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#AREA
Crabman Catacomb~
Florian~
Crabman Catacombs~

23 0
0
#ROOMS

#69000
Before an Opening Series of Sandstone Catacombs~
What stretches before you is little more than a tunnel that has been

burrowed through tons of grey sandstone.  The floor of the passage is

littered with grey, detrital sediment.  Set into the west and east walls

here are burial niches; within each you can make out the lines of a

shrouded corpse.  South, the catacombs branch outward to the east and

west while to the north you can see a strone ramp leading up.

~
*CF

[Draynath] strone should be stone

~
301465605 11 6 0
D0
~
~
0 -1 69039 10 10 5
D2
~
~
0 -1 69001 10 10 5
E
floor grey detrital sediment~
The floor of the passage is covered lightly with grey sand.  Once part of

the ceilings, wall, and floor, the sandy grains have, over time,

weathered away from their original surfaces.  The sand has come to rest

in small, chaotic piles alone the floor.

~
E
small chaotic piles~
The piles of sand along the floor are much too small to conceal anything

or to be of interest.

~
E
burial niches shrouded corpses~
There are two burial niches in this part of the catacombs.  Both contain

shrouded corpses.  One alcove is set into the western wall and one in the

eastern one.

~
A
~
1 western alcove recess~
if( !mob_in_room( 2054, room ) )

if( rflag( reset0, room ) ) {

act_tochar( #search, ch );

act_notchar( #rsearch, ch );

mload( 2054, room );

remove_rflag( reset0, room );

}

else {

act_tochar( #nothing, ch );

act_notchar( #rnothing, ch );

}

else

act_tochar( #west, ch );

~
E
search~
@GAs you search through the burial alcove in the western wall, you are

startled by a spirit, clearly angry, that rises up from the corpse

within!@n 

~
E
rsearch~
@GAs $n searches through the burial alcove in the western wall, $e is

startled by a spirit, clearly angry, that rises up from the corpse

within!@n 

~
E
nothing~
Searching through the burial alcove in the western wall, you find nothing.

~
E
rnothing~
$n searches through the burial alcove in the western wall.

~
E
west~
@RAn angry crabman spirit hovers between you and the alcove!@n

~
!
9 0 0
A
~
1 eastern nook niche~
if( !mob_in_room( 2062, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2062, room );

  remove_rflag( reset1, room );

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

else

  act_tochar( #east, ch );

~
E
search~
@GAs you search through the burial alcove in the eastern wall, you are

startled by a spirit, clearly angry, that rises up from the corpse

within!@n 

~
E
rsearch~
@GAs $n searches through the burial alcove in the eastern wall, $e is

startled by a spirit, clearly angry, that rises up from the corpse

within!@n 

~
E
nothing~
As you search through the burial alcove in the eastern wall, you find

nothing of interest.

~
E
rnothing~
$n searches through the burial alcove in the eastern wall.

~
E
east~
@RAn angry crabman spirit stands between you and the alcove to the east.@n

~
!
9 0 0
A
1 look~
alcove recess 1 western~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

act_tochar( #glow, ch );

~
E
desc~
Reclined within the alcove is the corpse of a crabman, freshly dead.  The

aroma of decay is still fresh about him.  Tucked in his claws is a single

desert rose.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
nook niche 1 eastern~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48080 ) ) )

act_tochar( #glow, ch );

~
E
desc~
Wearing a white gown and a gauzy veil over her face, a female crabwoman

lies within the burial nook.  From the look of things, the crabwoman

died well before her time.  A bridal bouquet rests on her chest, wilted.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
~
~
wait( 1 );

i = 1d10;

if( i == 1 )

  act_room( #walk, ch );

if( i == 2 )

  act_room( #flip, ch );

if( i == 3 )

  act_room( #weapon, ch );

if( i == 4 )

  act_room( #tongue, ch );

if( i == 5 )

  act_room( #march, ch );

if( i == 6 )

  act_room( #karate, ch );

if( i == 7 )

  act_room( #sleep, ch );

if( i == 8 )

  act_room( #cartwheel, ch );

if( i == 9 )

  act_room( #wink, ch );

if( i == 10 )

  act_room( #shadow, ch );

wait( 1 );

if( random( 1, 4 )  > 1 )

  acode( find_room( 69000 ), 5 );

else

  act_room( #wind, ch );

~
E
walk~
@CThe iron toy soldier walks around the room, turning its head from side

to side.@n 

~
E
flip~
@CDipping low, the iron toy soldier vaults backward and flips in mid-air.

~
E
weapon~
@RLooking to and fro, the iron toy solder draws its tiny sword from its

sheath.  It then patrols the room.

~
E
tongue~
@CAs soon as the iron toy soldier is set down, it turns around and sticks

it tongue back at you and crosses its arms in a pout.@n 

~
E
march~
@CThe iron toy soldier marches around the room with its weapon laid across

its shoulder.@n

~
E
sleep~
@CSoon after the iron toy soldier is put down on the ground, it walks

over to a secluded spot, lies down, and begins to snore.@n 

~
E
cartwheel~
@GGetting a running start, the iron toy soldier raises its arms and does

a series of cartwheels all around the room.

~
E
wink~
@CThe iron toy soldier walks around the room for a few moments, its

movements very mechanical and jerky.  Then suddenly, he turns to you,

waggles its eyebrows, and winks.@n 

~
E
shadow~
@CThe iron toy soldier walks over and begins to fight its own shadow. 

The match looks thrilling!@n 

~
E
karate~
@GThe toy soldier walks over and places a twig between two other twigs. 

Bowing to the twigs, it raises its left hand and chops the twig in half. 

Afterward, the toy soldier bows to the twig platform again.

~
E
wind~
@cThe iron toy soldier freezes in mid-action, having wound down.@n

~
!
0 0 0
A
~
~
wait( 1 );

i = 1d10;

if( i == 1 )

  act_room( #walk, ch );

if( i == 2 )

  act_room( #flip, ch );

if( i == 3 )

  act_room( #weapon, ch );

if( i == 4 )

  act_room( #tongue, ch );

if( i == 5 )

  act_room( #march, ch );

if( i == 6 )

  act_room( #karate, ch );

if( i == 7 )

  act_room( #sleep, ch );

if( i == 8 )

  act_room( #cartwheel, ch );

if( i == 9 )

  act_room( #wink, ch );

if( i == 10 )

  act_room( #shadow, ch );

wait( 1 );

if( random( 1, 4 )  > 1 )

  acode( find_room( 69000 ), 6 );

else

  act_room( #wind, ch );

~
E
walk~
@cThe steel toy soldier walks around, flexing its tiny ogre muscles.@n

~
E
flip~
@cThe steel toy soldier picks up a rock and flips it up onto its shoulder. 

It then hurls the rock a good twenty feet.@n 

~
E
weapon~
@cThe steel toy soldier brandishes its large, ogre canines and broad

hands.@n 

~
E
tongue~
@cRunning over to where a previously unnoticed insect has perched, the

steel toy soldier draws its broadsword and stabs the insect until it dies. 

It then licks the blade clean with its tongue like an ogre might.

~
E
march~
@cThe steel toy soldier marches around the room singing a rather bawdy

ogre marching song.@n 

~
E
karate~
@CTaking a twig and snapping it over its knee, the steel toy soldier

bellows like a full-sized ogre.@n 

~
E
sleep~
@cLooking at you over its shoulder, the steel toy soldier snorts

derisively and goes to sleep.@n 

~
E
cartwheel~
@cPatrolling around the room, the steel toy soldierr cracks the knuckles

of its large, ogre hands.

~
E
wink~
@cAfter walking around the chamber for a bit, the steel toy soldier turns

to you and gives you a lurid, ogrish wink.

~
E
shadow~
@cThe steel toy soldier looks at the ground, at its shadow.  Then it just

stands there, scratching its head in confusion.@n 

~
E
wind~
@yThe steel toy soldier stops in mid-action as it winds down.

~
!
0 0 0
A
~
~
wait( 1 );

i = 1d10;

if( i == 1 )

  act_room( #walk, ch );

if( i == 2 )

  act_room( #flip, ch );

if( i == 3 )

  act_room( #weapon, ch );

if( i == 4 )

  act_room( #tongue, ch );

if( i == 5 )

  act_room( #march, ch );

if( i == 6 )

  act_room( #karate, ch );

if( i == 7 )

  act_room( #sleep, ch );

if( i == 8 )

  act_room( #cartwheel, ch );

if( i == 9 )

  act_room( #wink, ch );

if( i == 10 )

  act_room( #shadow, ch );

wait( 1 );

if( random( 1, 4 )  > 1 )

acode( find_room( 69000 ), 7 );

else

  act_room( #wind, ch );

~
E
walk~
@CThe mithril toy soldier walks around the room with short strides, just

like a real dwarf.@n 

~
E
flip~
@CThe mithril toy soldier takes two dwarven axes from its back and begins

juggling them.

~
E
weapon~
@cThe mithril toy soldier scratches its mithril dwarven beard and takes out

its mithril dwarven axe.  With the axe slung over its shoulder, the toy

soldier parades around the area.

~
E
tongue~
@cThe mithril toy soldier moves in mechanical, jerky movements as if it

knows you are wtching it.  Suddenly, the dwarven soldier turns around and

sticks its tongue out at you.@n 

~
E
march~
@cThe mithril toy soldier marches around the room in as fast a pace as

its stubby dwarven legs will carry it.@n 

~
E
karate~
@cThe mithril toy soldier stands as tall as its dwarven frame allows and

does a sudden spinkick.  The kick sends the toy soldier clear across the

room.@n 

~
E
sleep~
@cThe mithril toy soldier pulls a tiny tankard from somewhere and guzzles

an oily substance within it.  Suddenly, its eyes glaze over and the toy

soldier falls to the ground, snoring.

~
E
cartwheel~
@cThe mithril toy soldier raises its hands and tries doing a cartwheel. 

It fails miserably as it tangles itself up in its beard.

~
E
wink~
@cThe mithril toy soldier turns toward you and gives you a dwarven salute. 

Before turning away, it jumps up, pinches your bottom, and winks.

~
E
shadow~
@cThe mithril toy soldier looks around until it spies its own shadow. 

The toy then proceeds to regale the shadow with some old, dwarven story.

~
E
wind~
@CThe mithril toy soldier stops in its tracks, having wound down.

~
!
0 0 0
A
~
~
wait( 1 );

i = 1d10;

if( i == 1 )

  act_room( #walk, ch );

if( i == 2 )

  act_room( #flip, ch );

if( i == 3 )

  act_room( #weapon, ch );

if( i == 4 )

  act_room( #tongue, ch );

if( i == 5 )

  act_room( #march, ch );

if( i == 6 )

  act_room( #karate, ch );

if( i == 7 )

  act_room( #sleep, ch );

if( i == 8 )

  act_room( #cartwheel, ch );

if( i == 9 )

  act_room( #wink, ch );

if( i == 10 )

  act_room( #shadow, ch );

wait( 1 );

if( random( 1, 4 )  > 1 )

acode( find_room( 69000 ), 8 );

else

  act_room( #wind, ch );

~
E
walk~
@GAn electrum toy soldier walks around the room with all the air and

confidence of a woodland elf.@n 

~
E
flip~
@GWith a flip of its hand, the electrum toy soldier flips its hair back,

revealing its delicate, pointy ears.

~
E
weapon~
@GFrom a sheathe on its back, the electrum toy soldier draws a tiny elven

sword.  With it, the toy soldier walks around the room, patrolling.

~
E
tongue~
@GThe electrum toy soldier runs around the room, frolicing and jumping. 

It then comes to a stop before you.  The toy soldier stomps on your foot

and sticks its tongue out at you with elven grace.@n

~
E
march~
@GThe electrum toy soldier marches around the area, singing a sweet elven

ballad.@n 

~
E
karate~
@GThe electrum toy soldier steeples its hands and bows to you in a

graceful and ornate manner.  The grin on its elven face is disturbing.@n

~
E
sleep~
@GThe electrum toy soldier draws its tiny elven sword and takes up a

defensive posture, like it was trying to guard someone's rest.@n 

~
E
cartwheel~
@GThrowing down its tiny elven sword, the electrum toy soldier frolics

and does cartwheels all around the room.

~
E
wink~
@GWith a roguishly handsome grin on its face, the electrum toy soldier

walks up to you and winks.@n 

~
E
shadow~
@GThe electrum toy soldier walks up to its own shadow and begins dancing

with it in an elven waltz.

~
E
wind~
@CSuddenly, the electrum toy soldier stops in mid-action, having wound down.

~
!
0 0 0
A
~
~
wait( 1 );

i = 1d10;

if( i == 1 )

  act_room( #walk, ch );

if( i == 2 )

  act_room( #flip, ch );

if( i == 3 )

  act_room( #weapon, ch );

if( i == 4 )

  act_room( #tongue, ch );

if( i == 5 )

  act_room( #march, ch );

if( i == 6 )

  act_room( #karate, ch );

if( i == 7 )

  act_room( #sleep, ch );

if( i == 8 )

  act_room( #cartwheel, ch );

if( i == 9 )

  act_room( #wink, ch );

if( i == 10 )

  act_room( #shadow, ch );

wait( 1 );

if( random( 1, 4 )  > 1 )

  acode( find_room( 69000 ), 9 );

else

  act_room( #wind, ch );

~
E
wind~
@MThe adamantium toy soldier stops suddenly, having wound down.@n

~
E
walk~
@MThe adamantium toy soldier walks around the room proudly, its bulbous,

gnomish nose held high.@n 

~
E
flip~
@MThe adamantium toy soldier gets a running start and flips its gnomish

girth into the air.

~
E
weapon~
@MThe adamantium toy soldier runs around the room, wielding a dead fish

as a weapon.@n 

~
E
tongue~
@MThe adamantium toy soldier cinches up its belt around its generous

gnomish tummy and strides to you.  It then sticks its tongue out at you

and scampers away.@n 

~
E
march~
@MThe adamantium toy soldier slings a dead fish over its shoulder and

begins patrolling the room with a serious cast to its gnomish face.

~
E
karate~
@MThe adamantium toy soldier runs up to you on its short, gnomish legs

and prepares itself to kick you.  At the last moment, it falls to the

ground, grabs ahold of your ankle, and begs for mercy.@n 

~
E
sleep~
@MThe adamantium toy soldier sits down on the ground and rocks back and

forth until it falls asleep.@n 

~
E
cartwheel~
@MScreaming 'whee!' at the top of its little mechanical lungs, the

adamandtium toy soldier performs cartwheels all over the room.@n 

~
E
wink~
@MThe adamantium toy soldier walks up to you and gives you a sad,

puppy-dog look with its wide gnomish eyes.  It then gives you a

mischevous wink and scampers out of reach.

~
E
shadow~
@MThe adamantium toy soldier finds its shadow and begins to fight it with

a dead fish!@n 

~
!
0 0 0
A
~
~
i = 1d20;

wait( 2 );

if( i == 1 ) 

  act_room( #pup1, ch, obj, mob );

if( i == 2 ) 

  act_room( #pup2, ch, obj, mob );

if( i == 3 ) 

  act_room( #pup3, ch, obj, mob );

if( i == 4 ) 

  act_room( #pup4, ch, obj, mob );

if( i == 5 ) 

  act_room( #pup5, ch, obj, mob );

if( i == 6 ) 

  act_room( #pup6, ch, obj, mob );

if( i == 7 ) 

  act_room( #pup7, ch, obj, mob );

if( i == 8 ) 

  act_room( #pup8, ch, obj, mob );

if( i == 9 ) 

  act_room( #pup9, ch, obj, mob );

if( i == 10 ) 

  act_room( #pup10, ch, obj, mob );

if( i == 11 ) 

  act_room( #pup11, ch, obj, mob );

if( i == 12 ) 

  act_room( #pup12, ch, obj, mob );

if( i == 13 ) 

  act_room( #pup13, ch, obj, mob );

if( i == 14 ) 

  act_room( #pup14, ch, obj, mob );

if( i == 15 ) 

  act_room( #pup15, ch, obj, mob );

if( i == 16 ) 

  act_room( #pup16, ch, obj, mob );

if( i == 17 ) 

  act_room( #pup17, ch, obj, mob );

if( i == 18 ) 

  act_room( #pup18, ch, obj, mob );

if( i == 19 ) 

  act_room( #pup19, ch, obj, mob );

if( i == 20 ) 

  act_room( #pup20, ch, obj, mob );

if( random( 1, 3 ) > 1 )

  acode( find_room( 69000 ), 10 );

else

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

~
E
pup1~
$p turns around and bows gently as if to an audience.

~
E
pup2~
$p does a flip, landing with its legs split.

~
E
pup3~
$p marches around, brandishing a small weapon.

~
E
pup4~
$p kneels before you and begs for mercy.

~
E
pup5~
$p walks over to you and bows reverently.

~
E
pup6~
$p shuffles over to you and begins cuddling your leg.

~
E
pup7~
$p raises its arms and waves to you grandly.

~
E
pup8~
$p claps its hands together and looks extremely happy.

~
E
pup9~
$p shudders slightly before walking around the room.

~
E
pup10~
$p raises its hand to its mouth to stifle a giggle.

~
E
pup11~
$p brings its hands to its mouth to conceal its smile.

~
E
pup12~
$p saunters over to you and challenges you to combat!

~
E
pup13~
$p frolics around the room like an elf.

~
E
pup14~
$p flails about without a hint of finesse or grace.

~
E
pup15~
$p strolls through the room like it owns the place.

~
E
pup16~
$p hops up and down like an eager child.

~
E
pup17~
$p glances left and right before walking across the chamber.

~
E
pup18~
$p dances a little jig.

~
E
pup19~
$p wiggles its hips suggestively in your direction.

~
E
pup20~
$p sits down on the ground and sulks.

~
E
limp~
$p goes limp against its strings.

~
!
0 0 0
A
~
~
i = 1d10;

if( i == 1 ) 

  act_room( #music1, ch, obj, mob );

if( i == 2 ) 

  act_room( #music2, ch, obj, mob );

if( i == 3 ) 

  act_room( #music3, ch, obj, mob );

if( i == 4 ) 

  act_room( #music4, ch, obj, mob );

if( i == 5 ) 

  act_room( #music5, ch, obj, mob );

if( i == 6 ) 

  act_room( #music6, ch, obj, mob );

if( i == 7 ) 

  act_room( #music7, ch, obj, mob );

if( i == 8 ) 

  act_room( #music8, ch, obj, mob );

if( i == 9 ) 

  act_room( #music9, ch, obj, mob );

if( i == 10 )

  act_room( #music10, ch, obj, mob );

wait( 2 );

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

wait( 2 );

act_room( #dance2, ch, obj, mob );

wait( 2 );

act_room( #dance3, ch, obj, mob );

~
E
music1~
A slow and sweet elven ballad begins to emanate from $p.

~
E
music2~
The sound of beating drums emanates from $p.

~
E
music3~
A raspy tune, like a thousand lizardmen hissing, emanates from $p.

~
E
music4~
A hearty, fiesty tune livens the air around $p.

~
E
music5~
A traditional folk song rises up around $p.

~
E
music6~
A fast paced, gnomish melody emanates from $p.

~
E
music7~
A sweet but slow halfling tune plays from $p.

~
E
music8~
A lively marching tune escapes from $p.

~
E
music9~
A soft and gentle lullaby surrounds $p.

~
E
music10~
A harmony full of suspense issues forth from $p.

~
E
dance~
$p begins to dance to the sound of the music.

~
E
dance2~
Halfway through the music, $p starts dancing

with renewed vigor!

~
E
dance3~
As the music winds down, $p becomes lifeless once more.

~
!
0 0 0
A
~
~
i = 1d25;

if( i == 1 )

act_room( #c1, ch, obj, mob );

if( i == 2 )

act_room( #c2, ch, obj, mob );

if( i == 3 )

act_room( #c3, ch, obj, mob );

if( i == 4 )

act_room( #c4, ch, obj, mob );

if( i == 5 )

act_room( #c5, ch, obj, mob );

if( i == 6 )

act_room( #c6, ch, obj, mob );

if( i == 7 )

act_room( #c7, ch, obj, mob );

if( i == 8 )

act_room( #c8, ch, obj, mob );

if( i == 9 )

act_room( #c9, ch, obj, mob );

if( i == 10 )

act_room( #c10, ch, obj, mob );

if( i == 11 )

act_room( #c11, ch, obj, mob );

if( i == 12 )

act_room( #c12, ch, obj, mob );

if( i == 13 )

act_room( #c13, ch, obj, mob );

if( i == 14 )

act_room( #c14, ch, obj, mob );

if( i == 15 )

act_room( #c15, ch, obj, mob );

if( i == 16 )

act_room( #c16, ch, obj, mob );

if( i == 17 )

act_room( #c17, ch, obj, mob );

if( i == 18 )

act_room( #c18, ch, obj, mob );

if( i == 19 )

act_room( #c19, ch, obj, mob );

if( i == 20 )

act_room( #c20, ch, obj, mob );

if( i == 21 )

act_room( #c21, ch, obj, mob );

if( i == 22 )

act_room( #c22, ch, obj, mob );

if( i == 23 )

act_room( #c23, ch, obj, mob );

if( i == 24 )

act_room( #c24, ch, obj, mob );

if( i == 25 )

act_room( #c25, ch, obj, mob );

wait( 2 );

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

~
E
c1~
$p changes into a small duck.

~
E
c2~
$p changes into a tiny dog.

~
E
c3~
$p changes into a grey sheep.

~
E
c4~
$p changes into an intricately tooled book.

~
E
c5~
$p changes into a brown beaver.

~
E
c6~
$p changes into a silver fox.

~
E
c7~
$p changes into an ugly duckling.

~
E
c8~
$p changes into a large fern plant.

~
E
c9~
$p changes into a pet rock.

~
E
c10~
$p changes into a broken bottle.

~
E
c11~
$p changes into a small rowboat with oars.

~
E
c12~
$p changes into a miniature flower garden.

~
E
c13~
$p changes into a large sunflower.

~
E
c14~
$p changes into a beautiful female.

~
E
c15~
$p changes into a handsome male.

~
E
c16~
$p changes into a ugly troll.

~
E
c17~
$p changes into a leafy ent.

~
E
c18~
$p changes into a sword plunged into a stone.

~
E
c19~
$p changes into a piece of blue starite.

~
E
c20~
$p changes into a piece of green starite.

~
E
c21~
$p changes into a sea gull perched on a rock.

~
E
c22~
$p changes into a snake. ( What a cinch! )

~
E
c23~
$p changes into a series of cogs and gears.

~
E
c24~
$p changes into a needle plunged into a haystack.

~
E
c25~
$p changes into a knight mounted upon a war horse.

~
E
change~
$p loses its shape and returns to being just a

geometric sculpture.

~
!
0 0 0
A
~
~
if( i == 1 ) {

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

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

}

if( i == 2 ) {

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

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

}

if( i == 3 ) {

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

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

}

if( i == 4 ) {

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

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

}

if( i == 5 ) {

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

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

}

if( i == 6 )

act_room( #a1, ch, obj, mob );

if( i == 7 )

act_room( #a2, ch, obj, mob );

if( i == 8 )

act_room( #a3, ch, obj, mob );

if( i == 9 )

act_room( #a4, ch, obj, mob );

if( i == 10 )

act_room( #a5, ch, obj, mob );

wait( 1 );

if( random( 1, 4 ) > 2 )

acode( find_room( 69000 ), 13 );

else

act_room( "The cord snakes back into the doll's back.", ch, obj, mob );

~
E
hug~
$p reaches up and hugs you.

~
E
rhug~
$p reaches up and hugs $n.

~
E
bite~
$p playfully bites you.

~
E
rbite~
$p turns around and bites $n.

~
E
kick~
$p turns around and kicks you in the shin.

~
E
rkick~
$p turns around and kicks $n in the shin.

~
E
wet~
It appears $p has wet itself...and you.

~
E
rwet~
$p appears to have wet itself...and $n.

~
E
drool~
$p drools on you.

~
E
rdrool~
$p drools on $n.

~
E
a1~
$p coos and wiggles.

~
E
a2~
$p begins crying like a baby.

~
E
a3~
$p begins waving its arms in the air happily.

~
E
a4~
$p bounces up and down merrily.

~
E
a5~
$p turns around and winks at you.

~
!
0 0 0
A
~
~
i = 1d20;

wait( 2 );

if( i == 1 ) 

  act_room( #pup1, ch, obj, mob );

if( i == 2 ) 

  act_room( #pup2, ch, obj, mob );

if( i == 3 ) 

  act_room( #pup3, ch, obj, mob );

if( i == 4 ) 

  act_room( #pup4, ch, obj, mob );

if( i == 5 ) 

  act_room( #pup5, ch, obj, mob );

if( i == 6 ) 

  act_room( #pup6, ch, obj, mob );

if( i == 7 ) 

  act_room( #pup7, ch, obj, mob );

if( i == 8 ) 

  act_room( #pup8, ch, obj, mob );

if( i == 9 ) 

  act_room( #pup9, ch, obj, mob );

if( i == 10 ) 

  act_room( #pup10, ch, obj, mob );

if( i == 11 ) 

  act_room( #pup11, ch, obj, mob );

if( i == 12 ) 

  act_room( #pup12, ch, obj, mob );

if( i == 13 ) 

  act_room( #pup13, ch, obj, mob );

if( i == 14 ) 

  act_room( #pup14, ch, obj, mob );

if( i == 15 ) 

  act_room( #pup15, ch, obj, mob );

if( i == 16 ) 

  act_room( #pup16, ch, obj, mob );

if( i == 17 ) 

  act_room( #pup17, ch, obj, mob );

if( i == 18 ) 

  act_room( #pup18, ch, obj, mob );

if( i == 19 ) 

  act_room( #pup19, ch, obj, mob );

if( i == 20 ) 

  act_room( #pup20, ch, obj, mob );

wait( 1 );

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

act_room( "$p resumes its solid form.", ch, obj, mob );

else

acode( find_room( 69000 ), 14 );

~
E
pup1~
$p points north.

