#AREA Forgotten Tombs~ Florian~ Forgotten Tombs~ 5 0 0 #ROOMS #72500 Beneath the Stone Bier~ A narrow shaft descends from a hole at the top of this narrow, vertical cavern. Formed from limestone, the passageway is rough, as if it has been dug through. Large divots of stone have been carved out of the limestone cavern, providing handholds for climbing. The walls of the shaft are painted with the images of wolves and eagles. ~ *I appreciate what eveyone thinks I liked - going back to divots. *CFNIAOB ~ 301465604 11 5 0 D4 ~ ~ 0 -1 2514 10 10 5 D5 ~ ~ 0 -1 72501 10 10 5 E handhold large divots~ Gouged out of the side of the limestone shaft are a series of oval divots the size of your hand. Their purpose seems to be a simple one: to provide handholds for climbing the vertical limestone passage. ~ E walls paintings~ Applied to the walls in a dark blue, almost black pigment are the outlines of animals. They look very similar to wolves and eagles, but more primitive. ~ A ~ ~ continue; ~ E to_char~ You climb up the limestone shaft, using the handholds. ~ E to_room~ $n climbs up the limestone shaft, using the handholds. ~ ! 3 0 16 A ~ ~ continue; ~ E to_char~ Using the handholds, you climb down the limestone shaft. ~ E to_room~ Using handholds, $n climbs down the limestone shaft. ~ ! 3 0 32 -1 S #72501 Inside an Old Cavern Complex~ This appears to be the beginning of a large series of caverns. Directly to the north is a tall, domed cavern with passages branching off of it. Above your head, a shaft has been dug through the limestone and continues upward into darkness. Chunks of limestone have been gouged out of the side of the shaft, providing more than adequate handholds for the ascent. ~ *CF ~ 301465612 11 9 0 D0 ~ ~ 0 -1 72502 10 10 5 D4 ~ ~ 0 -1 72500 10 10 5 E chunks divots stone handholds shaft 1 up~ Gouged out of the side of the limestone shaft are a series of oval chunks the size of your hand. Their purpose seems to be a simple one: to provide handholds for climbing the vertical limestone passage. ~ A ~ ~ continue; ~ E to_char~ You climb up the limestone shaft, using the handholds. ~ E to_room~ $n climbs up the limestone shaft, using the handholds. ~ ! 3 0 16 -1 S #72502 Domed Cavern~ Nearly perfectly circular, this cavern is very wide and tall. Some fifty feet above the smooth floor of the limestone cavern is a graceful, domed ceiling. Hanging down from the center of the dome is a single stalactite. Four passages of limestone, hollowed out naturally, branch off from the cavern in the cardinal directions. Directly to the north, the gleam of gold catches your eye. ~ *CF ~ 301465600 11 9 0 D0 ~ ~ 0 -1 72503 10 10 5 D1 ~ ~ 0 -1 72523 10 10 5 D2 ~ ~ 0 -1 72501 10 10 5 D3 ~ ~ 0 -1 72522 10 10 5 E ceiling dome center single stalactite~ A single stalactite hangs from the ceiling like a giant dagger ready to fall. Its tip is sharp, though way too high up to be of use. Formed from dark grey limestone, the stalactite is about ten feet in diameter. ~ E 1 north gleam gold~ Though you cannot see exactly what it is, you are certain of two things. You can see something north just up ahead and whatever it is, it is big. A yellow gleam also catches your eye, as though you were catching a glimpse of gold or some other valuable golden metal. ~ 2144 9 1509949540 3 0 -1 S #72503 Near a Golden Stalagmite~ Rising from the ground and nearly filling the cavern is a tall, golden stalagmite. Formed from brilliant yellow, almost gold limestone, the dripstone formation comes within a few feet of touching the cavern's smooth, pale grey ceiling. The cavern continues around the golden spire to the north and south. ~ *CF ~ 301465600 11 9 0 D0 ~ ~ 0 -1 72504 10 10 5 D2 ~ ~ 0 -1 72502 10 10 5 A 1 look~ golden stalagmite~ if( rflag( reset0, room ) ) act_tochar( #iron, ch ); else act_tochar( #none, ch ); ~ E iron~ A large, golden stalagmite rises from the ground. At least twenty feet in diameter along its base, the stalagmite comes within just a few feet of touching the ceiling. Though the stalagmite looks too slick to climb, someone appears to have tried. A rusty iron hook is stuck in the side of the golden stalagmite. ~ E none~ A large, golden stalagmite rises from the ground. At least twenty feet in diameter along its base, the stalagmite comes within just a few feet of touching the ceiling. The stalagmite looks much too slick to climb. ~ ! 0 0 0 A get take search pull~ rusty iron hook stalagmite~ if( rflag( reset0, room ) ) if( random( 1, 3 ) == 1 ) { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); remove_rflag( reset0, room ); obj_to_char( oload( 3119 ), ch ); } else { act_tochar( #rust, ch ); act_notchar( #rrust, ch ); remove_rflag( reset0, room ); } else act_tochar( #already, ch ); ~ E already~ There is no such object here. ~ E pull~ You pull a rusty iron hook free from the side of the stalagmite. ~ E rpull~ $n pulls a rusty iron hook free from the side of the stalagmite. ~ E rust~ As you try to pull the rusty iron hook free, it crumbles apart. ~ E rrust~ $n tries pulling a rusty iron hook out of the golden stalagmite but the hook crumbles to pieces. ~ ! 