_tochar( #succ, ch );

    act_notchar( #succ2, ch );

    obj_to_char( oload( 2924 ), ch );

    }

  }

else {

  act_tochar( #fail, ch );

  act_notchar( #fail2, ch );

  }

~
E
succ~
After searching through the shattered remnants of once fine weapons, you

find something that may still be usable!

~
E
succ2~
After searching through the shattered remnants of once fine weapons, $n

finds something that may still be usable!

~
E
fail~
After picking through the shattered remnants of the once fine weapons,

you realize nothing worthwhile survived the battle.

~
E
turn~
As you begin picking through the shattered remains of the weapons,

Xarleek steps in front of you!

~
E
turn1~
As $n begins picking through the shattered remains of the weapons,

Xarleek steps in front of $s.

~
E
fail2~
After picking through the shattered remnants of the once fine weapons, $n

gives up trying to find anything useful.

~
!
0 0 0
A
get take~
dagger pommel sigil~
if( !mob_in_room( 2063, room ) ) {

  act_tochar( #sear, ch );

  act_notchar( #sear1, ch );

  }

else {

  act_tochar( #turn, ch );

  act_notchar( #turn1, ch );

  }

~
E
sear~
As you try and wrench the dagger from its rock home, you realize it's

stuck in the rock too deep to get out.

~
E
sear1~
$n tries to wrench the dagger from its rocky home, quickly giving up the

fruitless effort.

~
E
turn~
As you reach out for the dagger, Xarleek steps in front of you!

~
E
turn1~
As $n reaches out for the dagger, Xarleek steps in front of $m!

~
!
0 0 0
2063 9 1509949540 3 0
-1
S

#67520
Ledge~
Little natural light is able to filter through the roiling cloud hovering

around and above you.  The combination of scattered light and natural

rock crevices adds a mystery to the granite cliff.  Many cracks and small

holes surround the void that has been seemingly blasted out of the cliff

face to the west.  A large cavern seems to be accessible just beyond the

freshly created opening set into the western cliff face.  Looking out

over the ledge, the swampy ground lies quite a distance below you, though

the cliff face appears to be climbable.

~
~
301465601 5 9 0
D3
~
~
0 -1 67521 10 10 5
E
cliff hole void~
A five foot wide hole leads directly into the face of the cliff.  Scorch

marks surround the opening, filling some of the natural crevices with a fine

soot.

~
E
crevices cracks~
These small crevices appear to be natural formations caused by the

weathering of an imperfect rock face.  Most of these are half full of

soot and granulated rock, that was probably created when the void was

blasted out of the cliff face.

~
E
swamp~
A feeling of dread begins to creep over you as you stare out over the

dismal swamp that looms before you.  The watery ground, held in the dark

shadows created by the roiling cloud stretch out below you.

~
E
cavern~
A large cavern seems to be accessible just beyond the void that was

blasted out of the cliff face.  The contents of the cavern remain a

mystery since there is no light evident within.

~
E
roiling cloud~
As you stare up at the skies above you, the cloud continually shifts,

scattering the natural light and making it difficult to focus.  The cloud

appears to be a manifestation of the swamp gases and perhaps whatever

evil is lurking around.

~
A
climb~
down cliff~
if( find_skill( ch, climb ) >= random( 5, 10 ) ) {

  act_tochar( #climb1, ch );

  act_notchar( #climb2, ch );

  wait( 1 );

  transfer( ch, find_room( 67513 ) );

  act_notchar( #arrival, ch );

  }

else {

  if( random( 1, 10 ) > 5 ) {

    act_tochar( #fail1, ch );

    act_notchar( #fail2, ch );

    transfer( ch, find_room( 67513 ) );

    act_notchar( #arrival2, ch );

    i = 10d10+75;

    dam_message( ch, i, "The plummeting fall" );

    inflict( ch, mob, i, "A plummeting fall" );

    }

  else {

    act_tochar( #fail3, ch );

    act_notchar( #fail4, ch );

    }

  }

~
E
climb1~
Carefully sliding over the edge of the ledge, you pick your way down the

cliff face.

~
E
climb2~
$n carefully slides over the edge of the ledge, picking $s way down the

cliff face.

~
E
arrival~
$n finishes $s climb down the cliff face, dropping the last few feet to

the ground.

~
E
fail1~
Swinging out over the edge of the ledge, you suddenly lose your grasp and

plummet to the ground.

~
E
fail2~
As $n swings out over the ledge, $e suddenly loses $s grasp and plummets

towards the ground.

~
E
fail3~
As you start to swing out over the ledge the rock begins to crumble, you

quickly scurry back from the edge.