~
E
pup2~
$p points east.

~
E
pup3~
$p points south.

~
E
pup4~
$p points west.

~
E
pup5~
$p points up.

~
E
pup6~
$p points down.

~
E
pup7~
$p shakes its head no.

~
E
pup9~
$p nods in the affirmative.

~
E
pup8~
$p shrugs its shoulders.

~
E
pup10~
$p smiles faintly and winks.

~
E
pup11~
$p pulls out a mirror and gazes at its reflection.

~
E
pup12~
$p does a suggestive little dance.

~
E
pup13~
Pulling three balls from somewhere, $p juggles

for several moments and then pockets the flying spheres one by one.

~
E
pup14~
$p pulls out two swords and does an intricate dance.

~
E
pup15~
$p puts a finger to its lips and shushes you.

~
E
pup16~
$p bows before you.

~
E
pup17~
$p reaches over and pinches you.

~
E
pup18~
$p pretends to comb its hair back.

~
E
pup19~
$p glares heavily at you.

~
E
pup20~
$p appears to giggle and nods in agreement.

~
!
0 0 0
A
get take~
gauzy veil~
act_tochar( #get, ch );

act_notchar( #rget, ch );

~
E
get~
As your fingers brush across the veil, part of it cracks and crumbles. 

There is no way you can remove it without destroying it.

~
E
rget~
$n places $s hand within a burial alcove but soon withdraws it.

~
!
0 0 0
-1
S

#69001
Sandstone Catacomb Intersection~
A network of tunnels branches off in all the cardinal directions from

this underground nexus.  Hollowed out of grey sandstone that has a much

finer texture than graywacke, these tunnels are fairly crude but

remarkably even.  Sand the color of blood collects in small, uneven piles

along the floor.  There are no burial niches along the walls here, but

you can see several off in the distance.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69000 10 10 5
D1
~
~
0 -1 69015 10 10 5
D2
~
~
0 -1 69014 10 10 5
D3
~
~
0 -1 69002 10 10 5
E
grey 5 sandstone walls~
The walls of this chamber are formed from smooth sandstone.  Normally,

sandstone this color has a much rougher texture but it looks as if these

walls have been made artificially.  A thick, glossy coating of some type

of hardening resin has been applied to every surface.

~
E
sand blood piles floor~
Along the floor are a few piles of ordinary red sand that looks to have

drifted in from the north.  There appear to be a several sets of tracks

in the sand which are too small to belong to any human or gnome in

addition to your own.

~
E
tracks~
Series of tracks can be seen coming and going in various directions down

through the catacombs.  However, you are unable to tell for certain which

tracks are yours and which are not.  The tracks are such a jumbled mess

you find it difficult to tell just where anyone went.

~
A
follow search track~
floor trail tracks sand~
if( find_skill( ch, track ) > random( 1, 9 ) ) {

  act_tochar( #track, ch );

  act_notchar( #rtrack, ch );

  }

else

  act_tochar( #cant, ch );

~
E
cant~
You cannot tell exactly what the tracks belong to nor where they lead.

~
E
track~
You see that the tracks lead to the east and they appear to belong

to a small packrat.

~
E
rtrack~
$n searches the tracks on the ground and points east.

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69002
Sandstone Catacomb Tunnel~
Stretching from east to west is a long corridor hollowed out of grey

sandstone.  The floor is covered with a fine dusting of red sand and is

fairly even, despite the crudeness of the warren-like tunnels.  To the

east, you can see that the tunnel merges with several others, creating an

intersection of sorts.  Hollowed into the north and south walls of the

tunnel here, though, are two burial alcoves.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69001 10 10 5
D3
~
~
0 -1 69003 10 10 5
E
floor red sand~
The sand which covers the floor is very smooth and fine, more smooth than

almost any most granules of sand you've ever seen.  Most of the sand

appears to have been brushed off from the walls and ceiling of the

catacombs.  Soft as snow, no footprints mar the even, sandy floor.

~
E
crude warren-like tunnels~
The catacomb tunnels are extremely crude in places, as though they were

dug as an afterthought.  In several spots along the floor and ceiling, a

thick, hardening resin has been recently re-applied.  This fact is

evidenced by the walls and ceiling being more glossy in some spots. 

Chips and scratches along the edges of the catacomb expose fresh, more

colorful grey sandstone, as though they were dug recently.

~
E
1 east intersection~
To the east, four catacomb tunnels intersect, creating an underground

nexus.  No burial niches line the walls near the nexus, but several can

be seen beyond it to the east.

~
E
burial alcoves~
Two burial niches reside within this portion of the catacombs.  One has

been dug into the north wall and one in the south.

~
E
armor~
Bits and pieces of leather armor rest within the burial alcove of the

crabman warrior.  All of it looks too rotten and old to be serviceable.

~
E
battle axe~
The battle axe entombed within the burial alcove with the crabman warrior

might have been a fine weapon at one time.  Rust has seized the axe's

head in its powerful jaws and mutilated it severely.  Termites appear to

have dined quite heavily on its handle as well.

~
A
~
northern nook recess~
if( !mob_in_room( 2054, room ) )

if( rflag( reset0, room ) ) {

act_tochar( #search, ch );

act_notchar( #rsearch, ch );

mload( 2054, room );

remove_rflag( reset0, room );

}

else {

act_tochar( #nothing, ch );

act_notchar( #rnothing, ch );

}

else

act_tochar( #north, ch );

~
E
search~
@GAs you search through the corpse in the northern alcove, you disturb a

crabman spirit!  It looks quite angry.@n 

~
E
rsearch~
@GAs $n searches through the corpse in the northern alcove, $e disturbs a

crabman spirit!  It looks quite angry.@n 

~
E
nothing~
Searching through the alcove in the northern wall, you find nothing.

~
E
rnothing~
$n gives the burial alcove in the northern wall a thorough search.

~
E
north~
@RAn angry crabman spirit stands between you and the northern alcove.@n 

~
!
9 0 0
A
~
southern alcove niche~
if( !mob_in_room( 2062, room ) )

if( rflag( reset1, room ) ) {

act_tochar( #search, ch );

act_notchar( #rsearch, ch );

mload( 2062, room );

remove_rflag( reset1, room );

}

else {

act_tochar( #nothing, ch );

act_notchar( #rnothing, ch );

}

else

act_tochar( #south, ch );

~
E
search~
@GAs you search through the corpse in the southern alcove, you disturb a

crabman spirit!  It looks quite angry.@n 

~
E
rsearch~
@GAs $n searches through the corpse in the southern alcove, $e disturbs a

crabman spirit!  It looks quite angry.@n 

~
E
south~
@RAn angry crabman spirit stands between you and the southern alcove.@n

~
E
nothing~
Searching through the alcove in the southern wall, you find nothing.

~
E
rnothing~
$n searches through the southern alcove thoroughly.

~
!
9 0 0
A
1 look~
nook recess 1 northern~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

act_tochar( #glow, ch );

~
E
desc~
A small recess has been carved into the northern wall of the catacomb. 

Barely three feet long, it contains the corpse of a small, frail-looking

crabman.  A soft blue shroud of gauzy material covers the bulk of the

corpse.  Beneath the child's burial nook, scored into the grey sandstone,

there is a geometric design.  The design consists of a rectangle within a

circle within a trapezoid within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
alcove niche 1 southern~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48080 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
The burial alcove dug into the southern part of this tunnel is much older

and bigger.  Within it lies the corpse of a tall crabman warrior, if the

battle axe and armor are any indication.  A heavy gash in the crabman's

chest exoskeleton looks to be its cause of death.  The corpse, though, is

extremely old.  No flesh remains on it and the exoskeleton looks very

brittle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
-1
S

#69003
Sandstone Catacomb Tunnel~
The floor of the catacombs is covered with fine red sand, which no doubt

has trickled in from somewhere up above.  A triad of deep scratches have

been scored into the side of the grey sandstone wall on the north side of

the tunnel.  The catacombs here stretches both eastward and south, where

they begin a more errant, winding path.  Burial alcoves are set into both

the northern and western walls here.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69002 10 10 5
D2
~
~
0 -1 69004 10 10 5
E
floor fine sand red~
A fine dusting of red sand covers the floor of the catacombs.  The

surface of the sand is smooth and lacks any sign of footprints.  It has

been quite sometime since anything living has trespassed through these

passageways.

~
E
triad deep scratches grey sandstone walls~
Scored into the northern wall of the chamber are several scratches. 

Three in number, the triad of marks appear to have been made by the

serrated edge of a claw or digging tool.

~
E
burial alcoves~
There are two burial alcoves within this part of the catacombs.  One is

set into the western side and one is set into the northern side of the

passage.

~
A
~
alcove niche western~
if( !mob_in_room( 2062, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2062, room );

  remove_rflag( reset1, room );

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

else

  act_tochar( #west, ch );

~
E
search~
@GSearching through the musty alcove to the west, you disturb an angry

crabman spirit lying within!@n 

~
E
rsearch~
@GSearching through the musty alcove to the west, $n disturbs an angry

crabman spirit lying within!@n 

~
E
nothing~
After a furtive search, you find nothing within the western alcove.

~
E
rnothing~
$n searches and digs through the western alcove.

~
E
west~
@RAn angry crabman spirit stands between you and the western alcove.@n

~
!
9 0 0
A
~
nook recess northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
1 look~
nook recess 1 western~
act_tochar( #desc, ch );

if( !rflag( status2, find_room( 48080 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Set into the western wall of the catacomb is a rough cut burial alcove. 

Resting within, with its chitinous red arms folded across its chest, is

the body of a burly crabman.  Lying on its chest is a long but rusty

sword too old to be of any serious use in combat.  Bits and pieces of a

burial shroud cling to the corpse.  Beneath the niche, cut into the

sandstone, is a series of geometric designs.  The designs consist of a

rhombus within a triangle within a circle within a triangle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 northern alcove niche~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
The burial recess in the northern wall is about five feet long but only

two feet tall.  Shrouded in a feathery blue, gauzy material lies the

corpse of a slender crabman.  Most like a female, the tattered remnants

of a pale lavender robe surrounds the body.  On the crabman's forehead,

which peeks above the blue material, is a silver, moon-shaped crest.  A

series of geometric figures have been incised into the sandstone below

the burial recess.  The figures consist of a crescent within a trapezoid

with an oval within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69004
Winding Sandstone Catacombs~
The dull grey sandstone tunnel twists around, from north to east, with a

slightly smaller and more crude catacomb branching off toward the west. 

A large crack at least an inch or so wide runs the length of the ceiling

as it follows its course from north to east.  Along the floor are

accumulations of red sand which have drifted in through the crack.  In

the east wall, scraped out of the grey sandstone rests a burial recess,

complete with a corpse.

~
*CF

~
301465605 11 9 0
D0
~
~
0 -1 69003 10 10 5
D1
~
~
0 -1 69008 10 10 5
D3
~
~
0 -1 69005 10 10 5
E
crude branch 1 west~
The tunnel which branches off to the west has been constructed with

little attention to symmetry.  Both the floor and ceiling are crooked and

uneven and the walls look as though they were packed together by the

hands of children.  Even the hardening resin, which coats all the

sandstone walls down in the catacombs, appears to have been applied

haphazardly.

~
E
large crack ceiling~
Beginning along the northern part of the ceiling and sweeping to the

east, a large crack etches its way along the upper part of the catacomb. 

The edges of the crack appear smooth and worn as though it has been there

for quite some time.  A little drifting of red sand floats down through

the crack.  Evidently the crack must go all the way through to the

surface of the red sand desert.

~
E
floor red sand~
Accumulated in small piles along the floor are mounds of red sand.  Most

of the sand clearly has drifted into the catacombs via the large crack in

the ceiling.  Though there is a considerable amount of sandy detritus

along the floor, it appears unlikely that anything could be hiding in it. 

The tallest mound of sand is about four inches high.

~
A
~
alcove recess southern~
acode( find_room( 69002 ), 2 );

~
!
9 0 0
A
1 look~
1 southern recess alcove~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48082 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Resting on its side in a burial alcove set into the southern wall of the

catacombs lies a tall, skinny crabman body.  Covered in a gauzy blue

shroud, you can see little of the corpse's desiccated features.  Etched

into the sandstone below the burial recess is a series of geometric

designs.  The designs consist of an oval within a rhombus within a

rhombus within a rhombus.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
enter climb~
large crack~
act_tochar( #cant, ch );

~
E
cant~
The crack is much too small and far up to climb through.

~
!
0 0 0
A
~
~
ch = rand_player( room );

act_room( #drift, ch );

wait( 1 );

if( obj_to_room( oload( 2365 ), room ) )

obj_to_room( oload( 2365 ), room );

else

act_room( #blow, ch );

~
E
drift~
@RA single grain of red sand drifts down through the crack in the ceiling.

~
E
blow~
@RThe red grain of sand continues drifting, out of the chamber.

~
!
2 100 0
2366 17 1509949445 -2 0
-1
S

#69005
Branching Sandstone Catacomb Tunnel~
While the grey sandstone catacombs virtually end here, the tunnel

branches out into two chambers.  The northern chamber is made of

sandstone the color of blood and the southern chamber has been dug out of

green sedimentary stone.  The change in color from grey to red and from

red to green is gradual and well-blended.  Dug into the western wall of

the tunnel is an alcove that has clearly been used for burial.  The

catacombs continue off to the east in a twisting fashion.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69006 10 10 5
D1
~
~
0 -1 69004 10 10 5
D2
~
~
0 -1 69007 10 10 5
E
1 northern~
Up ahead to the north you can see a small, dead-end chamber.  Unlike the

catacombs around you, the chamber to the north has sandstone the color of

red wine rather than the muted grey colors of a goose's down.  At the far

back of the chamber, you can make out an elaborate burial niche.

~
E
1 southern~
The chamber to the south is unusual in that the sandstone it is composed

of is green in color and not grey.  Where the chamber adjoins the

branching tunnel here, the mixture of grey and green sand is subtle and

well-blended.  Up against the south wall of the green sandstone chamber,

you can seen the outlines of a funerary alcove.

~
A
~
niche recess western~
acode( find_room( 69000 ), 1 );

~
!
9 0 0
A
1 look~
niche recess 1 western alcove~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
With her skeletal arms resting peacefully on her exoskeletal chest, the

body of a female crabman lies within this burial niche.  A large,

tattered gown of lavender clings to most of her body.  The crabwoman

appears to have been dead for many years.  Below her funerary recess is

a series of geometric symbols that has been etched directly into the

sandstone.  The design consists of a triangle within a circle within a

circle within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You duck your head a little for the ceiling to the north is much lower.

~
E
to_room~
$n ducks $s head a little as $e heads north.

~
!
3 0 1
20 9 1509949540 3 0
-1
S

#69006
Red Sandstone Burial Catacomb~
@RThe sediments forming the sandstone walls of this chamber are a deep

crimson color, as dark as the stains of blood that wash over a field of

battle.  Little more than eight or so feet high, the ceiling seems

uncomfortably close.  An oval niche just long enough for a human-sized

corpse has been dug into the northern wall of the chamber.  Beneath it,

scratched into the sandstone, is a series of hieroglyphics.  The burial

chamber opens into a tunnel to the south.  @n 

~
*CF

~
301465605 11 6 0
D2
~
~
0 -1 69005 10 10 5
E
walls sediments~
The walls of this chamber are formed from tightly packed sand coated with

a hardening resin.  Red as blood, the sand is the same color as seen in

the red, windy desert where the crabmen have made their homes.

~
E
oval niche human-sized corpse northern~
A burial niche, oval in shape, has been dug into the northern wall of the

chamber.  Placed within is the five foot corpse of a crabman.  Clearly

dead for centuries, little remains of the crabman except for its

chitinous exoskeleton.  The only feature discernible about the corpse is

that there is a golden crest on its chest.

~
E
golden crest~
The golden crest upon the exoskeletal chest of the crabman looks to have

been a birthmark of sorts.  It is in the shape of a sun with gleaming

rays.

~
E
tunnel 1 south~
The catacombs continue to the south through a narrow tunnel.  The walls

of the tunnel are formed from grey sandstone rather than red.  The

divistion between to the two sedimentry rock types is extremely subtle.

~
A
3 disarm 3 untrap~
button mechanism trap~
i = 2d10+5;

if( !mob_in_room( 2053, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A set of crunching, metallic jaws" );

  inflict( ch, mob, i, "being crunched to death" );

  act_room( #reset, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2053, room );

  remove_rflag( reset0, room );

acode( room, 9 );

  }

else

  act_tochar( #cant, ch );

~
E
success~
With precision, you disarm the crunching jaw trap surrounding the small

mechanism.

~
E
fiddle~
$n fiddles around with something in the alcove and smiles.

~
E
failure~
@rYou make a wrong move and set off the trap surrounding the mechanism!@n 

~
E
rfail~
You see $n frown as $e fiddles with something in the burial alcove.

~
E
reset~
@CThe jaws retract back into the alcove.@n

~
E
already~
The trap surrounding the mechanism has already been disabled.

~
E
cant~
@RThe angry spirit of the eighth descendant won't allow you near the

burial alcove.@n 

~
E
summon~
@rAs you near the burial alcove, an angry spirit rises to defend it!@n

~
E
rsummon~
@rAs $n nears the burial alcove, an angry spirit rises to defend it!@n

~
!
0 0 0
A
3 inspect~
trap niche alcove mechanism button metallic jaws~
if( !mob_in_room( 2053, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2053, room );

  remove_rflag( reset0, room );

acode( room, 9 );

  }

else

  act_tochar( #cant, ch );

~
E
trap~
Within the alcove, you find a pair of metallic jaws, waiting to spring

upon any who try fiddling with the mechanism tucked inside.

~
E
disarmed~
At one time, there appears to have been a trap set around the mechanism

within the alcove but it has since been disarmed.

~
E
nothing~
You see nothing unusual.

~
E
cant~
@RThe angry spirit of the eighth descendant won't allow you near the

burial alcove.@n 

~
E
summon~
@rAs you near the burial alcove, an angry spirit rises to defend it!@n

~
E
rsummon~
@rAs $n nears the burial alcove, an angry spirit rises to defend it!@n

~
!
0 0 0
A
push depress activate~
mechanism button panel~
i = 2d10+5;

if( !mob_in_room( 2053, room ) )

if( !rflag( reset0, room ) )

if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A set of crunching, metallic jaws" );

  inflict( ch, mob, i, "being crunched to death" );

  act_room( #reset, ch );

  }

else {

act_tochar( #summon, ch );

act_notchar( #rsummon, ch );

mload( 2053, room );

remove_rflag( reset0, room );

acode( room, 9 );

}

else

act_tochar( #cant, ch );

~
E
reach~
@BYou reach into the burial alcove and deftly depress the mechanism.@n

~
E
rreach~
@B$n reaches into the burial alcove.@n

~
E
already~
@gThe mechanism has already been activated it seems.@n

~
E
failure~
@RAs you reach into the burial niche, a set of metal jaws strike at you!@n

~
E
rfail~
@RAs $n reaches into the niche, a set of metal jaws strike at $m!@n

~
E
reset~
@CThe metallic jaws retract back into the burial alcove.@n

~
E
cant~
@RThe angry spirit of the eighth descendant won't allow you near the

burial alcove.@n 

~
E
summon~
@rAs you near the burial alcove, an angry spirit rises to defend it!@n

~
E
rsummon~
@rAs $n nears the burial alcove, an angry spirit rises to defend it!@n

~
!
0 0 0
A
~
alcove burial niche corpse~
if( !mob_in_room( 2053, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2053, room );

  remove_rflag( reset0, room );

acode( room, 9 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@GYou search the burial alcove and disturb an angry spirit!@n

~
E
rsearch~
@G$n searches the burial alcove and disturbs an angry spirit!@n

~
E
find~
Hidden within the alcove, you find a depressible button.

~
E
nothing~
After a careful search of the burial alcove, you find nothing of interest.

~
E
cant~
@RThe angry spirit won't let you near the alcove!@n

~
!
9 0 0
A
1 look~
button mechanism~
if( !mob_in_room( 2053, room ) )

if( !rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( "You don't see that here.", ch );

else

act_tochar( "You don't see that here.", ch );

~
E
desc~
Tucked away inside the burial alcove is a small button.  Made of polished

coral and set flush into the back of the recess, it is covered in dust

and grime.  Some of the dust, though, has been smudged, as if someone has

tried to push upon the square, red coral button.

~
!
0 0 0
A
1 look~
hieroglyphics~
if( has_obj( 1549, ch ) ){

obj = has_obj( 1549, ch );

act_tochar( #ctrans, ch, obj );

act_notchar( #rctrans, ch, obj );

wait( 1 );

act_tochar( #trans1, ch, obj );

acode( find_room( 69006 ), 8 );

}

else

act_tochar( #desc, ch  );

~
E
ctrans~
For a moment, $p becomes warm and

begins to glow as you examine the hieroglyphics.

~
E
rctrans~
Momentarily, $p in $n's possession glows as $e

examines a section of hieroglyphics. 

~
E
trans1~
With the aid of $p, you are finally able to fully 

understand the hieroglyphics here. They read: 

~
E
desc~
The hieroglyphics around the burial alcove are too difficult to comprehend.

~
!
0 0 0
A
translate~
hieroglyphics~
if( !has_obj( 1549, ch ) ) {

  if( !has_obj( 1548, ch ) ) {

    act_tochar( #notrans, ch );

    act_notchar( #rnotrans, ch );

    end;

    }

  else {

    obj = has_obj( 1548, ch );

    act_notchar( #rtmess, ch, obj );

    act_tochar( #trans1, ch, obj );

    acode( find_room( 69006 ), 8 );

    }

  }

else {

  obj = has_obj( 1549, ch );

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

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

  wait( 2 );

  act_tochar( #trans1, ch, obj, mob );

  acode( find_room( 69006 ), 8 );

  }

~
E
ctrans~
For a moment, $p becomes warm and

begins to glow as you examine the hieroglyphics.

~
E
rctran~
Momentarily, $p in $n's possession glows as $e

examines a section of hieroglyphics. 

~
E
trans1~
With the aid of $p, you are finally able to fully 

understand the hieroglyphics here. They read: 

~
E
rtmess~
$n's brow furrows in thought as $e tries to translate a section 

of hieroglyphics using $p as a guide.

~
E
notrans~
The hieroglyphics around the burial alcove are too difficult to comprehend.

~
E
rnotrans~
$n's frowns with frustration as $e finishes examining a portion

of the hieroglyphics.

~
!
0 0 0
A
~
~
if( room == find_room( 69006 ) )

  act_tochar( #hiero1, ch );

if( room == find_room( 69007 ) )

  act_tochar( #hiero2, ch );

if( room == find_room( 69013 ) )

  act_tochar( #hiero3, ch );

if( room == find_room( 69012 ) )

  act_tochar( #hiero4, ch );

if( room == find_room( 69020 ) )

  act_tochar( #hiero5, ch );

if( room == find_room( 69024 ) )

  act_tochar( #hiero6, ch );

if( room == find_room( 69026 ) )

  act_tochar( #hiero7, ch );

if( room == find_room( 69014 ) )

  act_tochar( #hiero8, ch );

~
E
hiero1~
Fire ignites when friends become enemies.


( Beneath the hieroglphics for the word fire are four sets of symbols: )


       A square within a square within a circle within a circle.

      A rectangle within a circle within a square within a circle.

    A rectangle within a rectangle within a triangle within a circle.

      A square within a circle within a rectangle within a circle.

~
E
hiero2~
Death is a long journey best traveled over earth.


( Beneath the hieroglphics for the word earth are five sets of symbols: )


A square within a circle within a circle within a crescent superimposed

on a circle.


A triangle within a circle within a square within a crescent superimposed

on a circle.


A rectangle within a rectangle within a triangle within a crescent

superimposed on a circle. 


An oval within a trapezoid within a rectangle within a crescent

superimposed on a circle. 


A square within a rectangle within a rhombus within a crescent

superimposed on a circle. 

~
E
hiero3~
Let the water of life end the sickness of the children.


( Beneath the hieroglphics for the word water are five sets of symbols: )


    A rhombus within a triangle within a circle within a triangle.

   A triangle within a circle within a square within a triangle.

  An oval within a trapezoid within a triangle within a triangle.

  A square within a circle within a rectangle within a triangle.

 A rectangle within a rectangle within a rhombus within a triangle.

~
E
hiero4~
Short journeys through clear air brings riches.


( Beneath the hieroglphics for the word air are three sets of symbols: )


    A triangle within a circle within a circle within a rhombus.

  A rectangle within a circle within a square within a rhombus.

A rectangle within a rectangle within a triangle within a rhombus.

~
E
hiero5~
Honor provides the only path north.


( Beneath the hieroglphics for the word honor are five sets of symbols: )


      A square within a rectangle within a circle within a circle.

       A circle within a circle within a square within a circle.

    A crescent within a trapezoid within a triangle within a circle.

      A circle within a circle within a rectangle within a circle.

    A rectangle within a rectangle within a rhombus within a circle.

~
E
hiero6~
Greet the west for full, satisfying health.


( Beneath the hieroglphics for the word health are six sets of symbols: )


    A square within a rectangle within a circle within a crescent.

      A square within a circle within a square within a crescent.

   A triangle within a circle within a triangle within a crescent.

  A circle within a rectangle within a rectangle within a crescent.

   An oval within a trapezoid within a rhombus within a crescent.

  A square within a rectangle within a trapezoid within a crescent.

~
E
hiero7~
The wealth of inheritance lies south of midnight.


( Beneath the hieroglphics for the word inheritance are eleven sets of symbols: )


A rectangle within a circle within a circle within a rectangle.

A crescent within a trapezoid within a square within a rectangle.

A square within a rectangle within a triangle within a rectangle.

A square within a circle within a rectangle within a rectangle.

A rectangle within a rectangle within a rhombus within a rectangle.

A rectangle within a circle within a trapezoid within a rectangle.

An oval within a trapezoid within an oval within a rectangle.

A triangle within a circle within a crescent within a rectangle.

A crescent within a trapezoid within a crescent superimposed on a circle.

A square within a triangle within a crescent superimposed on a square

     within a rectangle.

A square within a circle within a crescent superimposed on a triangle

     within a rectangle.

~
E
hiero8~
The marriage of light brightens any darkness.


( Beneath the hieroglphics for the word marriage are eight sets of symbols: )


A circle within a rhombus within a circle within a square.

A triangle within a circle within a square within a square.

A rectangle within a rectangle within a triangle within a square.

A rectangle within a rectangle within a rectangle within a square.

A rectangle within a circle within a rhombus within a square.

A triangle within a circle within a trapezoid within a square.

A triangle within a triangle within an oval within a square.

A square within a circle within a crescent within a square.

~
!
0 0 0
A
~
~
if( mob_in_room( 2052, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2053, find_room( 69032 ) ) );

if( mob_in_room( 2052, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2053, find_room( 69036 ) ) );

~
!
0 0 0
2056 9 1509949540 3 0
-1
S

#69007
Green Sandstone Burial Catacomb~
@GLike soft sea foam, the sandstone of this chamber has a delicate green

cast to it.  Twice as tall as a gnome and four times wider than a drunken

ogre, this chamber has a ceiling the shape of a rhombus to match the

shape of the niche dug into its south wall.  Above the niche, framed by a

smaller rhombus etched into the sandstone, is a series of hieroglyphic

characters.  On the ground, at the foot of the burial niche lies a

decaying corpse.  As the chamber merges with a tunnel to the north, the

walls lose their greenish tinge to take on a more somber, grey one.  @n

~
*CF

~
301465601 11 6 0
D0
~
~
0 -1 69005 10 10 5
E
niche south rhombus~
The burial niche hollowed out of the south wall has the shape of a

rhombus.  Resting within, you can see the remaining fragments of a

crabman's corpse, though not much is left besides a few pieces of

exoskeleton and old, white bone.  A simple golden crest, like a tattoo or

birthmark, can still be seen on what appears to have been its chest.

~
E
foot base decaying corpse ground~
At the foot of the burial recess lies a corpse.  Judging from the acrid

smell rising off of it, the corpse has been down here for a fair amount

of time - at least three months.  The dry air has already begun to

mummify the corpse in several places along its body though most of its

major organs appear to have already decayed away or been carried off. 

From its size and stature, the body once likely belonged to a

lizardman...though where its tail went is anyone's guess.

~
E
1 north~
To the north, the walls of the catacombs lose the greenish cast they have

here and become a somber grey color.  It looks as though this chamber

were simply molded and attached to the catacombs separately, perhaps as

an afterthought.

~
E
ceiling~
While most of the chamber is roughly circular, the ceiling is not. 

The ceiling is shaped like a rhombus - matching the shape of the burial

alcove set in the southern wall.  The green sandstone walls, as they

creep up toward the ceiling, take on angles as they join up with the

rhombus.

~
A
disarm untrap~
fire ruby trap mechanism~
if( !mob_in_room( 2050, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

do_spell( fireball, mob, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2050, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
success~
@MYou successfully remove the fire ruby from the mechanism but it

crumbles in your hand.@n 

~
E
fiddle~
@m$n reaches into the burial alcove and adjusts something.@n

~
E
failure~
@RA fire ruby flares to life, sending a ball of flame your way!@n

~
E
rfail~
@rYou see a red glow within the alcove a mere second before a ball of

flame crashes into $n!.@n 

~
E
already~
Whatever trap that once guarded the mechanism within the alcove has been

disarmed.

~
E
summon~
As you go to disarm the trap, you disturb an angry spirit that dwells

within the alcove.

~
E
rsummon~
$n finds an angry spirit as $e approaches the burial alcove.

~
E
cant~
The angry spirit of the fifth descendant won't let you near the alcove.

~
!
0 0 0
A
inspect~
alcove niche recess trap fire ruby~
if( !mob_in_room( 2050, room ) )

if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2050, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

act_tochar( #cant, ch );

~
E
trap~
@gA fire ruby with a powerful trap spell has been placed near the

mechanism.@n 

~
E
disarmed~
The trap near the alcove mechanism has already been disarmed.

~
E
nothing~
You see nothing unusual.

~
E
summon~
@RAs you move to inspect the alcove, you disturb an angry spirit!@n

~
E
rsummon~
@RAs $n moves to inspect the alcove, $e disturbs an angry spirit!@n 

~
E
cant~
@RThe angry spirit of the fifth descendant won't allow you near the

alcove.@n 

~
!
0 0 0
A
depress move activate push~
mechanism button lever~
if( !mob_in_room( 2050, room ) )

  if( !rflag( reset0, room ) )

  if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( fireball, mob, ch );

  }

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2050, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
reach~
@BYou reach into the burial alcove and easily move the mechanism.@n

~
E
rreach~
@B$n reaches into the burial alcove.@n

~
E
already~
@gThe mechanism within the burial alcove has already been activated.@n

~
E
failure~
@RA fire ruby flares to life, sending a ball of flame your way!@n

~
E
rfail~
@rYou see a red glow within the alcove a mere second before a ball of

flame crashes into $n!.@n 

~
E
summon~
As you reach into the alcove, a spirit forms before you in a fiery

explosion!

~
E
rsummon~
As $n reaches into the alcove, a spirit forms before $m in a fiery

explosion!

~
E
cant~
@RThe angry spirit of the fifth descendant won't allow you near the

alcove.@n 

~
!
0 0 0
A
~
burial niche alcove resess~
if( !mob_in_room( 2050, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2050, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@RAs you search through the burial alcove, you disturb an angry spirit!@n

~
E
rsearch~
@RAs $n searches through the burial alcove, $e disturbs an angry spirit!@n

~
E
cant~
@RThe angry spirit won't let you near the burial alcove.@n

~
E
nothing~
You find nothing within the burial alcove but bones.

~
E
find~
You find a small mechanism hidden within the burial alcove, beneath the

bones.

~
!
9 0 0
A
1 look~
mechanism~
if( !mob_in_room( 2050, room ) )

  if( !rflag( reset0, room ) )

  act_tochar( #desc, ch );

else

  act_tochar( "You don't see that here.", ch );

else

  act_tochar( "You don't see that here.", ch );

~
E
desc~
Situated toward the back of the burial alcove is a small mechanism. 

Little more than a few cogs, gears, and a couple of pieces of twine, the

mechanism looks quite simple to move or activate.

~
!
0 0 0
A
1 look~
hieroglphics glyphics~
acode( find_room( 69006 ), 6 );

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
~
~
if( mob_in_room( 2050, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2050, find_room( 69032 ) ) );

if( mob_in_room( 2050, find_room( 69036 ) ) )

  junk_mob( mob_in_room( 2050, find_room( 69036 ) ) );

~
!
0 0 0
2056 9 1509949540 3 0
-1
S

#69008
Winding Sandstone Catacombs~
The catacombs curve and twist like the curvature of a two-humped camel's

back.  As they do so, they form simple hollows in the north and eastern

sections, which have been used as burial spaces.  The floor has been

swept clean of sand, revealing the grey sandstone floor.  To the south

and west, the catacombs continue.

~
*CF

~
301465605 11 6 0
D2
~
~
0 -1 69009 10 10 5
D3
~
~
0 -1 69004 10 10 5
E
simple burial spaces hollows~
Rather than being dug out of the sandstone walls after the fact, the two

funerary niches in the catacombs here appear to have been formed at the

time of the catacomb's construction.  In fact, you can still make out a

few hand prints in the walls where the hardening resin captured the

evidence of the craftsman's work.

~
E
handprints prints~
The hand prints imbedded in the sandstone walls of the chamber near and

in the burial recesses are fairly unusual.  Clearly, no human, halfling

or even ent made them.  They are twice the size of a troll's hand and

show no signs of a thumb.

~
E
floor grey sandstone~
The floor of the catacombs has been swept clean of sand recently.  Most

of the excess sand appears to have been removed and what was not has been

swept to the edges of the chamber, alongside the walls.

~
A
~
niche alcove northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
nook recess eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
1 northern niche alcove~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

act_tochar( #glow, ch );

~
E
desc~
Tall and slender, the corpse lying within this burial recess looks to

have been a fighter of some sort.  His exoskeleton shows many scratches,

scrapes, and dents and lying beside his body are the broken remains of a

throwing spear.  Etched into the sandstone beneath the funerary recess is

a series of geometric designs.  The designs consist of a square within a

square within a circle within a square.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
recess nook 1 eastern~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48082 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Short but bulky, the corpse lying within the burial niche is missing both

an arm and a leg.  His exoskeleton is marred heavily and his remaining

bones show the signs of many healed injuries.  Resting on the crabman's

chest lies the remains of a broken short sword.  The blade is pitted with

rust and the handle cracked.  Below the eastern alcove, scratched into

the sandstone itself is a design of geometric figures.  The figures

consist of a circle within a rectangle within a triangle within a

triangle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
-1
S

#69009
Winding Sandstone Catacombs~
Swerving west to north, this tunnel twists about irregularly, seemingly

without pattern.  A few flecks of brighter sediments speckle the

otherwise grey sandstone walls.  The catacomb passage that leads north

has been swept clean of the red sand that almost uniformly dusts the

floor.  Hollowing into the east and south walls of the tunnel here are

burial niches.  Each contains a shrouded form.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69008 10 10 5
D3
~
~
0 -1 69010 10 10 5
E
flecks brighter sediments grey sandstone walls metal~
The walls of the catacomb are formed from grey sand that has been packed

and coated with a thick, hardening resin.  You can still see the gleam of

the glossy resin despite the obvious age of the catacombs.  Here and

there, winking at you casually, you can spot the gleam of bright metal. 

Some of the tiny metallic sediments look to be silver or mithril.

~
E
red floor~
A lot of red sand covers the floor, so much that you can barely fee; the

hard sandstone beneath your feet.  The passageway to the north though,

has been swept clean of sand.  It looks as though this chamber got the

northern chamber's share of sandy detritus.

~
E
burial niches shrouded forms~
Shrouded in gauzy white veils, two corpses lie within burial nooks.  The

nooks have been made in the east and south walls of the catacomb chamber.

~
A
~
niche recess southern~
if( !mob_in_room( 2054, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2054, room );

  remove_rflag( reset0, room );

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

else

  act_tochar( #east, ch );

~
E
east~
@RAn angry crabman spirit stands between you and the eastern alcove.@n

~
E
search~
@GYou search through the alcove in the south wall, only to find an angry

crabman spirit nestled inside!@n 

~
E
rsearch~
@G$n searches through the alcove in the south wall, only to find an angry

crabman spirit nestled inside!@n 

~
E
nothing~
After a careful search, you find nothing inside the southern burial

alcove.

~
E
rnothing~
$n searches through the burial alcove to the south.

~
!
9 0 0
A
~
nook alcove eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
1 southern niche recess~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Covered in a light yellow shroud as thin as gauze, the corpse within the

funerary niche is that of a female crabman that, even in death, has a

regal pose.  Beneath the shroud, you can see that she wears a long, silvery

gown of a satiny fabric.  The gown is torn and filled with holes, though. 

A silvery crest adorns her broad, crab-like forehead.  Etched into the

base of the funerary niche is a collection of geometric designs.  The

designs consist of a circle within a circle within a square within a

square.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 eastern alcove nook~
act_tochar( #desc, ch );

if( !rflag( status2, find_room( 48082 ) ) )

act_tochar( #glow, ch );

~
E
desc~
Shrouded by a green, gauzy material, the corpse within this burial niche

is that of a medium-sized crabman who, even in death, has a regal air

about him.  Emblazoned on his exoskeletal chest is a golden crest.  At

his side lie the broken pieces of an ornate mithril axe.  The axe has

been shattered and many of its pieces are missing.  Cut into the

sandstone beneath the burial niche is a series of symbols.  Geometric in

nature, the symbols consist of a square within a circle within a square

within a triangle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
~
~
if( rflag( reset0, find_room( 48020 ) ) ) {

  if( has_obj( 1632, ch ) ) {

if( find_skill( ch, appraise ) > random( 1, 15 ) ) {

      act_tochar( #mine, ch );

      act_notchar( #rmine, ch );

      acode( find_room( 69009 ), 6 );

      remove_rflag( reset0, find_room( 48020 ) );

      }

    else {

      act_tochar( #none, ch );

      act_notchar( #rnone, ch );

      remove_rflag( reset0, find_room( 48020 ) );

      }

    }

  else

    act_tochar( #noaxe, ch );

  }

else

  act_tochar( #already, ch );

~
E
mine~
@GTaking the pickaxe, you strike a blue phenocryst from the sandstone!@n

~
E
rmine~
$n digs at the sandstone wall with a heavy iron pickaxe.

~
E
none~
You strike the sandstone walls, but dig out nothing valuable.

~
E
rnone~
$n strikes the sandstone walls, but digs out nothing valuable.

~
E
noaxe~
You don't have a pickaxe large enough for the task.

~
E
already~
All the valuable phenocrysts look to have been dug out of the walls,

leaving only worthless pieces of glass.

~
!
0 0 0
A
~
~
i = 1d100;

if( i == 1 )

  if( find_skill( ch, appraise ) == 10 )

  obj_to_char( oload( 2396 ), ch );

else

  obj_to_char( oload( 1296 ), ch );

else

  obj_to_char( oload( 219 ), ch );

~
!
0 0 0
A
dig mine excavate get~
fragments metallic bits tiny sediments silver mithil~
if( rflag( reset1, find_room( 48020 ) ) ) {

if( has_obj( 1632, ch ) ) {

if( find_stat( ch, dex ) > random( 10, 20 ) ) {

act_tochar( #mine, ch );

act_notchar( #rmine, ch );

acode( room, 8 );

remove_rflag( reset1, find_room( 48020 ) );

}

else {

act_tochar( #nothing, ch );

act_notchar( #rnothing, ch );

remove_rflag( reset1, find_room( 48020 ) );

}

}

else

act_tochar( #noaxe, ch );

}

else

act_tochar( #already, ch );

~
E
mine~
Picking at the wall, you knock a fragment of metal loose.

~
E
rmine~
$n strikes the sandstone with a pickaxe, sending a fragment of metal

flying just over your head.

~
E
nothing~
You try mining for some of the metal fragments, but to no avail.

~
E
rnothing~
$n tries mining for some of the metal fragments, but to no avail.

~
E
noaxe~
You don't have a pickaxe large enough for the job.

~
E
already~
You can't seem to get at any other of the metallic bits.

~
!
0 0 0
A
~
~
if( random( 1, 10 ) < 3 )

  obj_to_char( oload( 1588 ), ch );

else

  obj_to_char( oload( 932 ), ch );

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69010
Winding Sandstone Catacombs~
The grey sandstone catacombs sweep outward in two directions with wide

tunnels.  The first tunnel branches to the east and soon twists and

curves northward.  The other tunnel, which leads south, remains fairly

straight but slopes downward slightly.  Two corpses resting within burial

hollows, which have been dug into the north and west walls respectively.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69009 10 10 5
D2
~
~
0 -1 69011 10 10 5
E
corpses burial hollows~
The burial alcoves within this chamber look fairly recent.  They have

been dug in the north and western walls of the catacombs and the corpses

within look fairly fresh.

~
E
1 east~
To the east, the catacombs twist and turn without rhyme or reason.  The

floor of the catacombs is fairly even in that direction.

~
E
1 south~
The catacomb tunnel to the south either widens significantly or branches

off to the east and west.

~
A
~
niche alcove northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
recess nook western~
acode( find_room( 69003 ), 1 );

~
!
9 0 0
A
1 look~
1 northern niche alcove~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Still wearing a worn red outfit, overly sized to fit its large

exoskeleton, the body of a crabman rests within a funerary alcove.  Red

sand clings to the outfit, blending almost perfectly with it.  Tucked

under one of the crabman's arms is what looks to be the corpse of a small

canine.  Cut into the sandstone are a series of geometric symbols.  The

symbols consist of a triangle within a circle within a triangle

superimposed on a crescent within a circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 western nook recess~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48114 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
The corpse lying within the burial recess must have been quite large in

life.  Probably little more than a year dead, folds of mummified skin

cling to the exoskeleton of the female crabman like wet cloth on a buxom

barmaid.  Hundreds of wire-thin golden bracelets cling to the crabwoman's

decaying arms.  Geometric symbols, cut directly into the sandstone, lie

beneath the funerary recess.  The symbols consist of a trapezoid within a

square within a circle superimposed on a crescent within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
get take~
bracelets thin golden~
act_tochar( #crumb, ch );

act_notchar( #rcrumb, ch );

~
E
crumb~
Reaching into the alcove, you try taking one of the thin, golden

bracelets.  It crumbles to dust in your hand.

~
E
rcrumb~
$n reaches into an alcove.  When $e withdraws $s hand, glittering golden

dust scatters about.

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69011
Branching Sandstone Catacomb Tunnels~
As the grey sandstone catacombs twist about, they stop at a three-way

juncture.  There is little evidence of past traversal on the sandy, red

floor of the rough-dug caverns.  The first tunnel in the juncture leads

northward, where the catacombs curve chaotically like a sidewinder amidst

the dunes.  The other two passages branch off to the west and east

respectively.  Set into the backside of the chamber, in the south wall,

is a burial alcove.

~
*CF

~
301465605 11 9 0
D0
~
~
0 -1 69010 10 10 5
D1
~
~
0 -1 69013 10 10 5
D3
~
~
0 -1 69012 10 10 5
E
red sand floor traversal~
Innumerable granules of red sand cover the floor in a light coating no

more than two inches thick.  The hard, sandstone ground can still be felt

underneath.  Along the surface of the soft, red sand, there is no sign of

previous travel but for a couple small, wispy, s-shaped curves.

~
A
~
alcove recess southern~
acode( find_room( 69009 ), 1 );

~
!
9 0 0
A
1 look~
1 southern alcove nook~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Shrouded by a green, gauzy material, the corpse within this burial niche

is that of a medium-sized crabman who, even in death, has a regal air

about him.  Emblazoned on his exoskeletal chest is a golden crest.  At

his side lie the broken pieces of an ornate mithril axe.  The axe has

been shattered and many of its pieces are missing.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
-1
S

#69012
Black Sandstone Burial Catacomb~
Immediately, the shape of this small chamber strikes you as unusual. 

Formed into a perfect square, even dwarven stone carvers would be hard

pressed to match the precise edges and angles of this black sandstone

chamber.  In the western wall of the midnight-black antechamber, a hole,

also square in shape, has been dug into the wall.  At the corners of it

are series of hieroglyphics.  The black sandstone vault opens to the east

and as it does so, the sandstone bleaches to a lifeless grey color.

~
*CF

~
301465605 11 9 0
D1
~
~
0 -1 69011 10 10 5
E
edges angles~
The angles and edges of the chamber have been so precisely cut that you

are suddenly amazed.  There live maybe a handful of craftsmen within the

dwarven mountains who could match the exactness of the chamber.

~
E
1 western hole square burial alcove~
The hole cut into the western wall has sharp, precise edges and is shaped

like a square.  Lying within, you can see an old corpse that has long

since decayed to little more than dust.  Amidst the dust you can see the

exoskeletal frame of a crabman.  Upon its chest is a silvery crest that

looks like some type of tattoo or birthmark.

~
E
1 east~
While the funerary chamber here is composed of black sandstone, the

tunnel which leads east is not.  As the tunnel merges with the chamber,

its grey sandstone darkens to black.  The joining is fairly subtle but

also extremely abrupt.

~
A
disarm untrap~
trap mechanism panel~
if( !mob_in_room( 2048, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( lightning bolt, mob, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2048, room );

  remove_rflag( reset0, room );

acode( room, 9 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the third descendant won't let you near the alcove!@n

~
E
success~
@CCarefully, you destroy the electrical trap set upon the small stone

panel.@n 

~
E
fiddle~
@c$n reaches into the burial alcove and moves something.@n

~
E
failure~
@CYour hand brushes against the electrical trap, setting it off!@n

~
E
rfail~
@c$n reaches into the burial alcove and cringes suddenly.@n

~
E
already~
The trap upon the small stone panel has already been disarmed.

~
!
0 0 0
A
inspect~
panel small stone mechanism trap~
if( !mob_in_room( 2048, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2048, room );

  remove_rflag( reset0, room );

acode( room, 9 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the third descendant won't let you near the alcove!@n

~
E
trap~
@gAlong the edges of the small stone panel there is evidence of an

electrical trap.@n 

~
E
disarmed~
@gThe trap on the small stone panel has already been disabled.@n

~
E
nothing~
You see nothing unusual.

~
!
0 0 0
A
push depress touch move~
panel small stone mechanism trap~
if( !mob_in_room( 2048, room ) )

  if( !rflag( reset0, room ) )

  if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( lightning bolt, mob, ch );

  }

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2048, room );

  remove_rflag( reset0, room );

acode( room, 9 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the third descendant won't let you near the alcove!@n

~
E
reach~
@BEasily, you reach into the burial alcove and depress the small stone

panel.@n 

~
E
rreach~
@B$n reaches into the burial alcove and moves something.@n

~
E
already~
@cThe small stone panel inside the burial alcove has already been

depressed.@n 

~
E
failure~
@YAs you reach for the stone panel, you brush your hand against a trap

attached to it!@n 

~
E
rfail~
@y$n reaches into the burial alcove and cringes!@n

~
!
0 0 0
A
~
burial niche alcove resess~
if( !mob_in_room( 2048, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2048, room );

  remove_rflag( reset0, room );

acode( room, 9 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@RAs you search through the burial alcove, you disturb an angry spirit!@n

~
E
rsearch~
@RAs $n searches through the burial alcove, $e disturbs an angry spirit!@n

~
E
cant~
@RThe angry spirit won't let you near the burial alcove.@n

~
E
nothing~
You find nothing within the burial alcove but bones.

~
E
find~
Within the burial alcove, you find a small stone panel.

~
!
9 0 0
A
1 look~
small stone panel~
if( !mob_in_room( 2048, room ) )

if( !rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( "You don't see that here.", ch );

else

act_tochar( "You don't see that here.", ch );

~
E
desc~
A small, movable stone panel lies hidden behind the bones lying in this

recess.  Made of polished obsidian, the panel blends in nicely with the

black sandstone catacomb wall.

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
1 look~
hieroglphics glyphics~
acode( find_room( 69006 ), 6 );

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
~
~
if( mob_in_room( 2048, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2048, find_room( 69032 ) ) );

if( mob_in_room( 2048, find_room( 69036 ) ) )

  junk_mob( mob_in_room( 2048, find_room( 69036 ) ) );

~
!
0 0 0
2056 9 1509949540 3 0
-1
S

#69013
Tan Sandstone Burial Catacomb~
This sandstone cul-de-sac has been dug from sedimentary rock the color of

rotting corn.  The chamber is not very large or wide but the ceiling is

extremely tall.  Within the easternmost wall of the sandstone room, a

hole the shape of a triangle has been dug into its surface.  The niche

looks large enough to hide a sizable amount of valuables or a humanoid

body.  At each of the triangle's corners, there is a series of

hieroglyphics scratched into the sandstone wall.  As the chamber merges

with a catacomb tunnel to the west, its rock composition becomes darker

and more bleak, until the sandstone is a somber grey color.

~
*CF

~
301465605 11 6 0
D3
~
~
0 -1 69011 10 10 5
E
triangular hole easternmost niche~
A funerary niche has been carved into the far eastern wall of the burial

chamber.  Triangular in shape, the hollow points upward, leaving a flat

base.  Lying down within it rests the shrouded form a crabman.  From what

little you can see of the remains through the gauzy veil, the crabman was

not exactly a full crabman.  Some of his features look more human.

~
E
1 west tunnel~
The only exit from this chamber lies to the west.  Made of grey

sandstone, the western passage from this chamber gradually changes in

color from light brown to a solid, dark grey as it gets further from the

funerary chamber.

~
A
disarm untrap~
lever trap mechanism~
if( !mob_in_room( 2046, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( acid blast, mob, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2046, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
success~
@GWith precision, you disable the magical trap attached to the small

lever.@n 

~
E
fiddle~
@g$n reaches inside the burial alcove and moves something.@n

~
E
failure~
@GIneptly, you fail to disable the magical trap on the small lever.  It

suddenly pulses with a sickly green light!@n 

~
E
rfail~
Under $n's machinations, the burial alcove glows suddenly with green

light!@n 

~
E
already~
@cThe trap that was once attached to the lever is no longer there.@n

~
E
summon~
@RAs you near the alcove you disturb the rest of a spirit. It looks angry!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit.  It looks

angry!@n 

~
E
cant~
@YYou cannot near the burial alcove with the spirit of the first

descendant in the way!@n 

~
!
0 0 0
A
inspect~
lever trap mechanism alcove niche~
if( !mob_in_room( 2046, room ) )

if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2046, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

act_tochar( #cant, ch );

~
E
cant~
@YYou cannot near the burial alcove with the spirit of the first

descendant in the way!@n 

~
E
summon~
@RAs you near the alcove you disturb the rest of a spirit. It looks angry!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit.  It looks

angry!@n 

~
E
trap~
@cAfter a close inspection, you can see a magical trap attached to the

mechanism lever.  It seems to glow a pale green color.@n 

~
E
disarmed~
@cThe trap that was once attached to the lever is no more.@n

~
E
nothing~
You see nothing unusual.