~
E
fail4~
As $n starts to swing $s body over the ledge the rocks begin to crumble,

quickly $e scurries back from the ledge.

~
E
arrival2~
With a startled yelp, $n loses $s grasp and plummets to the ground.

~
!
0 0 0
-1
S

#67521
Fire-Blackened Cavern~
The ground beneath your feet is warm, which is odd, as no fires appear to

have been set here for many months.  The air is absolutely calm, though

ash still swirls around as if caught in the memory of a windy night.  A

raised dais sits in a quiet corner of the cave, partially blocked by a

few boulders that have been displaced from the ceiling.  Set atop the

raised platform is a soot-covered, blackened altar.  A rune-inscribed

archway leads off to the north to what appears to be a faintly lit room,

while to the east is the ledge outside of the cave.

~
~
301597828 11 9 0
D0
~
~
0 -1 67522 10 10 5
D1
~
~
0 -1 67520 10 10 5
E
rune enscribed archway 1 north~
The archway has been carved directly out of the natural rock walls of

the cavern.  Heavily enscribed with runic sigils, the archway has a faint

@Bblue glow@n around some of the magical symbols.

~
E
sigils magical symbols~
The inscriptions are slightly more than a half-inch deep and seem to have

a powdery red substance sprinkled into them.  The most noticeable sigil

is a blazing lightning bolt that is carved directly at the top of the

runed archway.

~
E
dais corner~
This raised dais has been carved out of the natural rock of the cavern,

rising only about two feet in height and four feet around.  A scorched,

white marble altar has been set atop it, forcing a person to look up at

anybody that stands before it.

~
E
boulders rocks~
These boulders are much too large for anyone to even attempt to lift.

They appear to be simply large chunks of the ceiling and walls which have

separated and come crashing down to the floor.

~
A
north~
~
loop( all_in_room ) {

  act_room( #blast, ch );

  if( race( rch ) != demon ) {

    do_spell( lightning bolt, rch, rch );

    send_to_room( #flare, find_room( 67522 ) );

    continue;

    }

  }

continue;

~
E
blast~
@RAs you pass through the rune-inscribed archway, the sigils flare with a

blue-white light!@n 

~
E
flare~
@BThe runes covering the archway to the south flare with a blue-white

light as something emerges from the other side.@n

~
!
3 0 0
2059 9 1509949540 3 0
2961 17 1509949540 -2 0
-1
S

#67522
Infernalist's Chamber~
@CSoftly glowing runes@n fill your sight as your gaze travels across the

walls of this chamber.  The runes etched into the natural cavern wall

seem to consume all light that threatens to dim their own.  An unnatural

@Bblue flame@n burns in the middle of the room, radiating oppressive heat

and little light.  Dark splotches stain the rock in many different places

surrounding the flame.  The only noticeable exit is to the south, through

the heavily runed archway.

~
mob # 2058 is summoned by the infernalist, - bound demon


The infernalist is a human, though his race is set to demon for the

purpose of his area attack not hurting him, as near as i can tell a

player will never see the difference, and it makes the attack much nicer.

[Starshine] more extras for the book would be nice.

~
301596677 11 7 0
D2
~
~
0 -1 67521 10 10 5
E
glowing runes walls~
Intricate runes have been carved into almost every available surface of

the cavern walls.  Each is slowly pulsing with a pale light, no two of

these runes seems to be duplicated, though they each appear to be part of

a master sigil.

~
E
blue flame~
Emanating from a circular runic pattern, this small flame flickers at a

height of about two feet off the ground.  Oppressive heat fills the room

and as you near the flame, breathing becomes increasingly difficult.

~
E
splotches rock~
Deep red in color, these splotches look very much like mostly coagulated

blood.  The blood surrounds the flame in half a dozen separate places.

~
A
touch get take~
flame~
act_tochar( #flame1, ch );

act_notchar( #flame2, ch );

do_spell( conflagration, ch, ch );

~
E
flame1~
As you reach out to touch the @Bblue flame@n, a dazzling shaft of

@Rhell's flame@n engulfs you!

~
E
flame2~
As $n reaches out for the @Bblue flame@n, a dazzling shaft of @Rhell's

flame@n engulfs $m.

~
!
0 0 0
A
trace touch~
rune~
act_tochar( #trace1, ch );

act_notchar( #trace2, ch );

act_room( #surge1, ch );

loop( all_in_room ) {

if( race( rch ) != demon ) {

    j = 5d10+100;

    dam_message( rch, j, "the runic blast" );

    inflict( rch, mob, j, "the runic blast" );

    }

  }

~
E
trace1~
You reach out your hand and trace the slightly glowing sigil on the

chamber wall.