~
!
0 0 0
A
pull move~
small lever mechanism~
if( !mob_in_room( 2046, room ) )

  if( !rflag( reset0, room ) )

  if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( acid blast, mob, ch );

  }

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2046, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove you disturb the rest of a spirit. It looks angry!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit.  It looks

angry!@n 

~
E
cant~
@YYou cannot near the burial alcove with the spirit of the first

descendant in the way!@n 

~
E
reach~
@yDeftly, you reach into the alcove and pull a small lever.@n

~
E
rreach~
@Yy$n reaches into the burial alcove.@n

~
E
already~
@YThe lever has already been moved once and will not budge.@n

~
E
failure~
@GOblivious to the trap upon the lever, you reach in and try pulling it

but succeed only in triggering the trap.  The lever glows a sickly green

color for a moment.@n 

~
E
rfail~
Under $n's machinations, the burial alcove glows suddenly with green

light!@n 

~
!
0 0 0
A
~
burial niche alcove resess~
if( !mob_in_room( 2046, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2046, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@RAs you search through the burial alcove, you disturb an angry spirit!@n

~
E
rsearch~
@RAs $n searches through the burial alcove, $e disturbs an angry spirit!@n

~
E
cant~
@RThe angry spirit won't let you near the burial alcove.@n

~
E
nothing~
You find nothing within the burial alcove but bones.

~
E
find~
Hidden within the burial alcove, you find a small lever beneath some

bones.

~
!
9 0 0
A
1 look~
small lever~
if( !mob_in_room( 2046, room ) )

if( !rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( "You don't see that here.", ch );

else

act_tochar( "You don't see that here.", ch );

~
E
desc~
Towards the back part of the burial recess lies a small, yellow lever. 

Made of simple bronze, the lever looks to have seen much use.  It is

heavily tarnished. 

~
!
0 0 0
A
1 look~
hieroglphics glyphics~
acode( find_room( 69006 ), 6 );

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
~
~
if( mob_in_room( 2046, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2046, find_room( 69032 ) ) );

if( mob_in_room( 2046, find_room( 69036 ) ) )

  junk_mob( mob_in_room( 2046, find_room( 69036 ) ) );

~
!
0 0 0
2056 9 1509949540 3 0
-1
S

#69014
Yellow Sandstone Burial Catacomb~
@YUnlike the catacomb tunnel to the north, the walls and ceiling here are

a bright, yellow color, rather than a somber grey.  The floor is covered

loosely with sand and bits of rock as well as a few white fragments of

bone.  A niche has been dug with extreme precision into the southern wall

of the chamber and looks large enough to house a corpse.  Beneath the

carefully dug trapezoidal niche is a series of hieroglyphics.  @n 

~
*CF

~
301465605 11 9 0
D0
~
~
0 -1 69001 10 10 5
E
1 north~
To the north, you can see the main part of the catacombs.  Unlike the

walls here, which are made of a brilliant yellow sandstone, the walls of

the northern tunnel are a muted grey color.  Where the two meet, there is

very little mixing of sediment.  It is as though this funerary chamber

were simply attached rather than dug.

~
E
floor sand~
A thin layer of sand covers the floor.  Yellow in color, the sand reminds

you of the brightly-colored hair ribbons that have often been in fashion. 

At the most, the sand is an inch deep and you can feel the hard,

sandstone ground beneath your feet.  Bits of rock and sand lie scattered

along the floor, lodged in sandy graves.

~
E
bone fragments bits rocks~
Strewn here and there in the burial chamber are a few bits of rock.  The

rocks look to be quite ordinary in so far that they are common granites,

shales, and slates.  No ores or valuable minerals appear to be in

attendance in the small orchestra of rocks.  Several bits of bone lie

near the bottom of the trapezoidal burial niche.  Dull grey with age and

decay, the bony bits look to have been part of a much larger skeleton at

one time.  Here a finger...there a rib...and over there the top of the

brain casing...the skeleton or skeletons look to have been crushed.  But

by what, you cannot fathom.

~
E
niche trapezoidal burial corpse~
Incised into the southern wall of the yellow sandstone is a burial alcove

shaped like a trapezoid.  The base of the trapezoid is much longer than

its apex by about three feet.  Ensconced within the funerary niche is the

decrepit exoskeletal remains of a crabman.  Its hands are poised on its

chest as though it were merely sleeping.

~
A
disarm untrap~
ansate trap cross alcove mechanism niche~
i = 2d10+5;

if( !mob_in_room( 2052, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A flying arrow" );

  inflict( ch, mob, i, "a flying arrow" );

  poison( ch );

  act_room( #reset, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2052, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the seventh descendent won't let you near the alcove!@n

~
E
success~
@GRealizing that the holes within the alcove are arrow blow holes,

you shove a couple pieces of loose sandstone in them.@n 

~
E
fiddle~
@g$n sticks $s hand in the burial alcove and adjusts something.@n

~
E
failure~
@GIn an effort to disarm the trap on the ansate cross, you only trigger

it!@n 

~
E
rfail~
$n blanches in exspectation.

~
E
reset~
@mFrom within the alcove you hear the intake of air as the trap resets.@n

~
E
already~
The arrow trap has already been disabled.

~
!
0 0 0
A
inspect~
ansate cross alcove niche burial mechanism~
if( !mob_in_room( 2052, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2052, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
cant~
@CThe angry spirit of the seventh descendent won't let you near the alcove!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
trap~
@GA series of blow holes, likely to contain poison arrows or darts, are

concealed protectively around the ansate cross.@n 

~
E
disarmed~
The trap surrounding the ansate cross has already been disabled.

~
E
nothing~
You see nothing unusual.

~
!
0 0 0
A
touch~
ansate cross mechanism~
i = 2d10+5;

if( !mob_in_room( 2052, room ) )

  if( !rflag( reset0, room ) )

  if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A flying arrow" );

  inflict( ch, mob, i, "a flying arrow" );

poison( ch );

  act_room( #reset, ch );

  }

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2052, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
cant~
@CThe angry spirit of the seventh descendent won't let you near the alcove!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
reach~
@CReaching into the burial alcove, you touch the ansate cross and watch

as it descends into the alcove.

~
E
rreach~
@b$n reaches into the alcove and presses on something.@n

~
E
already~
@GTouching the ansate cross seems to do nothing.@n

~
E
failure~
@RTrying to touch the ansate cross, you trigger an arrow trap!@n

~
E
rfail~
@r$n bumbles around and triggers a trap set within the alcove!@n

~
E
reset~
@rYou hear the intake of air as the arrow trap resets itself!@n

~
!
0 0 0
A
~
burial niche alcove resess~
if( !mob_in_room( 2052, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2052, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@RAs you search through the burial alcove, you disturb an angry spirit!@n

~
E
rsearch~
@RAs $n searches through the burial alcove, $e disturbs an angry spirit!@n

~
E
cant~
@RThe angry spirit won't let you near the burial alcove.@n

~
E
nothing~
You find nothing within the burial alcove but bones.

~
E
find~
Secreted within the burial alcove is an ansate cross, clearly attached.

~
!
9 0 0
A
1 look~
ansate cross~
if( !mob_in_room( 2052, room ) )

if( !rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( "You don't see that here.", ch );

else

act_tochar( "You don't see that here.", ch );

~
E
desc~
Stuck towards the back of the burial alcove is an inlaid design.  Inset

with lapis lazuli as blue as the sky, the design depicts an ansate cross;

a cross shaped like a 'T" with a loop at the top.  The design is so old

that with but a touch, the ansate cross looks like it might crumble to

dust.

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
1 look~
hieroglphics glyphics~
acode( find_room( 69006 ), 6 );

~
!
0 0 0
A
~
~
if( mob_in_room( 2052, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2052, find_room( 69032 ) ) );

if( mob_in_room( 2052, find_room( 69036 ) ) )

  junk_mob( mob_in_room( 2052, find_room( 69036 ) ) );

~
!
0 0 0
2056 9 1509949540 3 0
-1
S

#69015
Branching Sandstone Catacomb Tunnels~
The grey sandstone tunnel slope downwards from the west a little and

levels out even more gradually as it branch to the south and north. 

Another tunnel, more crude than the other two, leads westward into a

nexus where several catacomb tunnels intersect.  There is little of

interest in this portion of the catacombs except for a single burial

alcove hollowed into the eastern wall.  Below it, a significant amount of

red sand has gathered.

~
*CF

~
301465605 11 9 0
D0
~
~
0 -1 69016 10 10 5
D2
~
~
0 -1 69021 10 10 5
D3
~
~
0 -1 69001 10 10 5
E
gathering red sand~
A large pile of sand has been gathered at the base of the burial alcove

dug into the eastern wall.  Red in color, the gathering of sand shows

evidence of tracks.

~
E
tracks~
The tracks appear to be those of some small creature.  Where they lead or

in what direction the creature might have been traveling when it crossed

over the sand, you cannot figure out.

~
E
1 west~
To the west, you can see where tunnels, one for each of the cardinal

directions, merge with one another.  There appear to be no burial alcoves

within that part of the catacombs.

~
A
~
alcove niche eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
alcove 1 eastern niche~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48114 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
The burial alcove carved into the eastern wall is roughly circular in

shape.  Deposited within is the form of what looks to be a crabman's

corpse.  It is difficult to ascertain, because the entire length of the

corpse, from chitinous head to curled toe, has been wrapped in

mummification bandages.  Beneath the burial niche, carved into the

sandstone, there is a series of geometric symbols.  The symbols consist

of a rhombus within a circle within a square within a circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
-1
S

#69016
Sandstone Catacomb Tunnel~
The floor of the catacomb here has been recently swept clean of sand and

slopes sharply downward to the east.  Luckily, the grey sandstone walls

of the catacomb are narrow enough to provide adequate guidance up and

down the slope.  A small space, much larger than the one hollowed into

the western wall, has been dug into the northern one.  The catacomb also

extends to the south.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69017 10 10 5
D2
~
~
0 -1 69015 10 10 5
E
floor sand~
For the most part, the sandstone floor has been swept clean of all the

loose grey sand that usually covers the ground.  The sand has been piled

up along the walls, providing a smooth, rolling slope to the east.  In

the sand that remains, there are trailing claw marks, as though some

small creature had either been searching through the sand or had moved it

purposefully.

~
E
burial small space~
There is a large burial alcove set into the northern wall of the

catacombs with a corpse lying within it.  The western burial niche is

also occupied.

~
A
~
alcove recess northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
nook nicke western~
acode( find_room( 69003 ), 1 );

~
!
9 0 0
A
roll toss~
shiny diamond marble~
if( has_obj( 2911, ch ) ) {

  act_tochar( #roll, ch );

  act_notchar( #rroll, ch );

  junk_obj( has_obj( 2911, ch ), 1 );

  remove_rflag( reset0, find_room( 69017 ) );

  send_to_room( #marble, find_room( 69017 ) );

  }

else

  act_tochar( #not, ch );

~
E
not~
@cYou don't have anything to roll down the slope that would catch the

pack rat's attention.@n 

~
E
roll~
@GYou take a shiny diamond marble and roll it down the slope.  It picks

up speed and heads east!@n 

~
E
rroll~
@G$n takes a shiny diamond marble and roll it down the slope.  It picks

up speed and heads east!@n 

~
E
marble~
A shiny diamond marble rolls down a slope from the west, straight into a

hole in the eastern wall!

~
!
0 0 0
A
1 look~
1 northern alcove recess~
act_tochar( #desc, ch );

if( !rflag( status2, find_room( 48114 ) ) )

act_tochar( #glow, ch );

~
E
desc~
Within this burial alcove resides the lithe form of what was probably a

female crabman.  Her red, chitinous exoskeleton is still glossy, though

there are no signs of flesh left on her corpse.  At most, the crabman

corpse has been within these catacombs a decade.  Little more.  Below the

sandstone is a geometric etching.  The etching consists of a circle

within a circle within a triangle within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 western niche nook~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

act_tochar( #glow, ch );

~
E
desc~
Little more than a nook, this burial niche is quite old.  Its back

surface is heavily pitted from age and the decay of the hardening resin

coating the walls.  The body within looks to have been a middle-aged

crabman for the edges of its red chitin exoskeleton are slightly grey.  A

jagged sword, too old to be of use, sticks up out of the entombed corpse. 

Below the burial nook, etched into the grey sandstone, is a series of

geometric symbols.  The symbols consist of an oval within a trapezoid

within a crescent within a trapezoid.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69017
Winding Sandstone Tunnel~
Like the Elhanni river, this tunnel curves and bends erratically from

west to south.  The floor slopes sharply downward to the east but levels

out as the catacomb branches south.  The grey sandstone walls of the

catacomb look to have seen better days.  They are riddled with cracks and

holes, especially the north and eastern walls, where two burial

spaces have been hollowed out of them.

~
*CF

~
301465605 11 6 0
D2
~
~
0 -1 69018 10 10 5
D3
~
~
0 -1 69016 10 10 5
E
floor~
The floor here is sharply sloped and has been cleared of any debris and

sand.  Most of the grey sand has been piled up alongside the walls by

furtive little hands or claws, as evidenced by the marks left within the

sand.

~
E
marks claws sand~
The claw marks in the sand look to be those of a small, rat-like

creature, possibly a pack-rat.  A few claw prints lie scattered near the

eastern wall, before a tiny hole in the wall.

~
E
tiny hole~
The hole in the eastern wall is directly beneath the burial alcove. 

Something appears to be living within the hole, for you can smell old

food and a pungent musk.  The glitter of something shiny catches your eye

from within the hole, though it is much too small to search through.

~
E
grey sandstone walls cracks holes~
The walls in this part of the catacomb look fairly old and in need of

attention.  In several spots, the hardening resin which holds the tightly

packed sand together has decayed away, leaving the walls to fall apart. 

Wide cracks run down and along the walls, especially around the burial

niches dug into the north and east walls of the catacombs.

~
E
burial spaces~
Set into the north and eastern walls of the catacombs are burial alcoves. 

Both contain the exoskeletal remains of a deceased crabman.

~
A
~
recess nook northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
alcove niche eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
~
~
if( rflag( reset0, room ) )

  if( random( 1, 8 ) == 1 ) {

  wait( 2 );

  act_tochar( #scurry, ch );

  }

else

  continue;

else {

  act_tochar( #deliver, ch );

  obj_to_room( oload( 434 ), room );

  set_rflag( reset0, room );

  }

~
E
scurry~
@cYou see a furry animal, a pack rat of some sort, scurry into a hole in

the eastern sandstone wall.@n 

~
E
deliver~
@cAs you enter the room, you catch sight of a furry grey pack rat

scurrying into a hole in the eastern wall, with a shiny diamond marble in

its clutches.  In its wake, it leaves behind a small glass gear.@n 

~
!
1 0 12
A
roll toss~
marble shiny diamond~
if( has_obj( 2911, ch ) ) {

  act_tochar( #roll, ch );

  act_notchar( #rroll, ch );

  junk_obj( has_obj( 2911, ch ), 1 );

  obj_to_room( oload( 2911 ), room );

  }

else

  act_tochar( #dont, ch );

~
E
roll~
@GYou roll a shiny diamond marble on the ground, trying to get the pack

rat's attention.  However, the marble does not pick up enough speed going

down the sloped floor to make it inside the pack rat's hole.

~
E
rroll~
@G$n rolls a marble along the floor, but it does not go very far.@n

~
E
dont~
@GYou don't have anything round and shiny enough to roll on the ground to

attract the packrat.@n 

~
!
0 0 0
A
1 look~
1 northern recess nook~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
The burial recess cut into the northern wall of the catacombs is very old

and is surrounded by deep-reaching cracks.  Resting within lies the

crumpled form of a being that looks only part crabman.  Its upper body is

definitely that of a crabman but its arms and hands are humanoid. 

Beneath the burial nook is a series of geometric figures.  Inscribed

within one another is circle within a rectangle within a rectangle within

a triangle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 eastern alcove niche~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48113 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
This burial alcove is a little older and in worse shape than the one cut

into the northern wall.  Deep cracks and fissures run through the niche,

as though the very walls have been pulled apart.  Situated within the

burial alcove rests the corpse of a very small crabman.  Possibly that of

a child, little remains of the corpse except for its bright, chitinous

exoskeleton.  Clutched within its serrated claws is a tiny, colorful ball. 

Etched into the sandstone below the alcove is a series of geometric

figures.  The series consists of a rectangle within a circle within a

rhombus within a trapezoid.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
get take search~
hole 1 east shiny something~
if( random( 1, 10 ) == 1 ) {

act_tochar( #near, ch );

act_notchar( #rnear, ch );

i = 2d15;

dam_message( ch, i, "A pair of sharp claws" );

inflict( ch, mob, i, "a pack rat" );

}

else

act_tochar( #cant, ch );

~
E
near~
@RAs you near the tiny hole, a pair of furry arms strike out from it!@n

~
E
rnear~
@RAs $n nears the tiny hole, a pair of furry arms dart from it!@n

~
E
cant~
You cannot fit your hand into the small hole.

~
!
0 0 0
-1
S

#69018
Winding Sandstone Tunnel~
Twisting and turning like an angry serpent, the catacombs curve to the

north and east.  The way east begins sloping upward as the catacombs

continues to wind around.  Dug into west and south walls of the tunnel

are two niches, both of which appear to be occupied by corpses.  Red

sand, soft and light, hangs in the air like motes of dust.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69017 10 10 5
D1
~
~
0 -1 69019 10 10 5
E
red sand motes~
At first, it seems strange for motes of red sand to be drifting through

the air.  But as you watch them float downward like gentle snowflakes,

you can see a small crack in the ceiling through which the sand is

drifting.

~
E
crack ceiling~
Barely a foot long, you see nothing of interesting in the jagged crack

that runs through part of the ceiling.  A fine trickle of sand falls

through the crack from time to time.

~
E
corpses niches~
There are two burial alcoves within this part of the catacombs.  Each

contains the shrouded body of what looks to be a crabman.  The alcoves

have been dug into the west and south walls of the chamber.

~
A
~
western recess nook~
acode( find_room( 69000 ), 1 );

~
!
9 0 0
A
~
southern alcove niche~
acode( find_room( 69002 ), 2 );

~
!
9 0 0
A
1 look~
1 western recess nook~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
The recess in the western wall contains the frail corpse of what looks to

be an elderly crabman.  Much of the crabman's exoskeleton and body are

covered by a gauzy shroud, but from the parts of it you can see, the

crabman looks to have died from some type of wasting illness.  Its

chitinous body is shriveled and looks extremely brittle.  Scratched into

the sandstone below the burial nook is a series of geometric figures. 

The figures consist of a triangle within a triangle within a rectangle

within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 southern alcove niche~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48113 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
The body which resides in the burial alcove in the south wall looks to

have but recently been placed there.  A shroud of gauzy blue material

covers the still form of the female crabman.  Were the fingers of decay

not already crushing her within their grasp, the crabman within the

burial alcove might have been considered beautiful by her people.  A

series of geometric designs have been etched into the sandstone below her

burial niche.  The designs consist of a square within a square within a

square within a rectangle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
~
~
acode( find_room( 69004 ), 4 );

~
!
2 10 0
A
search examine climb~
large crack ceiling~
act_tochar( #cant, ch );

~
E
cant~
The crack is too high up for that.

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69019
Winding Sandstone Tunnel~
Seemingly dug by claws, the grey sandstone catacombs twist about in a

broad crescent, leading both west and south.  To the south is a

cul-de-sac tunneled out of what looks to be blue sandstone.  Set into the

northern and eastern walls of the catacomb tunnel are two burial alcoves,

both of which look occupied.  A series of impressions or tracks have been 

left in the loose, sandy floor.

~
*CF

~
301465605 11 6 0
D2
~
~
0 -1 69020 10 10 5
D3
~
~
0 -1 69018 10 10 5
E
1 south cul-de-sac blue~
Just to the south, there is a small chamber which looks to have no other

entries or exits.  Unlike the walls of the catacombs here, those of the

cul-de-sac's are of a vibrant blue sandstone rather than a pale, lifeless

grey.  You can see but a single burial alcove within the blue chamber.

~
E
burial alcoves~
There are two burial alcoves in this part of the winding catacombs.  One

has been dug into the northern wall and one has been dug in the eastern

wall.

~
E
floor impressions loose sandy floor tracks~
Covered in a mixture of both grey and red sand, the floor is an excellent

canvas that shows a picture of past travel.  Trailing through the sand

are gentle, sweeping curves unlike any tracks you have ever seen.  They

look more like the slithering tracks of a serpent than anything else.

~
A
~
northern recess nook~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
alcove niche eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
recess nook 1 northern~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Resting in the northern burial recess is the exoskeleton of a very large

crabman.  A battered, bronze shield lies on its chest, with a heavy

crack running down its center.  Parts of the crabman's exoskeleton are

missing, as is one of its arms.  Etched into the sandstone below the

burial nook is a series of geometric figures.  The series consists of a

circle within a circle within a circle within a rectangle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
alcove niche 1 eastern~
act_tochar( #desc, ch );

if( !rflag( status2, find_room( 48113 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
The corpse lying within the eastern funerary alcove is of average height

and build.  Its features are partially hidden by a thin, gauzy shroud of

white cloth.  Dust and sand cling to the shroud.  Below the corpse,

etched into the sandstone, is a series of geometric designs.  The designs

consist of a triangle within a circle within a rectangle within a circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
-1
S

#69020
Blue Sandstone Burial Catacomb~
@BYou cannot recall where or when you last saw sandstone this color!  The

entire chamber, whose ceiling is just ten to twelve feet tall, has been

dug from blue sandstone the color of the most valuable sapphire.  Not

only that, but the crystalline sediments in the sandstone walls are larger

than your fist.  Towards the back of the catacomb room, to the south, a

niche has been carefully and precisely dug into the wall.  The niche is

shaped like a gently curving crescent moon and is large enough to house a

body.  Around it are a series of hieroglyphics.  The blue sandstone walls

taper slightly to the north, where they lose their blue color and merge

into a catacomb tunnel whose walls are grey in color.  @n 

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69019 10 10 5
E
crystalline sediments sandstone walls~
To your astonishment and delight, some of the sediments composing the

blue, sandstone walls of this chamber are large chunks of

valuable-looking blue minerals and crystals.  Packed together with the

blue sand, the crystals are held in place by the same hardening resin

that freezes the sand in place and gives it the texture and strength of

sandstone.

~
E
blue minerals crystals~
Embedded in the walls of the chamber, you can make out several large and

valuable gemstones and minerals including topazes and sapphires.  Up near

the ceiling, you think you can even see a large crystal of blue

sta...nah, couldn't be.

~
E
niche crescent moon burial southern~
Cut into the rough blue sandstone in the southern wall is a burial niche. 

Shaped like a crescent moon, the tips of the geometric figure point

downward.  Confined within the tight hollow lies the remains of a crabman. 

The body appears to be severely decayed and little remains but its

exoskeleton.

~
E
1 north~
The catacombs to the north are made from a dull, grey-colored sand unlike

the blue sands of this burial chamber.  Where the chamber adjoins the

tunnel, there is hardly any sign of the merger.

~
A
disarm untrap~
icon mechanism trap~
i = 2d10+5;

if( !mob_in_room( 2051, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A pair of flying blades" );

  inflict( ch, mob, i, "flying blades" );

  act_room( #reset, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2051, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the sixth descendant won't let you near the alcove!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
success~
@GDeftly, you snip the string that leads to the bladed trap.@n

~
E
fiddle~
@g$n reaches into the burial alcove and cuts something.@n

~
E
failure~
@rTrying to disable the bladed trap, you set it off instead!@n

~
E
rfail~
@r$n reaches into the burial alcove and frowns.@n

~
E
reset~
@gThe trap mechanism retracts.@n

~
E
already~
@cThe bladed trap set upon the icon has been disabled.@n

~
!
0 0 0
A
inspect~
icon stone mechanism trap~
if( !mob_in_room( 2051, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2051, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the sixth descendant won't let you near the alcove!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
trap~
@mA blade trap is connected to a stone icon inside the burial alcove by a

length of twine.@n 

~
E
disarmed~
@mThe trap upon the stone icon has already been disabled.@n

~
E
nothing~
You see nothing unusual.

~
!
0 0 0
A
twist turn~
stone icon mechanism~
i = 2d10+5;

if( !mob_in_room( 2051, room ) )

  if( !rflag( reset0, room ) )

  if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A pair of flying blades" );

  inflict( ch, mob, i, "flying blades" );

  act_room( #reset, ch );

  }

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2051, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the sixth descendant won't let you near the alcove!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
reach~
@BReaching into the alcove, you give a tiny stone icon a twist.@n

~
E
rreach~
@b$n reaches into the burial alcove and moves something.@n

~
E
already~
@CThe stone icon won't budge.@n

~
E
failure~
@RAs you touch the icon, you trigger a trap attached to it!@n

~
E
rfail~
@r$n reaches into the alcove but triggers a trap!@n

~
E
reset~
@rThe bladed trap mechanism resets itself afterward.@n

~
!
0 0 0
A
~
1 southern burial niche alcove recess nook~
if( !mob_in_room( 2051, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2051, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@RAs you search through the burial alcove, you disturb an angry spirit!@n

~
E
rsearch~
@RAs $n searches through the burial alcove, $e disturbs an angry spirit!@n

~
E
cant~
@RThe angry spirit won't let you near the burial alcove.@n

~
E
nothing~
You find nothing within the burial alcove but bones.