~
E
trace2~
$n reaches out $s hand and slowly traces the slightly glowing sigil on

the chamber wall.

~
E
surge1~
@YThe runic patterns glow a vibrant yellow!@n

~
!
0 0 0
2057 9 1509949540 3 0
-1
S

#67523
An Unstable Underground Cavern~
This cave appears to be part of a once larger cavern, as the walls all

around show evidence of cave-ins.  A small dark pool of water dominates

the middle of the room, and the only other noticeable object is a small

treasure chest sitting by the western wall.  Small bubbles surface

occasionally in the dark pool, perhaps evidence that there is some

circulation of the water in the pool.

~
~
301596672 13 9 0
E
cave-in cavern wall~
Great quantities of rubble ring this cavern in every direction.  Evidence

of cave-ins, both from the distant past and quite recently, prove that

this cave is far from stable.  A fine dust seems to be constantly falling

from the ceilings over what appears to be the more recent cave-ins.

~
E
boulder rock~
Glancing around the room, a single boulder takes precedence in your

thoughts.  This large boulder has fallen from the ceiling and landed

perfectly perched on top of the small chest.  Looking at the large

granite rock, it's easy to surmise that it would take quite a feat of

strength to move it.  Once moved, however, access to the treasures within

the chest would be feasible.

~
E
pool water~
Dominating the center of the room is a dark pool of water.  The pool,

aproximately 12 feet wide and twice that in length appears to be a

fathomless pit.  The dark waters seem to have a slight swirl to them, and 

small bubbles occasionally break its surface.

~
A
dive enter~
pool ring~
if( find_skill( ch, swimming ) >= random(7, 10 ) ) {

  act_tochar( #swim1, ch );

  act_notchar( #swim2, ch );

  wait( 1 );

  act_tochar( #swim3, ch );

  wait( 1 );

act_tochar( #arrival2, ch );

  transfer( ch, find_room( 67506 ) );

  act_notchar( #arrival, ch );

  }

else {

  act_tochar( #fail1, ch );

  act_notchar( #fail2, ch );

  }

~
E
swim1~
You take a deep breath and dive down into the deep pool, hoping to find

your way out of the cavern.

~
E
swim2~
$n takes a deep breath and dives down into the dark pool.

~
E
arrival~
Gasping for breath, $n breaks the surface of the dark water and climbs

out, dripping wet.

~
E
fail1~
You look at the dark pool of water and decide that the murky depths is

not a place you want to go.

~
E
fail2~
Looking at the dark pool of water, $n slowly backs away from it.

~
E
swim3~
Swimming for what seems far too long, you begin to worry if somehow you

lost your way.

~
E
arrival2~
You break the surface of the water, arriving in the swamp.

~
!
0 0 0
A
inspect examine~
closed steel-banded blackened chest lock~
if( find_skill( ch, inspect ) > random( 6, 10 ) ) {

  act_tochar( #inspect, ch );

  act_notchar( #inspect2, ch );

  }

else {

  act_tochar( #fail1, ch );

  act_notchar( #fail2, ch );

  }

~
E
inspect~
You examine the tiny lock carefully, finding a small figurine of a

crimson dragon, its tail cunningly wrapped around the locking mechanism.

~
E
inspect2~
$n carefully examines the lock.

~
E
fail1~
You examine the small lock, finding nothing out of the ordinary.

~
E
fail2~
$n carefully examines the lock.

~
!
0 0 0
A
pick unlock~
closed steel-banded blackened chest~
if( rflag( reset1, room ) ) {

  act_tochar( #boulder, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  act_tochar( #flame1, ch );

  act_notchar( #flame2, ch );

  do_spell( flame strike, ch, ch );

  }

else

continue;

~
E
boulder~
With the boulder still perched on top of the chest, you find it

impossible to get into position to pick the lock.

~
E
flame1~
As you attempt to pick the chest's lock, you accidently trigger the

emission of a billowing flame.

~
E
flame2~
As $n attempts to pick the chest's lock, a billowing flame emanates from

the small lock.

~
!
0 0 0
A
untrap~
closed steel-banded blackened chest lock~
if( !rflag( reset0, room ) ) {

  act_tochar( #done, ch );

  end;

  }

act_tochar( #attempt, ch );

act_notchar( #attempt1, ch );

if( find_skill( ch, untrap ) > random( 6, 10 ) ) {

  act_tochar( #success, ch );

  act_notchar( #success2, ch );

  remove_rflag( reset0, room );

  }

else {

  act_tochar( #fail, ch );

  act_tochar( #flame, ch );

  act_notchar( #flame2, ch );

  do_spell( flame strike, ch, ch );

  }

~
E
done~
As you attempt to disarm the trap, you notice that the tail of the small

dragon has already been detached from the locking mechanism.