~
E
find~
In the burial alcove, beneath the bones, you find a carved icon set into

the blue sandstone niche.

~
!
9 0 0
A
1 look~
carved icon feline~
if( !mob_in_room( 2051, room ) )

if( !rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( "You don't see that here.", ch );

else

act_tochar( "You don't see that here.", ch );

~
E
desc~
Obscured almost completely by the bones stuffed in this burial recess is

a carved icon.  Its blue sandstone face has been carved with the image of

a graceful feline.  Currently, the icon is about sixty degrees off-center.

~
!
0 0 0
A
1 look~
hieroglyphics glyphics~
acode( find_room( 69006 ), 6 );

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
~
~
if( mob_in_room( 2051, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2051, find_room( 69032 ) ) );

if( mob_in_room( 2051, find_room( 69036 ) ) )

  junk_mob( mob_in_room( 2051, find_room( 69036 ) ) );

~
!
0 0 0
A
mine get excavate dig~
walls sandstone blue crystals crystalline minerals~
acode( find_room( 69009 ), 5 );

~
!
0 0 0
2056 9 1509949540 3 0
2399 17 1509949450 -2 0
2404 16 1509949441 -2 0
-1
S

#69021
Low, Wide Catacomb Tunnel~
The catacombs stretch out to twice their width, compared to the northern

tunnel.  However, they are also about one-third as low, making the

quarters in here very close.  The catacombs continue to the east, where

they appear to curve around towards the south.  Set into both the west

and south walls of the tunnel are two funerary alcoves, each of which

looks occupied.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69015 10 10 5
D1
~
~
0 -1 69022 10 10 5
E
1 northern tunnel~
Unlike the catacomb tunnel here, the tunnel which leads in from the north

is quite narrow in comparison.  However, it is also about three times

more tall.  Anything over eight feet tall would have a lot of trouble

squeezing into the tunnels here.

~
E
1 east~
Curving with the subtlety of an ogre diplomat, the eastern catacomb twists

sharply.  Within its confines, you can see that the catacombs then

continue to the south.  Set into the walls of the chamber are yet more

burial alcoves.

~
E
alcoves funerary~
Dug with a fair amount of precision, there are two burial alcoves within

the confines of the catacomb.  One lies in the southern wall and one lies

in the western wall.  The shrouded exoskeletons of crabmen who have

definitely seen better days lies in each.

~
A
~
alcove nook western~
acode( find_room( 69000 ), 1 );

~
!
9 0 0
A
~
niche recess southern~
acode( find_room( 69002 ), 2 );

~
!
9 0 0
A
1 look~
nook 1 western alcove~
if( rflag( reset2, room ) )

  act_tochar( #desc, ch );

else

  act_tochar( #desc2, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
The small form of a young crabman lies within the burial alcove. 

Probably no older than a human toddler when it died, the crabman's arms

are placed across its chest in a restful pose.  Stuck in beside the young

crabman's body is a small iron ball.  The remnants of bright pigments

fading into history can be seen covering the ball in a splay of color. 

Scratched into the sandstone is a series of geometric symbols.  The

symbols consist of a circle within a square within a square and circle

superimposed on one another within a circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
E
desc2~
The small form of a young crabman lies within the burial alcove. 

Probably no older than a human toddler when it died, the crabman's arms

are placed across its chest in a restful pose.  The child's hands are

wrapped together, as though it once held something.  Scratched into the

sandstone is a series of geometric symbols.  The symbols consist of a

circle within a square within a square and circle superimposed on one

another within a circle.

~
!
0 0 0
A
1 look~
niche recess 1 southern~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48103 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Still dressed in an expensive-looking green robe that speaks of wealth, a

fairly large, almost corpulent crabman has been stuffed within this

funerary niche.  Shoved in beside the adipose and decaying corpse is a

small, wooden chest.  While at one time the chest might have contained an

allotment of the crabman's valuables, it has long since been raided.  Its

lid has been crushed open.  A series of concentric designs have been

inscribed below the burial niche.  The design consists of a square within

a circle within a rhombus within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
search get take~
ball small painted iron child corpse~
if( rflag( reset2, room ) ) {

  if( random( 1, 10 ) == 1 ) {

    act_tochar( #get, ch );

    act_notchar( #rget, ch );

    remove_rflag( reset2, room );

    obj_to_char( oload( 2945 ), ch );

    }

  else {

    act_tochar( #crumble, ch );

    act_notchar( #rcrumble, ch );

    remove_rflag( reset2, room );

    }

  }

else

  act_tochar( #already, ch );

~
E
get~
You pull a small painted iron ball from the clutches of the deceased

crabman child.

~
E
rget~
$n pulls a small painted iron ball from the clutches of the deceased

crabman child.

~
E
crumble~
The small painted iron ball crumbles in your grasp.

~
E
rcrumble~
The small painted iron ball crumbles in $n's grasp.

~
E
already~
There is nothing to take from the child's corpse.

~
!
0 0 0
3149 49 1509949540 -2 0
1066 81 1509949510 -2 0
1068 80 1509949470 -2 0
2 81 1509949480 -2 0
14 80 1509949500 -2 0
20 9 1509949540 3 0
-1
S

#69022
Low, Wide Catacomb Tunnel~
The ceiling of this tunnel is barely seven feet tall and would be a tight

fit for anyone taller than the average human.  However, the catacomb

tunnel is also twice as wide as those to the south.  A few tracks have

been made in the red sand that covers the floor and it looks like

something has been buried beneath a pile of sand in the corner of the

chamber.  Two alcoves used for burial have been dug into the east and

north parts of the sandstone walls.

~
*CF

~
301465605 11 6 0
D2
~
~
0 -1 69023 10 10 5
D3
~
~
0 -1 69021 10 10 5
E
pile corner~
In the corner of the chamber, a large amount of sand has been amassed, as

though something has been buried there.  The sandy pile stands no more

than a foot tall and is about two feet wide along its base.  A couple of

tracks lead up to the front of the sand piled in the corner.

~
E
burial alcoves~
Dug into the eastern and northern walls are two five foot long funerary

alcoves.  Both appear to contain the exoskeletal remains of a deceased

crabman.  (Either that or they really need to eat more!  ) 

~
A
~
alcove recess northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
niche nook eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
1 northern alcove recess~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Resting peacefully within the burial recess lies the corpse of a crabman

resplendent in a regal robe.  Stitched into the crabman's robe are images

of leaping cats, blue candles, and silver ansate crosses.  A broken mace

rests beside the crabman's corpse, towards the back of the burial alcove. 

Cut into the sandstone beneath the recess is a series of geometric

figures.  The figures consist of a triangle within a circle within a

crescent within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 eastern niche nook~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48103 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Wearing a silver robe stitched in black thread, little of the crabman or

its exoskeleton can be seen from beneath the worn garment.  The smell of

sulfur and bat guano cloys the air around the burial niche.  Seemingly

scratched into the sandstone by a thin blade or sharp talon are a series

of geometric designs.  The design consists of a circle within a circle

within a circle and a crescent superimposed on one another within a

circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
red sand tracks floor~
if( find_skill( ch, track ) > 3 )

act_tochar( #real, ch );

else

act_tochar( #false, ch );

~
E
real~
A couple of sets of tracks still remain undisturbed by your passage

through the tunnel.  While the tracks are clearly not those of any

humanoid creature you are familiar with, they do appear to belong to a

fairly large beast with tentacles or tendrils trailing behind it.

~
E
false~
A couple of sets of tracks still remain undisturbed by your passage

through the tunnel.  While the tracks are clearly not those of any

humanoid creature you are familiar with, you cannot tell exactly what

made them.

~
!
0 0 0
A
~
sandy pile base floor~
if( rflag( reset2, find_room( 48020 ) ) ) {

act_tochar( #jump, ch );

act_notchar( #rjump, ch );

remove_rflag( reset2, find_room( 48020 ) );

}

else

act_tochar( #already, ch );

~
E
already~
You find nothing of interest in the sandy pile.

~
E
jump~
@R

Something dark jumps out of the pile of sand but darts off down the

tunnel before you can catch it.

~
E
rjump~
@R

Something dark jumps out of the pile of sand at $n but darts off down the

tunnel before $e can catch it.

~
!
9 0 0
A
get take~
regal robe~
act_tochar( #crum, ch );

act_notchar( #rcrum, ch );

~
E
crum~
As you grab the regal robe, part of it crumbles to dust.

~
E
rcrum~
$n grabs a regal robe inside a burial alcove and part of it crumbles to

dust.

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You cross into a chamber with a much taller ceiling and immediately feel

less cramped.

~
!
3 0 4
-1
S

#69023
Sandstone Catacomb - Near a Tall Statue~
Three tunnels branch off from the grey sandstone catacombs.  The first

leads north, into a low but wide section of the underground burial

chambers and the second turns to the west.  The third and final tunnel

opens into a cul-de-sac, where the sandstone gradually changes from a

medium grey to a pristine white color.  Rising to the east, like it just

stepped through the wall, stands an extremely detailed statue that

closely resembles a gargoyle.  His widespread legs form a graceful arch. 

A burial alcove has been carved beneath the arch of its legs into the

grey sandstone.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69022 10 10 5
D2
~
~
0 -1 69024 10 10 5
D3
~
~
0 -1 69025 10 10 5
A
~
alcove recess eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
alcove 1 eastern recess arch legs burial~
act_tochar( #desc, ch );

if( !rflag( status2, find_room( 48103 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Tall and husky, the corpse lying within the burial alcove is missing both

its legs.  Her exoskeleton is marred heavily and her remaining bones show

the signs of many healed injuries.  Resting at the crabman's side lies

the remains of a flared shield of wood.  Several arrows are stuck into

its surface, including one that appears to have made it mostly through

the shield.  Etched into the sandstone below the burial alcove is a

series of symbols.  Geometric in nature, the symbols consist of a

triangle within a triangle within a crescent within a circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
get tug pull~
stone fist statue~
if( is_player( ch ) )

  if( rflag( reset2, room ) )

  if( random( 1, 12 ) == 1 ) {

  act_tochar( #loose, ch );

  act_notchar( #rloose, ch );

  obj_to_char( oload( 2912 ), ch );

  remove_rflag( reset2, room );

  }

else {

  act_tochar( #crumble, ch );

  act_notchar( #rcrumble, ch );

  remove_rflag( reset2, room );

  }

else

  act_tochar( #already, ch );

else

  act_tochar( #cant, ch );

~
E
loose~
@gYou tug and tug on the statue's fist until it finally comes loose!@n

~
E
rloose~
@g$n tugs and tugs on the statue's fist until it finally comes loose!@n

~
E
crumble~
@gYou try pulling the statue's fist off but it crumbles in your grasp.@n

~
E
rcrumble~
@g$n tries pulling the statue's fist off but it crumbles in your grasp.@n

~
E
already~
The statue's fist is already missing.

~
E
cant~
Your anima speaks out against that. Be happy with your own fist.

~
!
0 0 0
A
1 look~
statue gargoyle~
if( rflag( reset2, room ) )

act_tochar( #there, ch );

else

act_tochar( #not, ch );

~
E
not~
Standing ten feet tall, the statue of a gargoyle looks like it just

stepped through the eastern wall of the chamber.  Its wings are flared

outward, forming a protective dome about most of its body and its gaze is

set forward.  Around its neck, it wears a torc whose end pieces matches

the sharpness of its horns.  The visage on the granite gargoyle's face is

not one most associated with their species.  Instead of having a

bloodthirsty, menacing set to its features, you can see nothing

but wisdom, patience, and grim determination.  One of the gargoyle's

hands is held out with its palm facing outward towards the stub of the

other hand.

~
E
there~
Standing ten feet tall, the statue of a gargoyle looks like it just

stepped through the eastern wall of the chamber.  Its wings are flared

outward, forming a protective dome about most of its body and its gaze is

set forward.  Around its neck, it wears a torc whose end pieces matches

the sharpness of its horns.  The visage on the granite gargoyle's face is

not one most associated with their species.  Instead of having a

bloodthirsty, menacing set to its features, you can see nothing but

wisdom, patience, and grim determination.  One of the gargoyle's hands is

held out in a closed fist while the palm of its other hand faces the fist. 

The gargoyle's closed fist has several cracks running around its wrist,

as though it were about to fall off.

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69024
White Sandstone Burial Catacomb~
A few motes of sparkling white sand hang in the air of this bright,

almost blinding chamber.  Made of white sandstone as pure as a maiden's

virtue, the walls and floor nearly shine with their own brightness,

except in one spot.  To the south, carved into the southern wall of the

antechamber is a long but slender rectangular niche.  The niche looks

easily long enough to hold a corpse and it might still, but the shadows

within it are deceiving.  Along the bottom of the rectangular hole there

is a row of hieroglyphic symbols.  The brightness fades the further north

the chamber extends, until it disappears altogether as it links up with

the grey sandstone catacomb tunnels.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69023 10 10 5
E
north grey~
Hanging in the air like the dust twinkling down off a pixie's wing,

granules of fine white sand sprinkle down from the top of the chamber. 

Though each sparkling white mote is indeed a grain of sand, each granule

has a slightly different weight and texture than common beach sand.

~
E
top ceiling~
The ceiling looks in great need of an additional coat of hardening resin. 

As sand flecks off from it, the sand drifts down like snow, catching the

light in a sparkling display.

~
E
rectangular niche shadows~
A rectangular niche about three feet tall and six feet long has been

carved into the white sandstone.  Placed within, you can see the remains

of a crabman.  Not much is left of the unfortunate soul, save for a few

bits of bone and its exoskeleton.  A golden crest, much like a tattoo,

graces its exoskeletal chest.

~
E
1 north~
Leading out of this funerary chamber is a small tunnel of grey sandstone. 

At the tunnel's beginning, at the mouth of this chamber, the grey

sandstone bleaches to a pure, sparkling white.

~
A
disarm untrap~
niche alcove rod metal mechanism~
if( !mob_in_room( 2047, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( chilling touch, mob, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2047, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the second descendant won't let you near the alcove!@n

~
E
success~
@CWith a little care, you remove the ice-blue gem from the mechanism.  It

crumbles in your hand.@n 

~
E
fiddle~
@B$n reaches into a burial niche and plays with something.@n

~
E
failure~
@CYou fail to remove the ice-blue gem from the trap and it flares to

life!@n 

~
E
rfail~
@C$n frowns and the burial alcove floods with pale-blue light!@n

~
E
already~
@gThe trap upon the metal rod has already been removed.@n

~
!
0 0 0
A
inspect~
niche alcove rod metal mechanism~
if( !mob_in_room( 2047, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2047, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the second descendant won't let you near the alcove!@n

~
E
trap~
@yA small trap, augmented by an ice-blue gem has been placed on the metal rod.@n

~
E
disarmed~
There are no signs of a trap on the metal rod.

~
E
nothing~
You see nothing unusual.

~
!
0 0 0
A
pull tug move~
metal rod mechanism~
if( !mob_in_room( 2047, room ) )

  if( !rflag( reset0, room ) )

  if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( chilling touch, mob, ch );

  }

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2047, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the second descendant won't let you near the alcove!@n

~
E
reach~
@BYou give the short metal rod a solid tug.@n

~
E
rreach~
@B$n reaches into the burial alcove.@n

~
E
already~
@gThe metal rod cannot be pulled anymore.@n

~
E
failure~
@CReaching into the alcove to pull the metal rod, you brush against a

trap and it flares to life!@n 

~
E
rfail~
@C$n reaches into the burial alcove and triggers a trap!@n

~
!
0 0 0
A
~
burial niche alcove resess~
if( !mob_in_room( 2047, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2047, room );

  remove_rflag( reset0, room );

acode( room, 8 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@RAs you search through the burial alcove, you disturb an angry spirit!@n

~
E
rsearch~
@RAs $n searches through the burial alcove, $e disturbs an angry spirit!@n

~
E
cant~
@RThe angry spirit won't let you near the burial alcove.@n

~
E
nothing~
You find nothing within the burial alcove but bones.

~
E
find~
Inside the burial niche you discover a metal rod. It looks pullable.

~
!
9 0 0
A
1 look~
metal rod mechanism~
if( !mob_in_room( 2047, room ) )

if( !rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( "You don't see that here.", ch );

else

act_tochar( "You don't see that here.", ch );

~
E
desc~
Protruding at an odd angle from within the burial alcove is a short,

metal rod.  The rod's end is dulled and shows signs of rusting.  Also,

part of the rod has become bent, from overuse it seems.  It looks as

though it is possible to tug on the rod.

~
!
0 0 0
A
1 look~
hieroglphics glyphics~
acode( find_room( 69006 ), 6 );

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
~
~
if( mob_in_room( 2047, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2047, find_room( 69032 ) ) );

if( mob_in_room( 2047, find_room( 69036 ) ) )

  junk_mob( mob_in_room( 2047, find_room( 69036 ) ) );

~
!
0 0 0
2056 9 1509949540 3 0
-1
S

#69025
Sandstone Catacomb - Beneath a Cracked Ceiling~
A long, jagged crack runs through the ceiling of the grey sandstone

catacombs, stopping only at the edge of a cul-de-sac to the west.  In

fact, the crack stops at the point where the western chamber's sandstone

fades into a different color, just at its threshold.  At first the

western chamber's sandstone is a somber grey and then it slowly changes

to a bright orange sandstone.  A smaller tunnel branches off to the

south, into a darker section of the catacombs.  Set into the northern

wall is a single burial alcove.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69023 10 10 5
D2
~
~
0 -1 69027 10 10 5
D3
~
~
0 -1 69026 10 10 5
E
long jagged crack ceiling~
A large crack runs the length of the ceiling and stops at the edge of the

western chamber of orange sandstone.  The crack is jagged, like an

artist's rendition of a lightning bolt, and several inches wide.  Coarse

and scabrous, the crack looks fairly recent.

~
E
cul-de-sac 1 west~
While made of orange sandstone, the catacomb chamber to the west contains

very little.  From here, you can see that there are no other entrances or

exits to or from it.  It is nothing more than a cul-de-sac.

~
E
small tunnel 1 south~
The catacombs continue off to the south through a tunnel which is much

more narrow than the passage here.  Unlike the catacombs here, the ones

to the south appear darker somehow.  And the smell of decay and death is

stronger.

~
A
~
alcove niche northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
1 look~
1 northern alcove niche~
if( rflag( reset2, room ) )

  act_tochar( #desc, ch );

else

  act_tochar( #desc2, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Tall and slender, the corpse lying within this burial niche looks to have

been an agile fighter of some sort.  His exoskeleton shows many

scratches, scrapes, and dents and lying beside his body is a

wicked-looking scimitar that has a crack running down its center.  Etched

into the sandstone below the burial alcove is a series of symbols. 

Geometric in nature, the symbols consist of a square within a rectangle

within an oval within a trapezoid.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
E
desc2~
Tall and slender, the corpse lying within this burial niche looks to have

been an agile fighter of some sort.  His exoskeleton shows many

scratches, scrapes, and dents.  Etched into the sandstone below the

burial alcove is a series of symbols.  Geometric in nature, the symbols

consist of a square within a rectangle within an oval within a trapezoid.

~
!
0 0 0
A
get take pry steal remove~
wicked scimitar sword~
if( rflag( reset2, room ) ) {

  if( random( 1, 15 ) == 1 ) {

    act_tochar( #get, ch );

    act_notchar( #rget, ch );

    obj_to_char( oload( 323 ), ch );

    remove_rflag( reset2, room );

    }

  else {

    act_tochar( #crum, ch );

    act_notchar( #rcrum, ch );

    remove_rflag( reset2, room );

    }

  }

else

  act_tochar( #already, ch );

~
E
get~
With deceptive ease, you pry the scimitar out of the crabman's grasp.

~
E
rget~
With deceptive ease, $n pries a scimitar out of the crabman corpse's grasp.

~
E
crum~
As you grasp the scimitar, it crumbles in your hand.

~
E
rcrum~
$n tries pulling a scimitar from the burial alcove but it crumbles in $s

grasp.

~
E
already~
There is nothing else left to take in the alcove.

~
!
0 0 0
-1
S

#69026
Orange Sandstone Burial Catacomb~
This room is little more than a cul-de-sac and stands no more than twelve

feet tall and ten feet wide.  However, the chamber, with its sandstone

walls the color of a fire beetle's wing tips, extends some thirty feet

deep to the west.  A perfectly round, circular niche has been dug into

the back of the chamber and there appears to be something lying within it. 

Scattered about the sandy floor before the niche are a few miscellaneous

fragments of stone and bone.  The orange sandstone cul-de-sac opens to

the east, into a tunnel, where its color fades to a dull grey.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69025 10 10 5
E
circular burial niche something~
Completely circular in shape, the funerary niche hollowed into the

western wall is very precise.  Placed within is a plank of wood and atop

that lies the corpse of a crabman.  A thin, yellow shroud veils most of

its form, but through it you can see that not much remains of the corpse

anyway.  A series of hieroglyphs has been etched into the orange

sandstone around the burial niche.

~
E
sandy floor~
A large amount of sand fills this chamber and, unlike the rest of the

catacombs, you cannot feel the hard surface of the sandstone beneath.  In

fact, you cannot be certain there is actually sandstone beneath your feet. 

Bits of rock and bone lie strewn about the surface of the floor,

half-buried in its sandy mass.

~
E
fragments stone bone~
Scattered and half-buried in the sand that covers the floor are various

pieces of chipped stone and bone.  There are maybe a handful of stone

fragments, none of which look particularly interesting.  As for the bits

of bone, you can tell very little about their origins.  Most are too

small to be identified with any part of the body.

~
E
1 east~
To the east, the catacombs open up into a series of tunnels.  And unlike

the funerary chamber here, which is comprised of orange sandstone, the

tunnels look to be formed from grey sandstone.  Where the tunnel joins up

with this chamber, the grey, somber sandstone gradually takes on a more

lively orange color.

~
A
disarm untrap~
trap mechanism iron handle~
i = 2d10+5;

if( !mob_in_room( 2049, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

  if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A crushing stone block" );

  inflict( ch, mob, i, "a crushing stone block" );

  act_room( #reset, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2049, room );

  remove_rflag( reset0, room );

acode( room, 11 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the fourth descendant won't let you near the alcove!@n

~
E
success~
@GFinding a loose rock in the burial alcove, you prop it under a heavy

block, thus disabling the trap on the iron handle.@n 

~
E
fiddle~
@g$n reaches into the burial alcove and adjusts something.@n

~
E
failure~
@RYou try disarming the weighted trap attached to the iron handle, but

trigger it instead!@n 

~
E
rfail~
@r$n screams in pain as a stone block inside the alcove falls on $m!@n

~
E
reset~
The stone block rises back up into the alcove.

~
E
already~
The trap upon the iron handle has already been disarmed.

~
!
0 0 0
A
inspect~
niche alcove iron handle mechanism~
if( !mob_in_room( 2047, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2047, room );

  remove_rflag( reset0, room );

acode( room, 11 );

  }

else

  act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the fourth descendant won't let you near the alcove!@n

~
E
disarmed~
The trap upon the iron handle has already been disarmed.

~
E
trap~
You spot a weighted trap attached to the iron handle.

~
E
nothing~
You find nothing unusual.

~
!
0 0 0
A
turn twist~
iron handle mechanism~
i = 2d10+5;

if( !mob_in_room( 2053, room ) )

if( !rflag( reset0, room ) )

if( !rflag( reset2, room ) )

  if( rflag( reset1, room ) ) {

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #already, ch );

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A block of crushing stone" );

  inflict( ch, mob, i, "a block of crushing stone" );

  act_room( #reset, ch );

  }

else {

act_tochar( #summon, ch );

act_notchar( #rsummon, ch );

mload( 2053, room );

remove_rflag( reset0, room );

acode( room, 11 );

}

else

act_tochar( #cant, ch );

~
E
summon~
@RAs you near the alcove, you disturb the rest of a spirit!@n

~
E
rsummon~
@RAs $n nears the alcove, $e disturbs the rest of a spirit!@n

~
E
cant~
@CThe angry spirit of the fourth descendant won't let you near the alcove!@n

~
E
reach~
@CPlacing your hand in the alcove, you twist the iron handle.@n

~
E
rreach~
@C$n places $s hand within the alcove and adjusts something.@n

~
E
already~
@gThe iron handle cannot be twisted any further.@n

~
E
failure~
@YAs you reach into the alcove, you trigger a falling block of stone!@n

~
E
rfail~
@y$n reaches into the burial alcove only to have a stone block fall on

$m!@n 

~
E
reset~
@GThe stone block rises back up into the burial niche.@n

~
!
0 0 0
A
~
burial niche alcove resess~
if( !mob_in_room( 2049, room ) )

  if( rflag( reset0, room ) ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  mload( 2049, room );

  remove_rflag( reset0, room );

acode( room, 11 );

  }

else if( find_skill( ch, searching ) > random( 1, 10 ) ) {

  act_tochar( #find, ch );

  act_notchar( #rsearch, ch );

  }

else

  act_tochar( #nothing, ch );

else

  act_tochar( #cant, ch );

~
E
search~
@RAs you search through the burial alcove, you disturb an angry spirit!@n

~
E
rsearch~
@RAs $n searches through the burial alcove, $e disturbs an angry spirit!@n

~
E
cant~
@RThe angry spirit won't let you near the burial alcove.@n

~
E
nothing~
You find nothing within the burial alcove but bones.

~
E
find~
Concealed within the alcove, you see an iron handle.

~
!
9 0 0
A
1 look~
iron handle mechanism~
if( !mob_in_room( 2049, room ) )

if( !rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( "You don't see that here.", ch );

else

act_tochar( "You don't see that here.", ch );

~
E
desc~
Similar to a key stuck inside a lock, an iron handle protrudes from

within the burial alcove.  Except here, you can see no lock. 

Nonetheless, judging from the rust upon the handle, the twisted piece of

iron has seen much use.

~
!
0 0 0
A
step stand push press jump~
pressure plate~
if( !rflag( reset1, find_room( 69006 ) ) )

  if( !rflag( reset1, find_room( 69007 ) ) )

  if( !rflag( reset1, find_room( 69013 ) ) )

  if( !rflag( reset1, find_room( 69012 ) ) )

  if( !rflag( reset1, find_room( 69020 ) ) )

  if( !rflag( reset1, find_room( 69024 ) ) )

  if( !rflag( reset1, find_room( 69026 ) ) )

  if( !rflag( reset1, find_room( 69014 ) ) )

  if( rflag( reset0, find_room( 69039 ) ) ) {

  act_tochar( #plate, ch );

  act_notchar( #rplate, ch );

  remove_rflag( reset0, find_room( 69039 ) );

  acode( room, 7 );

  }

else

  act_tochar( #already, ch );

else

  acode( room, 8 );

else

  acode( room, 8 );

else

  acode( room, 8 );

else

  acode( room, 8 );

else

  acode( room, 8 );

else

  acode( room, 8 );

else

  acode( room, 8 );

else

  acode( room, 8 );

~
E
plate~
You step on the hidden pressure plate and sink a few inches down.

~
E
rplate~
$n steps in a certain spot on the floor and sinks a few inches down.

~
E
already~
The pressure plate is sunk into the ground already.

~
!
0 0 0
A
~
~
set_rflag( status0, find_room( 48080 ) );

set_rflag( status1, find_room( 48080 ) );

set_rflag( status2, find_room( 48080 ) );

set_rflag( status0, find_room( 48082 ) );

set_rflag( status1, find_room( 48082 ) );

set_rflag( status2, find_room( 48082 ) );

set_rflag( status0, find_room( 48114 ) );

set_rflag( status1, find_room( 48114 ) );

set_rflag( status2, find_room( 48114 ) );

set_rflag( status0, find_room( 48113 ) );

set_rflag( status1, find_room( 48113 ) );

set_rflag( status2, find_room( 48113 ) );

set_rflag( status0, find_room( 48103 ) );

set_rflag( status1, find_room( 48103 ) );

set_rflag( status2, find_room( 48103 ) );

set_rflag( status0, find_room( 48024 ) );

set_rflag( status1, find_room( 48024 ) );

set_rflag( status2, find_room( 48024 ) );

set_rflag( status0, find_room( 48027 ) );

set_rflag( status1, find_room( 48027 ) );

set_rflag( status2, find_room( 48027 ) );

set_rflag( status0, find_room( 48029 ) );

set_rflag( status1, find_room( 48029 ) );

set_rflag( status2, find_room( 69000 ) );

set_rflag( status2, find_room( 69002 ) );

set_rflag( status2, find_room( 69003 ) );

set_rflag( status2, find_room( 69005 ) );

set_rflag( status2, find_room( 69008 ) );

set_rflag( status2, find_room( 69009 ) );

set_rflag( status2, find_room( 69010 ) );

set_rflag( status2, find_room( 69011 ) );

set_rflag( status2, find_room( 69016 ) );

set_rflag( status2, find_room( 69017 ) );

set_rflag( status2, find_room( 69018 ) );

set_rflag( status2, find_room( 69019 ) );

set_rflag( status2, find_room( 69021 ) );

set_rflag( status2, find_room( 69022 ) );

set_rflag( status2, find_room( 69025 ) );

set_rflag( status2, find_room( 69027 ) );

set_rflag( status2, find_room( 69028 ) );

set_rflag( status2, find_room( 69030 ) );

set_rflag( status2, find_room( 69031 ) );

set_rflag( status2, find_room( 69033 ) );

set_rflag( status2, find_room( 69034 ) );

set_rflag( status2, find_room( 69035 ) );

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

act_notchar( #rstep, ch );

~
E
step~
You step on the pressure plate but it won't budge.

~
E
rstep~
$n steps purposefully into the center of the chamber.

~
!
0 0 0
A
1 look~
hieroglphics glyphics~
acode( find_room( 69006 ), 6 );

~
!
0 0 0
A
translate~
hieroglphics glyphics~
acode( find_room( 69006 ), 7 );

~
!
0 0 0
A
~
~
if( mob_in_room( 2049, find_room( 69032 ) ) )

  junk_mob( mob_in_room( 2049, find_room( 69032 ) ) );

if( mob_in_room( 2049, find_room( 69036 ) ) )

  junk_mob( mob_in_room( 2049, find_room( 69036 ) ) );

~
!
0 0 0
A
~
~
if( find_skill( ch, inspect ) > random( 2, 10 ) )

act_tochar( #notice, ch );

~
E
notice~
You notice an unusual, almost perfectly concealed pressure plate set into

the center of the chamber.

~
!
1 0 2
2056 9 1509949540 3 0
20 9 1509949540 3 0
-1
S

#69027
Musty Sandstone Catacomb Tunnel~
Carved into the south and east walls of this chamber are funerary

hollows, both of which appear to be occupied.  The northern tunnel

diverges to the west into a chamber cluttered with rocky debris.  A

shrouded form, perhaps a corpse, has been kicked to the side of the

tunnel.  Flecks of red chitin lie scattered about the sandy floor.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69025 10 10 5
D3
~
~
0 -1 69028 10 10 5
E
flecks red chitin~
Smashed into tiny fragments, pieces of red chitin lie scattered around

the remains of a shrouded corpse.  The corpse lies at the base of the

southern burial alcove but does not look to have belonged in it.

~
E
funerary hollows~
Two burial hollows can be found dug into the sandstone walls of the

catacombs here.  One burial nook is set into the south wall and one in

the east wall.  Both contain the remains of crabmen who have definitely

had more fun than they are having right now.

~
E
shrouded form corpse~
All dressed up and no place to go, a crabman corpse, still wearing its

burial shroud, lies on the ground.  It appears that the body has been

desecrated and any possessions it might have had have been removed from

its shrouded form.  In places, the corpse's exoskeleton has been cracked

open and peeled back.  Flecks of its red exoskeleton lie scattered around

the chamber.

~
E
1 west~
The catacomb chamber to the west resembles this one mostly, save for the

tremendous amount of rocky debris on its floor.  Flecks of bone mixed in

among the debris allude to something more gruesome than fractured stones.

~
A
~
southern recess niche~
acode( find_room( 69009 ), 1 );

~
!
9 0 0
A
~
alcove nook eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
1 southern recess niche~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Wearing a robe of solid violet stitched in indigo thread, little of the

crabman or its exoskeleton can be seen from beneath the voluminous, ratty

garment.  The smell of sacramental oil and wool fills the air around the

burial alcove.  Below the head of the crabman and etched into the

sandstone wall is a series of geometric figures.  The figures consist of

a rhombus within a circle within a triangle within a rhombus.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
alcove 1 eastern nook~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48024 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
The corpse lying within the burial recess must have been quite large in

life.  Probably little more than a year dead, the skin covering her legs

and arms has been completely mummified.  A pair of wire-thin mithril

armbands set with sunstones still cling to the crabwoman's arms. 

Squeezed between the ground and the bottom of the funerary recess is a

stretch of sandstone that bears a series of designs.  Geometric in

origin, the designs consist of a square within a circle within an oval

within a circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
~
~
ch = rand_player( room );

act_tochar( #musty, ch );

~
E
musty~
A musty smell of decay wafts through the air.

~
!
2 150 0
-1
S

#69028
Sandstone Catacomb Chamber~
The only exit out of this grey sandstone chamber lies to the east, where

a tunnel twists back to the north.  Two funerary alcoves have been

hollowed into the walls.  One is in the west wall and one is in the north

wall.  At the edge of the southern wall, where you might expect to see

another burial niche, you see nothing but an usual outcropping of

sandstone that juts at a forward slant.  Bits of rocky debris clutters

the ground.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69027 10 10 5
D2
~
~
235 -1 69029 10 10 5
E
bits rocky debris ground~
Here and there, bits of debris lie scattered along the floor.  Mostly

rock and a little bone, the detritus ranges in size from a pebble-sized

chunk of rock to a femur bone.  For the most part, the debris is evenly

distributed, except for a small stack of it in the center of the chamber.

~
E
small stack center~
The stack of debris in the center of the chamber is composed only of

bones.

~
E
femur bones~
The bones present within the stack appear to be the remains of some

canine.  Heaped together in a pile, it looks as though the bones have

been carefully, even artistically stacked in a playful arrangement.

~
E
forward slant outcropping sandstone southern~
Sticking up out of the wall, there is an outcropping of rock.  The rock

is angled in such a way as to make it difficult to see what is under its

jutting surface.

~
E
under mechanism~
As you look closer at the jutting rock, you can see a complex mechanism

built into the side of the wall.  For the most part, the mechanism has

been built from cogs, gears, and twine, though there is the odd metal pin

sticking up here and there.  The angled rock concealing it serves the

task of keeping its intricacies free from sand and grit.  Just below the

mechanism you spy a corroded brass crank.

~
E
funerary alcoves~
Two funerary hollows occupy this dead-end tunnel.  One is set into the

western wall and one has been set in the northern wall.  Strangely, the

south wall is bare.

~
E
1 south~
The south wall of the catacombs is like any other.  It is made of tightly

packed grey sand that has been coated with a hardening resin.  With the

resin glazed over its surface, the sand takes on all the characteristics

of sandstone.  From ceiling to floor, unusually straight cracks run

vertically down the wall, parallel to one another.

~
E
straight cracks parallel seams~
The unusually straight cracks are spaced about twelve feet apart.  They

could easily just be cracks...or they could be seams.

~
E
corroded brass crank~
Sticking about three inches out of the south wall, below the jutting

outcrop of sandstone, you find a small crank.  Forged from brass, the

crank has a triangular handle.  Both the shaft and handle of the crank

are coated in a thick, green corrosion.

~
E
maul head~
Once a very large weapon, all that remains of the maul is its head.  Its

handle is nowhere in sight.  Incomplete as it is, the maul's head is

worthless.

~
A
~
northern niche alcove~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
recess nook western~
acode( find_room( 69000 ), 1 );

~
!
9 0 0
A
turn twist~
corroded brass crank~
if( !rflag( reset0, room ) )

if( !is_open( room, south ) ) {

act_tochar( #crank, ch );

send_to_room( #rise, find_room( 69029 ) );

act_notchar( #rcrank, ch );

open( room, south );

}

else {

act_tochar( #lower, ch );

act_notchar( #rlower, ch );

close( room, south );

}

else {

act_tochar( #broken, ch );

act_notchar( #rbroken, ch );

}

~
E
crank~
You turn the corroded brass crank, raising the slab of stone to the south.

~
E
rcrank~
$n turns the corroded brass crank, raising the slab of stone to the south.

~
E
rise~
The slab of stone rises, revealing a passageway.

~
E
lower~
You turn the corroded brass crank, lowering the stone slab to the south.

~
E
rlower~
$n turns the corroded brass crank, lowering the stone slab to the south.

~
E
broken~
@gYou turn the corroded brass crank, but to no avail.  The crank

mechanism looks broken.@n 

~
E
rbroken~
@g$n turns the corroded brass crank, but to no avail.  The crank

mechanism looks broken.@n 

~
!
0 0 0
A
place fix set~
gear glass mechanism~
if( rflag( reset0, room ) ) {

act_tochar( #place, ch );

act_notchar( #rplace, ch );

junk_obj( has_obj( 434, ch ), 1 );

remove_rflag( reset0, room );

}

else

act_tochar( #already, ch );

~
E
place~
@CYou place the small glass gear within the open mechanism.  It fits

exactly!@n 

~
E
rplace~
@C$n places the small glass gear within the open mechanism. It fits exactly!@n

~
E
already~
@cThe mechanism has already been repaired.@n

~
!
0 0 0
A
get take remove~
glass gear mechanism~
if( !obj_in_room( 434, room ) )

  if( !rflag( reset0, room ) )

  if( !is_open( room, south ) ) {

  act_tochar( #take, ch );

  act_notchar( #rtake, ch );

  obj_to_char( oload( 434 ), ch );

  set_rflag( reset0, room );

  }

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  i = 2d8;

dam_message( ch, i, "The heavy stone mechanism slices and" );

  inflict( ch, mob, i, "sliced to death" );

  act_room( #door, ch );

  obj_to_room( oload( 434 ), room );

send_to_room( #close, find_room( 69029 ) );

  close( room, south );

  set_rflag( reset0, room );

  }

else

  act_tochar( #not, ch );

else

  continue;

~
E
not~
@GThere is no gear inside the mechanism. Someone has already taken it.@n

~
E
take~
@BWith ease, you snatch the gear off of its peg and out of the stone

mechanism.@n 

~
E
rtake~
@BWith ease, $n snatches the gear off of its peg and out of the stone

mechanism.@n 

~
E
pull~
@RThough the stone slab is being held in place by the gear and mechanism,

you jerk it out of place.  The gear goes flying!

~
E
rpull~
@RThough the stone slab is being held in place by the gear and mechanism,

$n jerks it out of place.  The gear goes flying!

~
E
door~
@CWithout the working mechanism, the slab of stone descends with a loud

thud, sealing off the passage to the south.@n 

~
E
close~
The slab of stone crashes down with a THUD!

~
!
0 0 0
A
1 look~
recess 1 western nook~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48024 ) ) )

act_tochar( #glow, ch );

~
E
desc~
Still dressed in a robe made up to look wealthy, a fairly thin, almost

emaciated crabman has been stuffed within this funerary recess.  Shoved

in beside the gaunt and decaying corpse is a single wooden chest about a

foot long and half a foot wide.  While at one time the chest might have

contained a collection of the crabman's valuables, it has long since been

raided.  Its lid has been pried open.  Just below the chest, at the base

of the recess, a series of geometric designs have been etched into the

sandstone wall.  The design consists of an oval within a rhombus within a

circle within a rhombus.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 northern niche alcove~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Resting peacefully within the burial niche lies the corpse of a crabman

resplendent in an orange robe riddled with holes.  Stitched into the

crabman's robe are images of leaping cats, blue candles, and black ansate

crosses.  The shattered head of a maul rests beside the crabman's corpse,

beneath its hand.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
3149 49 1509949540 -2 0
12 81 1509949540 -2 0
12 81 1509949490 -2 0
14 80 1509949480 -2 0
2 80 1509949448 -2 0
16 80 1509949442 -2 0
1001 81 1509949448 -2 0
20 9 1509949540 3 0
-1
S

#69029
Quartz Sandstone Catacombs~
This section of the catacombs looks far different than those which lie to

the north.  They have been dug through white, and not grey, sandstone and

the passages appear much older and cruder.  Tunneled out like a passage

in an anthill, this swerving corridor extends from east to west.  Along

the northern wall there is a single protrusion, just to one side of a

slab of grey sandstone.  In the catacomb wall to the south, a large

recess, big enough to house a corpse or two, has been dug.

~
*CF

~
301465605 11 6 0
D0
~
~
235 -1 69028 10 10 5
D1
~
~
0 -1 69033 10 10 5
D3
~
~
0 -1 69030 10 10 5
E
1 northern protrusion~
The sandstone protrusion in the northern wall looks to have been molded

by hand.  It is shaped like a down-turned crescent.  Its unusual shape

hides both from the elements and from casual view a mechanism concealed

below it.

~
E
mechanism~
Below the outcropping of rock is an unusually complex mechanism.  So far,

you have seen little sign of any technology of this kind.  Made of glass

gears, cogs, and metal pins, the mechanism looks to center around a small

brass crank.

~
E
brass crank~
The brass crank jutting from the center of the mechanism has a triangular

handle and looks worn from use.  It also looks to have been recently

polished as there is little tarnish on the surface of the worn brass

device.

~
E
slab grey sandstone~
Set into the northern wall of the pale white passageway is a block of

grey sandstone.  Like a door, you can see parallel vertical cracks on

each side of the block and it looks to somehow rise into the ceiling.  A

dusting of quartz sandstone sediment, ground from the rising effort,

lends truth to this testimony.

~
A
~
southern alcove niche~
acode( find_room( 69002 ), 2 );

~
!
9 0 0
A
turn twist~
brass crank corroded~
if( !is_open( room, north ) ) {

act_tochar( #open, ch );

act_notchar( #ropen, ch );

send_to_room( #up, find_room( 69028 ) );

open( room, north );

}

else {

act_tochar( #close, ch );

act_notchar( #rclose, ch );

send_to_room( #down, find_room( 69028 ) );

close( room, north );

}

~
E
open~
You turn the brass crank and the stone slab ascends into the ceiling.

~
E
ropen~
$n turns the brass crank and the stone slab ascends into the ceiling.

~
E
up~
The stone slab rises up into the ceiling.

~
E
down~
The stone slab descends from the ceiling.

~
E
close~
With a turn of the brass crank, the stone slab descends, sealing off the

northern passage.

~
E
rclose~
$n turns a brass crank and a stone slab falls from the ceiling, sealing

off the northern passage.

~
!
0 0 0
A
1 look~
1 southern alcove niche~
act_tochar( #desc, ch );

if( !rflag( status2, find_room( 48024 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Shrouded by a yellow, gauzy material, the corpse within this burial niche

is that of a medium-sized crabman who, even in death, has a regal air

about him.  Emblazoned on his exoskeletal chest is a golden crest.  At

his side lie the broken pieces of a triangular shield with beveled edges. 

A giant hole runs through the center of the shield.  Etched into the

sandstone below the burial niche is a series of symbols.  Geometric in

nature, the symbols consist of a triangle within a rectangle within a

triangle within a trapezoid.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
get take~
triangle triangular shield~
act_tochar( #reach, ch );

act_notchar( #rreach, ch );

i = 2d15;

dam_message( ch, i, "The crunching mandibles of a spider" );

inflict( mob, ch, i, "a spider" );

poison( ch );

wait( 1 );

act_room( #curl, ch );

~
E
reach~
@RAs you reach for the triangular shield, you disturb a spider within the

alcove!@n 

~
E
rreach~
@RJust as $n reaches $s hand into the alcove, $e disturbs a spider!@n 

~
E
curl~
@GThe spider curls back into its next under the shield.

~
!
0 0 0
-1
S

#69030
Quartz Sandstone Catacomb Tunnel~
The sandstone passage here sweeps in a abrupt curve from east to south,

almost as if its maker had a sudden change of mind as to what direction

to continue in.  Loose grains of sand and quartz sediments cover the

ground and a fine detrital dust filters into the tunnel from a slim crack

in the ceiling.  Two nooks have been hollowed into the walls of the

passage here.  The recess in the western wall looks more recently dug

than its northern counterpart though.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69029 10 10 5
D2
~
~
0 -1 69031 10 10 5
E
recesses nooks~
The burial niche in the northern wall looks a little larger than its

companion that has been dug into the western wall.  Also, the western

alcove looks to be a more recent addition to the catacombs.

~
E
crack ceiling~
In the ceiling of the chamber, there is a small crack.  No longer than

your arm and no wider than a gnome's finger, the crack appears to be a

result from rock stress from above.  Fine, quartz dust falls in a gentle,

occasional drift through the crack.

~
E
loose sand ground fine grains sediments~
A small accumulation of sand and quartzite dust lies along the floor of

the catacombs.  Having drifted in from a slim crack in the ceiling, there

looks to be little to take note of concerning the pile of sand.

~
A
~
alcove northern recess~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
nook niche western~
acode( find_room( 69003 ), 1 );

~
!
9 0 0
A
1 look~
1 northern recess alcove~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48027 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Still wearing a worn brown suit of armor, overly sized to fit its large

exoskeleton, the body of a crabman rests within a funerary niche.  Sand

clings to the suit of armor, just as if the crabman had been in the desert just

yesterday.  Cradled almost lovingly under one of the crabman's arms is

what looks to be the corpse of an avian.  The area beneath the burial

niche is decorated by an engraving of geometric symbols.  The symbols

consist of a triangle within a triangle within a trapezoid within a

trapezoid.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
E
desc2~
The corpse of a crabman lies within this burial niche.  Cradled almost

lovingly under one of the crabman's arms is what looks to be the corpse

of an avian.  The area beneath the burial niche is decorated by an

engraving of geometric symbols.  The symbols consist of a triangle within

a triangle within a trapezoid within a trapezoid.

~
!
0 0 0
A
1 look~
1 western nook niche~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Covered in a light yellow shroud as thin as gauze, the corpse within the

funerary recess is that of a female crabman that, even in death, has a

regal pose.  Below the shroud, you can see that she wears a short, sassy

dress of golden satin.  The dress is torn and filled with holes, though. 

A silvery crest adorns her broad, crab-like forehead.  Scratched into the

sandstone beneath the recess is a series of geometric designs.  The

designs consist of a rhombus within a circle within a square superimposed

on a crescent within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
~
~
ch = rand_player( room );

act_room( #dust, ch );

if( random( 1, 100 ) == 1 )

  obj_to_room( oload( 2827 ), room );

~
E
dust~
A fine dust drifts in from the ceiling.

~
!
2 10 0
A
get take~
set worn armor clothing outfit~
if( rflag( reset2, room ) ) {

if( random( 1, 20 ) == 1 ) {

act_tochar( #get, ch );

act_notchar( #rget, ch );

obj_to_char( oload( 2434 ), ch );

remove_rflag( reset2, room );

}

else {

act_tochar( #crum, ch );

act_notchar( #rcrum, ch );

remove_rflag( reset2, room );

}

}

else

act_tochar( #nothing, ch );

~
E
get~
You manage to rescue a suit of worn armor from the northern alcove.

~
E
rget~
$n removes a suit of worn armor from the northern alcove.

~
E
crum~
You try taking the suit of worn armor from the northern alcove but it

crumbles in your grasp.

~
E
rcrum~
$n tries taking a worn suit of armor from the northern alcove but the old

clothing crumbles in $s grasp.

~
E
nothing~
There is nothing left in the alcove to take.

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69031
Quartz Sandstone Catacombs - Dead End~
This rough, catacomb tunnel dead ends here but continues back towards the

north.  The passage has been dug through sandstone, which is mainly

comprised of white quartz and sand sediments.  Two burial alcoves have

been dug into this portion of the catacombs; one lies in the western wall

and one in the southern.  A slab of purple rock, smoothly polished, is

set into the eastern wall of the catacomb tunnel.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69030 10 10 5
E
burial alcoves~
In both the south and west walls of the chamber, burial alcoves have been

dug.  Judging from the condition of the flaking resin around the edges of

each alcove, both funerary niches are quite ancient.

~
E
slab purple rock 1 eastern~
At first glance, the slab of purple stone set into the eastern wall of

the tunnel looks to be little more than crude rock.  But on closer

inspection, it turns out to be a single, nearly flawless piece of

amethyst.  Eight feet wide and twelve feet tall, the amethyst slab has no

seams or cracks where it merges with the quartz sandstone walls.  The two

appear to be a part of one another.  The surface of the amethyst slab is

covered with a host of geometric figures inscribed within one another.  A

few fingerprints lie upon the slab, made in the dust upon its surface.