~
E
attempt~
You calm your nerves and attempt to disarm the small trap.

~
E
attempt1~
$n pauses for a short moment, before attempting to disarm the trap.

~
E
success~
You carefully detach the small crimson tail from the locking mechanism,

rendering the trap ineffective.

~
E
success2~
$n successfully disarms the dangerous trap.

~
E
fail~
As you attempt to disarm the trap, you notice the crimson dragon's small

mouth open wide!

~
E
flame~
@RA billowing flash of fire emanates from the lock, engulfing you in

flames!@N 

~
E
flame2~
@RA billowing flash of fire emanates from the lock, engulfing $n in

flames!@n 

~
!
0 0 0
A
lift heave push move shove~
boulder rock~
if( class( ch ) != thief ) {

  if( find_stat( ch, str ) >= 18 ) {

    act_tochar( #lift1, ch );

    act_notchar( #lift2, ch );

    remove_rflag( reset1, room );

    wait( 1 );

    act_tochar( #drop1, ch );

    act_notchar( #drop2, ch );

    obj_to_room( oload( 2963 ), room );

    }

  else {

    act_tochar( #weak, ch );

    end;

    }

  }

else {

  act_room( #voice, ch );

  act_tochar( #flame1, ch );

  act_notchar( #flame2, ch );

  do_spell( flame strike, ch );

  }

~
E
lift1~
You strain your muscles against the weight of the large boulder, powering

it up off the top of the chest.

~
E
lift2~
$n strains $s muscles against the weight of the large boulder, powering

it up off the top of the chest.

~
E
drop1~
You drop the large boulder onto the ground, thankful to free yourself of

its weight.

~
E
drop2~
$n drops the large boulder onto the ground.

~
E
weak~
You strain with all your might, but lack the strength to move the large

boulder.

~
E
voice~
@RA deep throaty voice booms through the room, "I will not allow one,

skilled as you are, to gain access to the masters's treasures!".@n 

~
E
flame1~
A burst of flame emanates from beneath you, wrapping you in searing pain!

~
E
flame2~
A burst of flame emanates from beneath $n, wrapping around $m!

~
!
0 0 0
2931 49 1509949540 -2 0
2935 81 1509949442 -2 0
16 81 1509949490 -2 0
2 80 1509962240 -2 0
2929 114 1509962240 -2 0
2928 84 1512112128 -2 0
2959 80 1511587840 -2 0
2958 80 1510932480 -2 0
2960 80 1510080512 -2 0
2930 80 1511456768 -2 0
2975 80 1510080512 -2 0
-1
S

#67524
Inside the Wagon~
While tightly cramped, the inside of this wagon is quite practical.  A

small bed sits at the back of the wagon, while a four person table

dominates the center.  Surrounding the small table are two benches that

show little wear.  Cupboards line the wall directly adjacent from the

door that leads to the outside.  Small shutters have been nailed shut,

blocking any light from shining in through the window set just over the

small bed.

~
~
301465606 0 5 0
E
cupboards~
The cupboards, much like the rest of the wagon, have been crafted from

fine oak.  Possibly once containing food and other items for the owner of

the wagon, the cupboards have all been picked clean.

~
E
shutters~
The wood of these shutters perfectly matches the color of the natural

frame of the oaken wagon.  A design of a dazzling sun over a small meadow

has been carved into the wood, perhaps crafted to create a sense of irony.

~
A
exit leave~
wagon door~
act_tochar( #leaving, ch );

act_notchar( #leaving2, ch );

transfer( ch, find_room( 30877 ) );

act_notchar( #arrival, ch );

~
E
leaving~
Heading out through the small door, you exit the cramped wagon.

~
E
leaving2~
Heading out through the small door, $n exits the cramped wagon.

~
E
arrival~
$n enters the room, exiting from the large wagon.

~
!
0 0 0
A
search~
cupboard~
act_tochar( #rummage1, ch );

act_notchar( #rummage2, ch );

~
E
rummage1~
You rummage through all of the cupboards, but find that they have been

picked clean.

~
E
rummage2~
$n begins rummaging through the cupboards, looking for anything valuable.

~
!
0 0 0
2979 17 1509949540 -2 0
2980 17 1509949540 -2 0
2980 17 1509949540 -2 0
2981 17 1509949540 -2 0
-1
S

#0