~
A
~
niche nook western~
acode( find_room( 69000 ), 1 );

~
!
9 0 0
A
~
alcove recess southern~
acode( find_room( 69002 ), 2 );

~
!
9 0 0
A
touch rub~
amethyst stone slab~
if( rflag( status2, find_room( 69000 ) ) )

  if( rflag( status2, find_room( 48114 ) ) )

  if( rflag( status2, find_room( 69017 ) ) )

  if( rflag( status0, find_room( 48113 ) ) )

  if( rflag( status2, find_room( 48080 ) ) )

  if( rflag( status1, find_room( 48080 ) ) )

  if( rflag( status1, find_room( 48113 ) ) )

  if( rflag( status2, find_room( 69019 ) ) )

  if( rflag( status0, find_room( 48082 ) ) )

  if( rflag( status2, find_room( 69008 ) ) )

  if( rflag( status1, find_room( 48082 ) ) )

  if( rflag( status2, find_room( 69009 ) ) )

  if( rflag( status2, find_room( 48082 ) ) )

  if( rflag( status2, find_room( 69025 ) ) )

  if( rflag( status1, find_room( 48024 ) ) )

  if( rflag( status0, find_room( 48024 ) ) )

  if( rflag( status2, find_room( 69030 ) ) )

  if( rflag( status2, find_room( 48024 ) ) )

  if( rflag( status2, find_room( 69033 ) ) )

  if( rflag( status2, find_room( 69031 ) ) )

  if( rflag( status2, find_room( 69034 ) ) )

  if( rflag( status1, find_room( 48029 ) ) )

  if( rflag( status2, find_room( 69035 ) ) )

  if( !rflag( status0, find_room( 48080 ) ) )

  if( !rflag( status1, find_room( 48114 ) ) )

  if( !rflag( status2, find_room( 48113 ) ) )

  if( !rflag( status2, find_room( 69021 ) ) )

if( !rflag( status1, find_room( 48103 ) ) )

  if( !rflag( status2, find_room( 69010 ) ) )

  if( !rflag( status2, find_room( 48103 ) ) )

  if( !rflag( status2, find_room( 69011 ) ) )

  if( !rflag( status2, find_room( 69028 ) ) )

  if( !rflag( status2, find_room( 69027 ) ) )

  if( !rflag( status0, find_room( 48029 ) ) ) {

  act_tochar( #touch, ch );

  act_notchar( #rtouch, ch );

  transfer( ch, find_room( 69032 ) );

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

  loop( followers ) {

    act_tochar( #glow, rch );

    act_tochar( #rglow, rch );

    transfer( rch, find_room( 69032 ) );

    act_notchar( #arrive, rch );

    }

  }

else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

  else acode( room, 4 );

~
E
touch~
@MYou touch the surface of the etched amethyst and a warm glow spreads

over your entire body.@n 

~
E
rtouch~
@M$n touches the engraved amethyst stone and a warm glow surrounds $m!@n

~
E
arrive~
$n arrives in the chamber amidst a swirl of purple mist and color.@n

~
E
glow~
@MThe soft, violet glow spreads to you!@n

~
E
rglow~
@MThe soft, violet glow spreads to $n!@n

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

act_notchar( #rdam, ch );

i = 3d8+10;

dam_message( ch, i, "Energy from the amethyst stone coalesces and" );

inflict( ch, ch, i, "coalescent energy" );

~
E
dam~
@RThe slab of amethyst throbs with an angry, red energy as you touch it!@n

~
E
rdam~
@RThe slab of amethyst throbs with an angry, red energy as $n touches

it!@n 

~
!
0 0 0
A
1 look~
1 western niche nook~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
The small form of a young crabman lies within the burial niche.  Probably

no older than a human child of ten when it died, the crabman's arms are

placed across its chest in a restful pose.  Clutched in the young

crabman's hands is a small wooden chest.  The chest is painted with a

myriad of bright colors.  Etched into the sandstone below the burial

niche is a series of symbols.  Geometric in nature, the symbols consist

of a circle within a circle within a square within a rhombus.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 southern alcove recess~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48027 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Still dressed in an expensive-looking cotton robe that speaks of wealth,

a fairly thin, almost emaciated crabman has been stuffed within this

funerary alcove.  Shoved in beside the gaunt and decaying corpse is a

large steel chest.  While at one time the chest might have contained an

allotment of the crabman's valuables, it has long since been raided.  Its

lid has been ripped completely off.  Cut into the sandstone directly

below the alcove is a grouping of concentric symbols.  The symbols

consist of a rhombus within a square within a triangle superimposed on a

crescent within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
geometric figures symbols~
if( rflag( status2, find_room( 69000 ) ) )

if( rflag( status2, find_room( 48114 ) ) )

if( rflag( status2, find_room( 69017 ) ) )

if( rflag( status0, find_room( 48113 ) ) )

if( rflag( status2, find_room( 48080 ) ) )

if( rflag( status1, find_room( 48080 ) ) )

if( rflag( status1, find_room( 48113 ) ) )

if( rflag( status2, find_room( 69019 ) ) )

if( rflag( status0, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69008 ) ) )

if( rflag( status1, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69009 ) ) )

if( rflag( status2, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69025 ) ) )

if( rflag( status1, find_room( 48024 ) ) )

if( rflag( status0, find_room( 48024 ) ) )

if( rflag( status2, find_room( 69030 ) ) )

if( rflag( status2, find_room( 48024 ) ) )

if( rflag( status2, find_room( 69033 ) ) )

if( rflag( status2, find_room( 69031 ) ) )

if( rflag( status2, find_room( 69034 ) ) )

if( rflag( status1, find_room( 48029 ) ) )

if( rflag( status2, find_room( 69035 ) ) )

if( !rflag( status2, find_room( 69016 ) ) )

if( !rflag( status2, find_room( 69003 ) ) )

if( !rflag( status2, find_room( 69002 ) ) )

if( !rflag( status2, find_room( 69018 ) ) )

if( !rflag( status2, find_room( 69005 ) ) )

if( !rflag( status0, find_room( 48103 ) ) )

if( !rflag( status2, find_room( 69022 ) ) )

if( !rflag( status0, find_room( 48114 ) ) )

if( !rflag( status0, find_room( 48027 ) ) )

if( !rflag( status2, find_room( 48027 ) ) )

if( !rflag( status1, find_room( 48027 ) ) ) 

act_tochar( #glow, ch );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

~
E
glow~
@MThe geometric symbols upon the slab of amethyst stone are glowing a

serene violet color.@n 

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

~
E
glow~
@RThe geometric symbols upon the slab are glowing an angry red color.@n

~
!
0 0 0
A
get take~
cotton robe~
act_tochar( #get, ch );

act_notchar( #rget, ch );

~
E
get~
Part of the cotton robe crumbles as you touch it.

~
E
rget~
$n tries taking a cotton robe from one of the burial niches but part of

it crumbles in $s grasp.

~
!
0 0 0
2056 9 1509949540 3 0
3149 49 1509949540 -2 0
1708 81 1509949465 -2 0
1265 81 1509949465 -2 0
2945 81 1509949465 -2 0
-1
S

#69032
Violet Sandstone Burial Catacomb~
@RA@Bt @Rf@Bi@Rr@Bs@Rt @Bg@Rl@Ba@Rn@Bc@Re, @Bt@Rh@Be @Rs@Ba@Rn@Bd@Rs@Bt@Ro@Bn@Re @Bt@Rh@Ba@Rt @Bf@Ro@Br@Rm@Bs @Rt@Bh@Ri@Bs @Rc@Bi@Rr@Bc@Ru@Bl@Ra@Br @Ra@Bn@Rt@Be@Rr@Bo@Ro@Bm @Rl@Bo@Ro@Bk@Rs

@Bt@Ro @Bb@Re @Bv@Ri@Bo@Rl@Be@Rt@B i@Rn @Bc@Ro@Bl@Ro@Br.  @RI@Bn @Ra@Bc@Rt@Bu@Ra@Bl@Ri@Bt@Ry, @Bt@Rh@Be@R w@Ba@Rl@Bl@Rs @Ba@Rr@Be @Ra@Bn @Re@Bv@Re@Bn @Rm@Bi@Rx @Bo@Rf @Bb@Rl@Bu@Re @Ba@Rn@Bd

@Rr@Be@Rd @Bs@Ra@Bn@Rd@Bs@Rt@Bo@Rn@Be@Rs, @Bg@Ri@Bv@Ri@Bn@Rg @Bt@Rh@Be @Ri@Bl@Rl@Bu@Rs@Bi@Ro@Bn @Ro@Bf @Rb@Be@Ri@Bn@Rg @Bv@Ri@Bo@Rl@Be@Rt.  @BS@Re@Bt @Ri@Bn@Rt@Bo @Rt@Bh@Re

@Bw@Re@Bs@Rt@Be@Rr@Bn @Rw@Ba@Rl@Bl @Ri@Bs @Ra @Bs@Re@Bm@Ri-@Bc@Ri@Br@Rc@Bu@Rl@Ba@Rr @Ba@Rr@Bc@Rh@Bw@Ra@By @Rc@Ba@Rr@Bv@Re@Bd @Rf@Br@Ro@Bm @Ra@Bm@Re@Bt@Rh@By@Rs@Bt.  @RT@Bh@Re @Bf@Ro@Bc@Ru@Bs

@Ro@Bf @Rt@Bh@Re @Bc@Rh@Ba@Rm@Bb@Re@Br, @Rt@Bh@Ro@Bu@Rg@Bh, @Rf@Ba@Rl@Bl@Rs @Bo@Rn @Ba @Rl@Ba@Rr@Bg@Re @Bs@Rt@Bo@Rn@Be @Rs@Ba@Rr@Bc@Ro@Bp@Rh@Ba@Rg@Bu@Rs, @Bt@Rh@Be @Rt@Bo@Rp @Bo@Rf

@Bw@Rh@Bi@Rc@Bh@R i@Bs @Rd@Bu@Rs@Bt@Re@Bd @Rw@Bi@Rt@Bh @Rs@Ba@Rn@Bd.

~
*CF

~
301465605 11 6 0
D3
~
~
0 -1 69031 10 10 5
E
semi-circular archway amethyst~
Carved from a single, flawless amethyst, a violet archway has been set

into the western wall.  The clarity of the amethyst is exquisite and its

color matches the sandstone within the room perfectly.  A series of

eleven geometric figures inscribed within one another have been etched

into the surface of the archway.

~
E
top sand~
The top of the sarcophagus is covered loosely with dust and sand.  It

appears that it, and its contents, have rested undisturbed within this

chamber for quite some time.

~
E
5 sandstone walls~
The walls of this chamber, on first glance, look to be comprised of

violet sandstone.  But in reality, tightly packed blue and red sand have

been lumped together more evenly than you might have thought possible and

coated with a hardening resin to turn the sand into sandstone.  You can

barely distinguish the difference in color from grain to grain.

~
E
geometric eleven gemometric figures surface~
A string of eleven geometric symbols adorns the surface of the amethyst

archway.  The symbols are mostly illegible, but look to be geometric. 

They are lined up in a row, just like an epitaph or a name marker.

~
A
disarm untrap~
A closed stone sarcophagus serpent trap~
i = 2d25+5;

if( !mob_in_room( 2045, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

if( find_skill( ch, untrap ) > random( 5, 11 ) ) {

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A stone serpent" );

  inflict( ch, mob, i, "deadly bite" );

  act_room( #reset, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2045, room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #cant, ch );

~
E
success~
@GWith a bit of cleverness on your part, you disarm the serpentine trap

set upon the stone sarcophagus.@n 

~
E
fiddle~
@G$n pulls and prods at something on the stone sarcophagus's lid and

smiles.@n 

~
E
failure~
@rTrying to disarm the trap set into the lid of the sarcophagus, you only

set it off!@n 

~
E
rfail~
@r$n slips as $e tries disarming a trap on the sarcophagus!@n

~
E
reset~
@gThe stone serpent retracts back into the sarcophagus.@n

~
E
already~
The trap on the stone sarcophagus has already been disarmed.

~
E
summon~
@RAs you near the sarcophagus, the shade of the Revered Mother rises from

her final resting place!@n 

~
E
rsummon~
@RAs $n nears the sarcophagus, the shade of the Revered Mother rises from

her final resting place!@n 

~
E
cant~
@RYou cannot get near the sarcophagus with the shade of the Revered

Mother hovering near it!@n 

~
!
0 0 0
A
inspect~
stone sarcophagus closed~
if( !mob_in_room( 2045, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2045, room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #cant, ch );

~
E
trap~
@gA stone serpent, ready to strike at the unwary, lies concealed within

the lid of the sarcophagus.

~
E
disarmed~
The trap set into the lid of the stone sarcophagus has already been

disarmed.

~
E
nothing~
You find nothing unusual.

~
E
summon~
@RAs you near the sarcophagus, the shade of the Revered Mother rises from

her final resting place!@n 

~
E
rsummon~
@RAs $n nears the sarcophagus, the shade of the Revered Mother rises from

her final resting place!@n 

~
E
cant~
@RYou cannot get near the sarcophagus with the shade of the Revered

Mother hovering near it!@n 

~
!
0 0 0
A
2 open~
closed stone sarcophagus~
i = 2d25+5;

if( !mob_in_room( 2045, room ) )

  if( !rflag( reset0, room ) )

if( rflag( reset2, room ) ) {

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A stone serpent" );

  inflict( ch, mob, i, "deadly bite" );

  act_room( #reset, ch );

  }

else

continue;

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2045, room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #cant, ch );

~
E
failure~
@RAs you try to open the sarcophagus, a serpentine trap strikes at you!

~
E
rfail~
@RAs $n tries to open the sarcophagus, a serpentine trap strikes out at

$m!@n 

~
E
reset~
@gThe stone serpent withdraws back into the sarcophagus' lid.@n

~
E
summon~
@RAs you near the sarcophagus, the shade of the Revered Mother rises from

her final resting place!@n 

~
E
rsummon~
@RAs $n nears the sarcophagus, the shade of the Revered Mother rises from

her final resting place!@n 

~
E
cant~
@RYou cannot get near the sarcophagus with the shade of the Revered

Mother hovering near it!@n 

~
!
0 0 0
A
~
~
if( rflag( reset0, find_room( 69006 ) ) ) {

wait( 3 );

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

mload( 2053, room );

remove_rflag( reset0, find_room( 69006 ) );

acode( find_room( 69032 ), 5 );

}

~
E
arrive~
@GThe spirit of the eight descendant arrives to aid his ancestor!@n

~
!
0 0 0
A
~
~
wait( 3 );

if( rflag( reset0, find_room( 69014 ) ) ) {

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

mload( 2052, room );

remove_rflag( reset0, find_room( 69014 ) );

acode( find_room( 69032 ), 6 );

}

~
E
arrive~
@GThe spirit of the seventh descendant arrives to aid his ancestor!@n

~
!
0 0 0
A
~
~
wait( 3 );

if( rflag( reset0, find_room( 69020 ) ) ) {

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

mload( 2051, room );

remove_rflag( reset0, find_room( 69020 ) );

acode( find_room( 69032 ), 7 );

}

~
E
arrive~
@GThe spirit of the sixth descendant arrives to aid his ancestor!@n

~
!
0 0 0
A
~
~
wait( 3 );

if( rflag( reset0, find_room( 69007 ) ) ) {

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

mload( 2050, room );

remove_rflag( reset0, find_room( 69007 ) );

acode( find_room( 69032 ), 8 );

}

~
E
arrive~
@GThe spirit of the fifth descendant arrives to aid his ancestor!@n

~
!
0 0 0
A
~
~
wait( 3 );

if( rflag( reset0, find_room( 69026 ) ) ) {

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

mload( 2049, room );

remove_rflag( reset0, find_room( 69026 ) );

acode( find_room( 69032 ), 9 );

}

~
E
arrive~
@GThe spirit of the fourth descendant arrives to aid his ancestor!@n

~
!
0 0 0
A
~
~
wait( 3 );

if( rflag( reset0, find_room( 69012 ) ) ) {

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

mload( 2048, room );

remove_rflag( reset0, find_room( 69012 ) );

acode( find_room( 69032 ), 10 );

}

~
E
arrive~
@GThe spirit of the third descendant arrives to aid his ancestor!@n

~
!
0 0 0
A
~
~
wait( 3 );

if( rflag( reset0, find_room( 69024 ) ) ) {

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

mload( 2047, room );

remove_rflag( reset0, find_room( 69024 ) );

acode( find_room( 69032 ), 11 );

}

~
E
arrive~
@GThe spirit of the second descendant arrives to aid his ancestor!@n

~
!
0 0 0
A
~
~
wait( 3 );

if( rflag( reset0, find_room( 69013 ) ) ) {

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

  mload( 2046, room );

  remove_rflag( reset0, find_room( 69013 ) );

  }

~
E
arrive~
@GThe spirit of the first descendant arrives to aid his ancestor!@n

~
!
0 0 0
2907 49 1509949540 -2 0
16 81 1509949500 -2 0
16 81 1509949445 -2 0
3 64 1509949444 -2 0
1 64 1509949490 -2 0
2922 81 1509949442 -2 0
2056 9 1509949540 3 0
-1
S

#69033
Quartz Sandstone Catacomb Tunnel~
Dug through solid white quartz sandstone, it must have taken quite some

time to create these catacombs.  While not what one might call close to

being level or exact, they seem to have a definitely purpose or plan. 

The catacomb here curves around from the west to the south.  Set into the

north and east walls are recesses.  Each appears to contain the shadowy

form of a body.

~
*CF

~
301465605 11 6 0
D2
~
~
0 -1 69034 10 10 5
D3
~
~
0 -1 69029 10 10 5
E
recesses~
Each containing the remains of some unfortunately crabman, two burial

alcoves occupy this part of the catacombs.  One recess resides in the

northern wall and one resides in the eastern wall.

~
E
1 west~
The passage which curves west is formed from the sparkling white quartz

sandstone as the catacombs here.  The tunnel west continues for some

fifty feet before turning south.

~
E
1 south~
To the south, you can see that the catacomb comes to a dead end after

about seventy feet.  You can see something unusual about the wall at the

end of the passage.

~
A
~
nook recess northern~
acode( find_room( 69002 ), 1 );

~
!
9 0 0
A
~
alcove eastern niche~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
nook recess 1 northern~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Short but slender, the corpse lying within this burial recess looks to

have been a dexterous fighter of some sort.  His exoskeleton shows many

scratches, scrapes, and dents and lying beside his body are the broken

remains of a jagged harpoon.  Beneath the tip of the harpoon, etched into

the sandstone, is a series of geometric symbols.  The symbols show a

rhombus within a circle within a triangle within a square.

~
E
glow~
@GThe symbol etched into the sandstone beneath the northern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
niche alcove 1 eastern~
act_tochar( #desc, ch );

if( !rflag( status2, find_room( 48027 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Tall and burly, the corpse lying within the burial niche is missing both

of her legs.  Her exoskeleton is marred heavily and her remaining bones

show the signs of many healed injuries.  Resting on the crabman's chest

lies the remains of a broken rapier.  The blade is pitted with rust and

the handle cracked.  Etched into the sandstone below the burial niche is

a series of symbols.  Geometric in nature, the symbols consist of a

circle within a square within a square within an oval.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
get take~
tip harpoon broken~
act_tochar( #what, ch );

~
E
what~
Taking a broken harpoon is pointless.  In its condition, you could not do

anything useful with it.

~
!
0 0 0
A
get take~
hilt rapier sword cracked~
if( rflag( reset2, room ) ) {

if( random( 1, 15 ) == 1 ) {

act_tochar( #get, ch );

act_notchar( #rget, ch );

obj_to_room( oload( 378 ), room );

remove_rflag( reset2, room );

}

else {

act_tochar( #fly, ch );

act_notchar( #rfly, ch );

remove_rflag( reset2, room );

}

}

else

act_tochar( #nothing, ch );

~
E
get~
@GYou pull the hilt of a broken rapier out of the alcove, but cut 

yourself on it.  In pain, you drop the hilt and it clatters to the

ground!@n 

~
E
rget~
@G$n pulls the hilt of a broken rapier out of one of the alcove, but cuts

$mself on it.  In pain, $e drops the hilt and it clatters to the

ground!@n 

~
E
fly~
As you tug to free the hilt from the alcove, it flies out of your grasp

and disappears down into the catacombs.

~
E
rfly~
A sword hilt flies out of $n's grasp as $e fools around with one of the

alcoves.

~
E
nothing~
You don't see that here.

~
!
0 0 0
20 9 1509949540 3 0
-1
S

#69034
Quartz Sandstone Catacomb Tunnel~
This tunnel curves and twists but keeps to a general north-south

direction.  Dug through white quartz sandstone, the walls have a slight

gleam to them, like the sands of a white desert.  Set into the west and

east sides of the catacomb are burial alcoves, neither of which looks

vacant.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69033 10 10 5
D2
~
~
0 -1 69035 10 10 5
E
sandstone walls gleam~
The walls of the catacombs have been dug from quartz sandstone.  Or at

least they look like it, on the surface.  In actuality, the walls are

formed from tightly packed grains of quartzite sand and have been covered

with a hardening resin, so that they retain the shape and strength of

sandstone.

~
E
burial alcoves~
Two burial alcoves reside within this chamber.  One has been dug into the

quartz sandstone wall to the west and one in the eastern wall.  Both

appear to of the same approximate age.

~
A
~
niche alcove western~
acode( find_room( 69000 ), 1 );

~
!
9 0 0
A
~
nook recess eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
1 look~
1 western niche alcove~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Resting peacefully within the burial alcove is the corpse of a crabman

resplendent in a regal robe.  Stitched into the crabman's golden robe are

images of leaping cats, blue candles, and green ansate crosses.  A broken

hammer rests beside the crabman's corpse beneath its left, clawed hand. 

Cut into the sandstone directly below the alcove is a grouping of

concentric symbols.  The symbols consist of a rectangle within a circle

within a square within a trapezoid.

~
E
glow~
@GThe symbol etched into the sandstone beneath the western burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
nook recess 1 eastern~
act_tochar( #desc, ch );

if( !rflag( status0, find_room( 48029 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
Wearing a lavender robe striped with white and stitched in black thread,

little of the crabman or its exoskeleton can be seen from beneath the

worn garment.  The smell of rose petals and cloves hangs in the air

around the burial niche.  Etched into the sandstone below the burial

niche is a series of symbols.  Geometric in nature, the symbols consist

of a trapezoid within a square within a triangle within a circle.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
get take~
regal golden~
act_tochar( #fake, ch );

~
E
fake~
You reach for the regal golden robe, but see something large and venomous

crawling over it.  Perhaps it's better where it is.

~
!
0 0 0
A
get take~
robes~
act_tochar( #two, ch );

~
E
two~
There is a regal golden robe within one alcove and a lavender one in the

other.  Which would you like to take?

~
!
0 0 0
A
get take~
lavender~
act_tochar( #crumble, ch );

act_notchar( #rcrumble, ch );

~
E
crumble~
The edge of the lavender robe crumbles in your hand as you grasp it.

~
E
rcrumble~
The edge of a lavender robe crumbles in $n's hand as $e grasps it.

~
!
0 0 0
-1
S

#69035
Quartz Sandstone Catacombs - Dead End~
This catacomb tunnel dead ends here but continues back towards the north. 

Like a rabbit's warren, the quartz sandstone has been burrowed through

and dug with little mind to straight lines or precision.  In the eastern

and southern walls of the catacombs there are burial recesses large

enough for a humanoid body.  A slab of opaque white rock has been placed

in the western wall of the passage.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69034 10 10 5
E
burial recess~
Two large burial recesses have been carved into the quartz sandstone

walls.  Placed within both the southern and eastern burial alcoves are

the exoskeletons of two crabman covered with gauzy shrouds of yellow

fabric.

~
E
slab opaque white pearly rock~
A slab of white, opaque rock has been set into the west wall.  To either

side of it stands quartz sandstone.  You can see neither seem nor edges. 

The white stone and sandstone merge perfectly with one another.  A

multitude of geometric symbols inscribed within one another have been

etched into the slab's surface.

~
A
~
niche alcove southern~
acode( find_room( 69009 ), 1 );

~
!
9 0 0
A
~
recess nook eastern~
acode( find_room( 69000 ), 2 );

~
!
9 0 0
A
touch push rub~
stone white pearlescent~
if( rflag( status2, find_room( 69000 ) ) )

if( rflag( status2, find_room( 48114 ) ) )

if( rflag( status2, find_room( 69017 ) ) )

if( rflag( status0, find_room( 48113 ) ) )

if( rflag( status2, find_room( 48080 ) ) )

if( rflag( status1, find_room( 48080 ) ) )

if( rflag( status1, find_room( 48113 ) ) )

if( rflag( status2, find_room( 69019 ) ) )

if( rflag( status0, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69008 ) ) )

if( rflag( status1, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69009 ) ) )

if( rflag( status2, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69025 ) ) )

if( rflag( status1, find_room( 48024 ) ) )

if( rflag( status0, find_room( 48024 ) ) )

if( rflag( status2, find_room( 69030 ) ) )

if( rflag( status2, find_room( 48024 ) ) )

if( rflag( status2, find_room( 69033 ) ) )

if( rflag( status2, find_room( 69031 ) ) )

if( rflag( status2, find_room( 69034 ) ) )

if( rflag( status1, find_room( 48029 ) ) )

if( rflag( status2, find_room( 69035 ) ) )

if( !rflag( status2, find_room( 69016 ) ) )

if( !rflag( status2, find_room( 69003 ) ) )

if( !rflag( status2, find_room( 69002 ) ) )

if( !rflag( status2, find_room( 69018 ) ) )

if( !rflag( status2, find_room( 69005 ) ) )

if( !rflag( status0, find_room( 48103 ) ) )

if( !rflag( status2, find_room( 69022 ) ) )

if( !rflag( status0, find_room( 48114 ) ) )

if( !rflag( status0, find_room( 48027 ) ) )

if( !rflag( status2, find_room( 48027 ) ) )

if( !rflag( status1, find_room( 48027 ) ) ) {

act_tochar( #touch, ch );

act_notchar( #rtouch, ch );

transfer( ch, find_room( 69036 ) );

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

loop( followers ) {

act_tochar( #glow, ch );

act_notchar( #rglow, ch );

transfer( rch, find_room( 69036 ) );

act_notchar( #arrive, rch );

}

}

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

else acode( room, 4 );

~
E
touch~
@WTouching the engraved stone set into the west wall, a swirl of light

and energy surrounds you.@n 

~
E
rtouch~
@WAs $n touches the engraved stone, $e is surrounded by a swirl of energy

and disappears!

~
E
arrive~
@C$n arrives amidst a swirl of vibrant energy!@n

~
E
glow~
@WThe pure, white energy swirl spreads to you!

~
E
rglow~
@WThe swirl of energy spreads to $n and $e disappears!@n

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

act_notchar( #rdam, ch );

i = 4d8+10;

dam_message( ch, i, "Energy darts out from the pearlescent slab and" );

inflict( ch, mob, i, "a massive energy flux" );

~
E
dam~
@WHot, pearlescent energy swirls from the surface of the stone set into

the west wall and wraps itself around you!@n 

~
E
rdam~
@WHot, pearlescent energy swirls from the surface of the stone set into

the west wall and wraps itself around $n!@n 

~
!
0 0 0
A
1 look~
1 southern niche alcove~
act_tochar( #desc, ch );

if( !rflag( status2, room ) )

  act_tochar( #glow, ch );

~
E
desc~
Still wearing a worn brown outfit, overly sized to fit its large

exoskeleton, the body of a crabman rests within a funerary alcove.  Tan

sand clings to the outfit, blending almost perfectly with it.  Tucked

under one of the crabman's arms is what looks to be the corpse of a small

feline.  Etched into the sandstone below the burial niche is a series of

symbols.  Geometric in nature, the symbols consist of a circle within a

rhombus within a circle within a trapezoid.

~
E
glow~
@GThe symbol etched into the sandstone beneath the southern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 eastern recess nook~
act_tochar( #desc, ch );

if( !rflag( status1, find_room( 48029 ) ) )

  act_tochar( #glow, ch );

~
E
desc~
The corpse lying within the burial recess must have been quite large in

life.  Probably little more than a year dead, folds of mummified skin

hang from the exoskeleton of the female crabman like the throat of a

pelican.  Several wire-thin electrum bracelets cling to the crabwoman's

decaying legs.  Cut into the sandstone directly below the alcove is a

grouping of concentric symbols.  The symbols consist of a rectangle

within a rectangle within a rectangle within a square.

~
E
glow~
@GThe symbol etched into the sandstone beneath the eastern burial alcove

glows dimly.@n 

~
!
0 0 0
A
1 look~
1 geometric surface symbols~
if( rflag( status2, find_room( 69000 ) ) )

if( rflag( status2, find_room( 48114 ) ) )

if( rflag( status2, find_room( 69017 ) ) )

if( rflag( status0, find_room( 48113 ) ) )

if( rflag( status2, find_room( 48080 ) ) )

if( rflag( status1, find_room( 48080 ) ) )

if( rflag( status1, find_room( 48113 ) ) )

if( rflag( status2, find_room( 69019 ) ) )

if( rflag( status0, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69008 ) ) )

if( rflag( status1, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69009 ) ) )

if( rflag( status2, find_room( 48082 ) ) )

if( rflag( status2, find_room( 69025 ) ) )

if( rflag( status1, find_room( 48024 ) ) )

if( rflag( status0, find_room( 48024 ) ) )

if( rflag( status2, find_room( 69030 ) ) )

if( rflag( status2, find_room( 48024 ) ) )

if( rflag( status2, find_room( 69033 ) ) )

if( rflag( status2, find_room( 69031 ) ) )

if( rflag( status2, find_room( 69034 ) ) )

if( rflag( status1, find_room( 48029 ) ) )

if( rflag( status2, find_room( 69035 ) ) )

if( !rflag( status2, find_room( 69016 ) ) )

if( !rflag( status2, find_room( 69003 ) ) )

if( !rflag( status2, find_room( 69002 ) ) )

if( !rflag( status2, find_room( 69018 ) ) )

if( !rflag( status2, find_room( 69005 ) ) )

if( !rflag( status0, find_room( 48103 ) ) )

if( !rflag( status2, find_room( 69022 ) ) )

if( !rflag( status0, find_room( 48114 ) ) )

if( !rflag( status0, find_room( 48027 ) ) )

if( !rflag( status2, find_room( 48027 ) ) )

if( !rflag( status1, find_room( 48027 ) ) ) 

act_tochar( #glow, ch );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

else acode( room, 8 );

~
E
glow~
The geometric symbols upon the slab of stone glow with a serene, nacreous

light.

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

~
E
glow~
The geometric symbols upon the stone glow with an angry red light.

~
!
12 0 0
A
get take~
electrum wire-thin bracelets~
act_tochar( #thin, ch );

act_notchar( #rthin, ch );

~
E
thin~
As you grab one of the electrum bracelets, it crumbles in your hand.

~
E
rthin~
$n grabs an electrum bracelets from one of the burial alcoves but it

crumbles in $s hand.

~
!
0 0 0
2056 9 1509949540 3 0
-1
S

#69036
A Nacreous Sandstone Catacomb~
Like the inside of an oyster's shell, the sandstone walls of this large

chamber shimmer like the surface of a pearl.  Though the walls and floor

have been hollowed out and leveled with an exactness very few could

match, there are digging marks along the eastern wall.  The marks run all

along the edges of an opaque, white, semi-circular archway that gleams

with the same pearly color as the walls themselves.  In the center of the

room is a stone sarcophagus covered with dust and sand.

~
*CF

~
301465605 11 6 0
D1
~
~
0 -1 69035 10 10 5
D5
~
~
235 -1 69037 10 10 5
E
5 sandstone walls~
The walls of this chamber look like the inside of an oyster's shell. 

They gleam with the same luster of mother of pearl..  A thick, hardening

resin coats their surfaces, giving the walls a glossy look.

~
E
digging marks~
Scratched into the surface of the nacreous sandstone walls, you can

see the remains of digging marks.  This chamber looks to have been

hollowed out from a block of pearly sandstone by the claws of some

creature or number of creatures.

~
E
white semi-circular archway~
Carved from a single piece of white diamond, an archway has been set into

the east wall.  Eight feet wide and twelve feet tall, the archway is

extremely large for a passageway into this small funerary chamber. 

Covering its surface are series of geometric figures inscribed within one

another.

~
A
move push~
stone sarcophagus~
if( !mob_in_room( 2044, room ) )

  if( !rflag( reset0, room ) )

  if( !is_open( room, down ) )

  if( find_stat( ch, str ) > random( 15, 22 ) ) {

  act_tochar( #move, ch );

  act_notchar( #rmove, ch );

  open( room, down );

  }

else

  act_tochar( #weak, ch );

else

  act_tochar( #alraedy, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2044, room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #in, ch );

~
E
move~
Heaving with all your strength, you move the stone sarcophagus aside,

revealing a passageway below it.

~
E
rmove~
Heaving with all $s strength, $n moves the stone sarcophagus aside,

revealing a passageway below it.

~
E
weak~
Try as you might, you can't summon enough strength to move the sarcophagus.

~
E
alraedy~
The stone sarcophagus has already been moved.  Moving it again would

serve no purpose.

~
E
summon~
@RA large, angry spirit arises from the sarcophagus as you near it!@n

~
E
rsummon~
@RA large, angry spirit arises from the sarcophagus as $n nears it!@n

~
E
in~
@GThe All-Father's shade won't let you near the sarcophagus.@n

~
!
0 0 0
A
disarm untrap~
stone closed sarcophagus trap~
i = 2d25+5;

if( !mob_in_room( 2044, room ) )

  if( !rflag( reset0, room ) )

  if( rflag( reset2, room ) )

if( find_skill( ch, untrap ) > random( 5, 11 ) ) {

  remove_rflag( reset2, room );

  act_tochar( #success, ch );

  act_notchar( #fiddle, ch );

  }

else { 

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A set of slicing scarab wings" );

  inflict( ch, mob, i, "sliced in half" );

  act_room( #reset, ch );

  }

else

  act_tochar( #already, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2044, room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #cant, ch );

~
E
success~
@GWith a simple twist, you disarm the mechanical trap set on the

sarcophagus.@n 

~
E
fiddle~
@With a simple twist, $n disarms a mechanical trap set on the

sarcophagus.@n 

~
E
failure~
@YIn an effort to disarm the trap, you only trigger it!@n

~
E
rfail~
@Y$n tries disabling a trap set on the stone sarcophagus but only

triggers it!@n 

~
E
reset~
@gThe trap mechanism quickly draws back, resetting itself!@n

~
E
already~
You see no evidence of a trap to disarm on the sarcophagus.

~
E
summon~
@RAs you approach the sarcophagus, you summon the shade of the

All-Father.@n 

~
E
rsummon~
@RAs $n approaches the sarcophagus, $e summons the shade of the

All-Father.@n 

~
E
cant~
@rThe shade of the All-Father blocks your way to the sarcophagus!@n

~
!
0 0 0
A
inspect~
A closed stone sarcophagus~
if( !mob_in_room( 2045, room ) )

  if( !rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 2, 18 ) )

  if( rflag( reset2, room ) )

  act_tochar( #trap, ch );

else

  act_tochar( #disarmed, ch );

else

  act_tochar( #nothing, ch );

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2045, room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #cant, ch );

~
E
trap~
Craftily hidden within the stone sarcophagus' lid is a cunning mechanism. 

If the trap is sprung, it looks like a pair of beetle wings might rise up

out of the lid and slice outward.

~
E
disarmed~
The trap set within the sarcophagus' lid has already been disarmed.

~
E
nothing~
~
E
summon~
@RAs you near the sarcophagus, the shade of the All-Father rises to stop

you!@n 

~
E
summon~
@RAs $n nears the sarcophagus, the shade of the All-Father rises to stop

him!@n 

~
E
rsummon~
@RAs $n nears the sarcophagus, the shade of the All-Father rises to stop

him!@n 

~
E
cant~
@RYou cannot approach the sarcophagus with the All-Father in the way!@n

~
!
0 0 0
A
2 open~
sarcophagus lid stone~
i = 2d25+5;

if( !mob_in_room( 2044, room ) )

  if( !rflag( reset0, room ) )

if( rflag( reset2, room ) ) {

  act_tochar( #failure, ch );

  act_notchar( #rfail, ch );

  dam_message( ch, i, "A set of slicing scarab wings" );

  inflict( ch, mob, i, "sliced in half" );

  act_room( #reset, ch );

  }

else

continue;

else {

  act_tochar( #summon, ch );

  act_notchar( #rsummon, ch );

  mload( 2044, room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #cant, ch );

~
E
failure~
@YAs you try to open the stone sarcophagus, you set off a trap!@n

~
E
rfail~
@YAs $n tries opening the sarcophagus, $e sets off a trap!

triggers it!@n 

~
E
reset~
@gThe mechanism set upon the sarcophagus draws back into its lid.@n

~
E
summon~
@RAs you approach the sarcophagus, you summon the shade of the

All-Father.@n 

~
E
rsummon~
@RAs $n approaches the sarcophagus, $e summons the shade of the

All-Father.@n 

~
E
cant~
@RYou cannot get near the sarcophagus with the shade of the All-Father

standing near it!@n 

~
!
0 0 0
2907 49 1509949540 -2 0
2919 81 1509949444 -2 0
16 81 1509949515 -2 0
16 81 1509949465 -2 0
8 64 1509949460 -2 0
1 64 1509949460 -2 0
3 64 1509949448 -2 0
2921 81 1509949442 -2 0
2056 9 1509949540 3 0
-1
S

#69037
Beneath the Burial Catacomb of the All-Father~
The pale limestone and depth of this chamber places it at a much older

age than the catacombs above.  Rectangular in shape, a large,

heavily-altered cavern stretches before you and continues to the north. 

The walls and floor of the cavern have been smoothed and polished,

leaving the ceiling as the only remaining clue that this chamber is in fact

a cavern.  A steep but sturdy stone ramp ascends through an angular shaft

in the ceiling.  Towards the northern part of the chamber there is a

curtain of folded limestone, formed from deposited drip sediments, that

descends from the ceiling until it merges gently with the ground.

~
*CF

~
301465605 11 6 0
D0
~
~
0 -1 69038 10 10 5
D4
~
~
235 -1 69036 10 10 5
E
walls floor~
The walls and floor of this chamber are made of limestone and other

recalcitrated rocks.  The cavern appears to be unaltered, save for the

hole in the ceiling to which the stone ramp leads.  Smoothed by time and

water, which no longer looks to be in residence within the chamber, the

floor has a slightly rippled look to it.

~
E
steep stone ramp~
A stone ramp cut from a single piece of pale green limestone leads upward

through a shaft in the ceiling.  The bottom and sides of the limestone

ramp have been polished to a gleam while the top of the ramp has been

left rough, to provide traction up the ramp.

~
E
1 northern curtain folded limestone dripstone~
Dissolved by water and re-deposited in an ever thickening drapery of

rock, limestone sediments shroud the entrance to a chamber to the north. 

Almost hiding it from view, the silvery chamber past the dripstone

curtain looks to be made of nothing you have ever seen before.

~
A
move push~
stone sarcophagus ceiling~
if( !is_open( room, up ) )

if( find_stat( ch, str ) > random( 16, 22 ) ) {

act_tochar( #move, ch );

act_notchar( #rmove, ch );

open( room, up );

}

else

act_tochar( #cant, ch );

else

act_tochar( #why, ch );

~
E
move~
Pushing the sarcophagus from below, you move it enough to create a hole

in the ceiling.

~
E
rmove~
Pushing the sarcophagus from below, $n moves it enough to create a hole

in the ceiling.

~
E
cant~
You cannot get enough leverage to move the sarcophagus.

~
E
why~
There is no reason to move the sarcophagus.

~
!
0 0 0
A
~
~
if( !is_exhausted( ch ) ) {

  act_tochar( "You squeeze past the dripstone curtain.", ch );

  act_notchar( "$n squeezes past the dripstone curtain.", ch );

  continue;

  }

else

  continue;

~
!
3 0 1
-1
S

#69038
Behind a Dripstone Curtain~
Unlike the chamber to the south which was once clearly a cavern, this

room is like nothing you have ever seen before.  It has but one wall that

circles around gently and the ceiling is perfectly flat circle.  Both

gleam with the shine of polished silver.  The floor of this chamber is

tiled from a mosaic of marble fragments and is smoother than glass.  At

the center of the chamber is a dais with a golden sarcophagus upon it.  A

beam of light, entering in from a shaft in the ceiling far above

illuminates the rectangular coffin.  Towards the south you can see the

folds of a dripstone curtain.

~
*CF

~
301465605 11 6 0
D2
~
~
0 -1 69037 10 10 5
E
1 south dripstone curtain~
To the south, past a crack in the silvery walls, you can see the edges of

a dripstone curtain.  Dissolved by water and re-deposited in an ever

thickening drapery of rock, limestone sediments shroud the entrance to

this chamber, almost hiding it from view.

~
E
ceiling shaft~
The shaft in the ceiling is some fifty feet about your head.  Square in

shape, the passage through which the beam of light descends has precisely

cut edges and angles that the most talented dwarves would be hard-pressed

to match, let alone better.  You cannot see the top of the shaft from

here and its sides look too sleek and slippery to climb.

~
E
silver walls~
The entire chamber, except for the floor, is covered in a thick, silvery

substance too shiny to be to silver and much too smooth to be any ore you

have ever heard of.  As a beam of light enters the chamber and focuses on

the golden sarcophagus resting upon the dais, the walls practically

shimmer.

~
E
floor tiled mosaic glass~
Unlike the walls of the chamber which are circular and made of a

substance more silvery than silver, the floor consists of a mosaic of

marble fragments.  The mosaic is an extremely exquisite piece of artwork

and if you could somehow carry it with you, you'd be rich.  The collage

of colorful marble bits depicts an unusual scene of the great pyramid

which stands within the Naraki Desert.  The mosaic, however, depicts no

sand around the pyramid, instead picturing trees, flowers, woodland

animals and other lush plants.  The giant monument at the center of the

mosaic looks very unusual.

~
E
giant monument center pyramid great~
At first, it is hard to place what is so unusual about the pyramid at the

center of the mosaic floor.  But then it strikes you that the pyramid

looks much taller than it does from the vantage of the desert.  Not only

that, but there are ancillary buildings surrounding the pyramid,

including several obelisks and smaller stone mastabas.  The most unusual

feature about the pyramid is its tip.

~
E
tip~
The mosaic of the great pyramid, surrounded by forest and stone

buildings, is nothing like what lies in the desert.  But the most

startling thing the mosaic depicts concerns the pyramid's tip.  Shooting

out from the pyramid's apex is a brilliant beam of blue energy that

angles down from the pyramid to an archway of stone that stands by itself

somewhere to the southeast of the pyramid's southeast corner.  The

archway glows with a blue nimbus.

~
E
dais~
The dais which rises in the center of the silvery chamber has three tiers. 

Atop the final tier rests a long sarcophagus fashioned from a golden

sandstone the color of a pharaoh butterfly's wings.  A beam of light

shines directly down upon the center of the dais, bathing it and the

sarcophagus with a brilliant gleam.

~
A
pick open~
stone sarcophagus a golden sandstone closed~
if( rflag( reset1, find_room( 69006 ) ) ) {

  remove_rflag( reset0, room );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  i = 2d10+5;

  dam_message( ch, i, "A heavy force presses down and" );

  inflict( ch, mob, i, "crushing force" );

  acode( room, 2 );

  }

else

  acode( room, 2 );

~
E
trap~
@GA sphere of crushing force surrounding the sarcophagus turns against you!@n

~
E
rtrap~
@yA sphere of crushing force comes to bear on $n!@n

~
!
0 0 0
A
~
~
if( rflag( reset1, find_room( 69007 ) ) ) {

  remove_rflag( reset0, room );

  wait( 1 );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  i = 2d10+5;

  dam_message( ch, i, "A series of flying arrows" );

  inflict( ch, mob, i, "poison arrows" );

  poison( ch );

  acode( room, 3 );

  }

else

  acode( room, 3 );

~
E
trap~
@BA barrage of arrows appears from nowhere and assails you!@n

~
E
rtrap~
@BA barrage of arrows appears from nowhere and assails @n!@n

~
!
0 0 0
A
~
~
if( rflag( reset1, find_room( 69013 ) ) ) {

  remove_rflag( reset0, room );

  wait( 1 );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( chilling touch, mob, ch );

  acode( room, 4 );

  }

else

  acode( room, 4 );

~
E
trap~
@YA tendril of intense cold reaches out to you from the sarcophagus!@n

~
E
rtrap~
@YA tendril of intense cold reaches out to $n from the sarcophagus!@n

~
!
0 0 0
A
~
~
if( rflag( reset1, find_room( 69012 ) ) ) {

  remove_rflag( reset0, room );

  wait( 1 );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( burning hands, mob, ch );

  acode( room, 5 );

  }

else

  acode( room, 5 );

~
E
trap~
@RYou scream as you are struck by intense heat!@n

~
E
rtrap~
@R$n screams as $e is struck by intense heat!@n

~
!
0 0 0
A
~
~
if( rflag( reset1, find_room( 69020 ) ) ) {

  remove_rflag( reset0, room );

  wait( 1 );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( cause critical, mob, ch );

  acode( room, 6 );

  }

else

  acode( room, 6 );

~
E
trap~
@CA blast of pure magic strikes you!@n

~
E
rtrap~
@CA blast of pure magic strikes $n!@n

~
!
0 0 0
A
~
~
if( rflag( reset1, find_room( 69024 ) ) ) {

  remove_rflag( reset0, room );

  wait( 1 );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  i = 2d10+5;

  dam_message( ch, i, "A set of piercing blades" );

  inflict( ch, mob, i, "piercing blades" );

  acode( room, 7 );

  }

else

  acode( room, 7 );

~
E
trap~
@MA series of blades shimmer into being and take off after you!@n

~
E
rtrap~
@MA series of blades shimmer into being and take off after $n!@n

~
!
0 0 0
A
~
~
if( rflag( reset1, find_room( 69026 ) ) ) {

  remove_rflag( reset0, room );

  wait( 1 );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  i = 2d10+5;

  dam_message( ch, i, "A flying fragment of stone" );

  inflict( ch, mob, i, "a flying fragment of stone" );

  acode( room, 8 );

  }

else

  acode( room, 8 );

~
E
trap~
@gA sliver of stone levitates off the ground straight for you!@n

~
E
rtrap~
@gA sliver of stone levitates off the ground straight for $n!@n

~
!
0 0 0
A
~
~
if( rflag( reset1, find_room( 69014 ) ) ) {

  remove_rflag( reset0, room );

  wait( 1 );

  act_tochar( #trap, ch );

  act_notchar( #rtrap, ch );

  i = 2d10+5;

  dam_message( ch, i, "A serrated coil of wire" );

  inflict( ch, mob, i, "a serrated coil of wire" );

  acode( room, 9 );

  }

else

  acode( room, 9 );

~
E
trap~
@rA serrated coil of wire surrounds you!@n

~
E
rtrap~
@rA serrated coil of wire surrounds $n!@n

~
!
0 0 0
A
~
~
set_rflag( reset0, room );

continue;

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

  act_tochar( #force, ch );

  act_notchar( #rforce, ch );

  }

else {

  act_tochar( "You squeeze past the dripstone curtain.", ch );

  act_notchar( "$n squeezes past the dripstone curtain.", ch );

  continue;

  }

~
E
force~
@CA barrier of force rises, preventing you from going south!@n

~
E
rforce~
@CA barrier of force rises, preventing $n from going south!@n

~
!
3 0 4
A
~
~
if( rflag( reset1, find_room( 69006 ) ) ) {

act_tochar( #magic, ch );

end;

}

if( rflag( reset1, find_room( 69007 ) ) ) {

act_tochar( #magic, ch );

end;

}

if( rflag( reset1, find_room( 69013 ) ) ) {

act_tochar( #magic, ch );

end;

}

if( rflag( reset1, find_room( 69012 ) ) ) {

act_tochar( #magic, ch );

end;

}

if( rflag( reset1, find_room( 69020 ) ) ) {

act_tochar( #magic, ch );

end;

}

if( rflag( reset1, find_room( 69024 ) ) ) {

act_tochar( #magic, ch );

end;

}

if( rflag( reset1, find_room( 69026 ) ) ) {

act_tochar( #magic, ch );

end;

}

if( rflag( reset1, find_room( 69014 ) ) ) {

act_tochar( #magic, ch );

end;

}

~
E
magic~
@CA scintilating field of violent energy surrounds the golden sarcophagus.@n

~
!
1 0 4
A
1 look~
stone sarcophagus a golden sandstone closed~
act_tochar( #desc, ch );

acode( room, 11 );

~
E
desc~
About eight feet long, four feet wide and tall, this coffin is much more

than a simple burial box.  Cut from . sandstone.e the color of gold, the

sarcophagus has a four-inch-thick lid which rests heavily atop its base. 

Images of felines, sunbursts, pyramids, and sparkling rings have been

etched into the sarcophagus' golden sandstone.

~
!
0 0 0
A
get take~
mosaic tiled floor~
act_tochar( #no, ch );

~
E
no~
The tiled, mosaic floor is too pretty to destroy.

~
!
0 0 0
2908 49 1509949540 -2 0
2923 81 1509949443 -2 0
2 64 1509949465 -2 0
3 64 1509949450 -2 0
3 64 1509949450 -2 0
16 81 1509949520 -2 0
16 81 1509949485 -2 0
2055 9 1509949540 3 0
-1
S

#69039
Beneath a Spiraling Tower of Sand~
Dug directly below the tower, this chamber is roughly rectangular in

shape.  The walls, ceiling, and floor are all comprised of somber grey

sandstone that has the look of being burrowed or tunneled through.  A

stone ladder, supported by cut blocks of red sandstone, leads upward

through a hole in the ceiling to the base of the tower.  To the south,

the chamber extends into a network of tunnels.

~
*Connects to crabman library*

[Merior] does the artificial nature of the sandstone have some significance?

*If you really must know, there isnt any building stone around here so

the crabmen have learned to take sand, mold it into the correct shape,

and then pee on it :P (no joke, its very subtle though) Since you can

skin the crabmen above and the living ones below and get a bladder full

of liquid resin, i figured it was explained ;) 

*CF

~
301465605 11 6 0
D2
~
~
0 -1 69000 10 10 5
E
walls ceiling floor~
The walls, ceiling and floor of the chamber look to be made of sandstone. 

However, a thick hardening resin coats each of them.  It looks like this

chamber, and the rest of them, are artificial constructions.  A stone

ramp leads up through a hole in the ceiling.

~
E
blocks red sandstone~
Blocks of red sandstone have been stacked under the grey sandstone ramp

that ascends through a hole in the ceiling.  Formed from packed sand and

then coated with a thick, hardening resin, only the sandstone's slightly

glossy appearance gives it away as artificial sandstone.

~
E
hole ladder stone~
A stone ladder runs from the floor to the ceiling, leading up to a hole. 

Rectangular in shape and about four feet wide, the hole appears to be

fairly old.  Around its edges there is a watery field like a poorly

concealed illusion.

~
E
1 south network tunnels~
A series of tunnels and corridors lie to the south.  They probably to

twist and curve individually along their own separate paths but

eventually, from what you can see, they probably to link up in places,

just like the intersection to the south does.

~
A
climb~
up ladder~
if( random( 1, 10 ) > 4 ) {

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  transfer( ch, find_room( 48002 ) );

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

  loop( followers ) {

    act_tochar( #climb, rch );

    act_notchar( #rclimb, rch );

    transfer( rch, find_room( 48002 ) );

    act_notchar( #rfollow, rch );

    }

  }

else {

act_tochar( #cant, ch );

act_notchar( #rcant, ch );

}

~
E
climb~
You climb up the ladder, up through the hole.

~
E
rclimb~
$n climbs the ladder and goes up through the ceiling.

~
E
arrive~
$n arrives, out of breath from climbing up the ladder.

~
E
rfollow~
You follow up the ladder.

~
E
cant~
You try to climb the ladder, but somehow manage to fall off of it.

~
E
rcant~
$n somehow manages to fall off the ladder.

~
!
0 0 0
-1
S

#69040
Solitary Cell~
Built into the ground, this chamber has walls of stone and no windows.  A

heavy iron trapdoor in the ceiling appears to be the only way out of the

chamber.  The floor of the cell is covered in soft, clean straw.  Mounted

to one wall are chains ending in massive shackles.  The room is kept lit

by the burning flame of a smoky torch.

~
~
301465605 11 9 0
D4
heavy iron trapdoor~
heavy iron trapdoor~
131 -1 51252 10 10 5
E
floor clean straw~
The floor is covered with a thick layer of clean straw.  The straw looks

fresh and recently replaced.  Whoever has been upkeeping this cell has

taken good care of it.

~
E
smoky torch~
A single torch rests in a sconce in the wall.  Made from a simple pine

branch wrapped in cloth and soaked in some type of oil, the torch gives

off a fair amount of light and a larger amount of smoke.

~
E
chains shackles manacles~
A pair of thick chains have been mounted to the walls, at the end of

which are heavy shackles.  Whatever metal they are made out of, it looks

stronger than diamond.

~
2257 9 1509949540 3 0
-1
S

#0