0 0 0 2145 9 1509949540 3 0 2145 9 1509949540 3 0 -1 S #72504 Circular Cavern~ Roughly circular, this cavern is very large. Some thirty feet above your feet the ceiling stands, with a few slim stalactites dripping off of it. Four passages of limestone, hollowed out naturally and smoothly, branch off from the cavern in the cardinal directions. Directly to the south you can see a faint gleam of gold. ~ *CF ~ 301465600 11 9 0 D0 ~ ~ 0 -1 72505 10 10 5 D1 ~ ~ 0 -1 72527 10 10 5 D2 ~ ~ 0 -1 72503 10 10 5 D3 ~ ~ 0 -1 72506 10 10 5 E 1 south~ To the south, you can see something golden. You cannot tell what is it from here, though it appears quite large. ~ E few slim stalactites~ From the ceiling of the cavern hang two slim, limestone stalactites. Each is no longer than your arm and too high for you to reach. They are dark brown in color, unlike the rest of the cavern which is pale grey. ~ 2145 9 1509949540 3 0 -1 S #72505 Before a Small, Pouring Fountain~ This little cavern has a high ceiling and an extremely level floor. Neither stalactites nor stalagmites mar the perfect smoothness of the cavern's ceiling or floor. Protruding from the northern, back wall of the limestone chamber is a small font with the visage of a lion's face. To the south, the cavern branches outward in several directions. ~ *CF ~ 301465608 11 9 0 D2 ~ ~ 0 -1 72504 10 10 5 E small leonine line fountain font~ Set into the wall of the cavern is a small, stone basin held in the jaws of a lion's mouth. The stone lion face is neither fierce nor kind. Water pours from its mouth into the basin. The lion's two, ruby eyes wink at you. ~ A get take steal remove pry~ red ruby eyes~ if( rflag( reset0, room ) ) { if( !mob_in_room( 2142, room ) ) { act_tochar( #reach, ch ); act_notchar( #rreach, ch ); wait( 1 ); act_room( #spirit, ch ); mload( 2142, room ); } else { act_tochar( #prevent, ch ); act_notchar( #rprevent, ch ); mob = mob_in_room( 2142, room ); attack_cold( mob, ch, 1d5+5, "chilling touch" ); } } else { act_tochar( #bite, ch ); act_notchar( #rbite, ch ); i = 2d4+8; dam_message( ch, i, "The lion's stony bite" ); inflict( ch, mob, i, "by greed" ); } ~ E reach~ You reach over the water basin and begin prying one of the lion's ruby eyes out. ~ E rreach~ $n reaches over the water basin and begins prying one of the lion's ruby eyes out. ~ E spirit~ @BA watery spirit rises from the fountain to stop the desecration!@n ~ E prevent~ @BThe spirit of the fountain prevents you from stealing the lion's ruby eyes. ~ E rprevent~ @BThe spirit of the fountain prevents $n from stealing the lion's ruby eyes. ~ E bite~ @RThe lion reaches out to bite you as you try to take its eyes!@n ~ E rbite~ @RThe lion reaches out to bite $n as $e tries to take its eyes!@n ~ ! 0 0 0 A 1 l lo loo look~ small leonine line fountain font~ act_tochar( #desc, ch ); ~ E desc~ Set into the wall of the cavern is a small, stone basin held in the jaws of a lion's mouth. The stone lion face is neither fierce nor kind. Water pours from its mouth into the basin. The lion's two, ruby eyes wink at you. ~ ! 0 0 0 1 17 1509949540 -2 0 2145 9 1509949540 3 0 -1 S #72506 Before a Yawning Chasm~ A large, cavernous passage extends from the west to the east. However, a yawning chasm stretches across the entire cavern from north to south, preventing travel to the west. A single spiraling stalactite hangs from the ceiling of the passage, directly over the center of the chasm. ~ *CF ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72504 10 10 5 D3 ~ ~ 0 -1 72507 10 10 5 E single spiraling stalactite~ Hanging from the ceiling is a single stalactite. Roughly six feet long, the spiraling dripstone formation has a wide, anchoring base. The side of the stalactite has a couple of chips out of it, as though someone has thrown something at it. ~ A ~ ~ if( ch == mob_in_room( 2144, room ) ) { act_room( #scram, ch ); continue; } if( ch == mob_in_room( 2145, room ) ) { act_room( #fly, ch ); continue; } if( !is_exhausted( ch ) ) { if( can_fly( ch ) ) { act_room( #fly, ch ); continue; } else { act_tochar( #pass, ch ); act_notchar( #rpass, ch ); } } else continue; ~ E scram~ A white and red spotted spider clings to the side of the cavern and climbs across the chasm. ~ E fly~ A small brown bat easily flies across the chasm. ~ E pass~ You cannot cross the chasm - it is too wide. ~ E rpass~ $n attempts to cross the chasm but draws back in fear. ~ ! 3 0 8 A swing cross~ rope grappling hook chasm 1 west~ if( room == find_room( 72506 ) ) { i = 72506; j = 72507; } else { i = 72527; j = 72526; } if( !rflag( reset0, find_room( j ) ) ) { if( rflag( reset1, find_room( j ) ) ) { if( is_player( ch ) ) { remove_rflag( reset1, find_room( j ) ); act_tochar( #swing, ch ); act_notchar( #rswing, ch ); transfer( ch, find_room( j ) ); act_notchar( #arrives, ch ); wait( 1 ); act_room( #leave, ch ); acode( find_room( 72506 ), 3 ); } else { remove_rflag( reset1, find_room( j ) ); act_tochar( #pet, ch ); act_notchar( #rpet, ch ); transfer( ch, find_room( j ) ); act_notchar( #arrives, ch ); acode( find_room( 72506 ), 3 ); } } else { act_tochar( #cant, ch ); end; } } else { act_tochar( #how, ch ); end; } ~ E swing~ Grabbing ahold of the rope, you swing across the chasm! ~ E rswing~ $n grips the rope and swings across the entire chasm. ~ E pet~ You somehow manage to cling to the rope and swing across the chasm! ~ E rpet~ $n clings to the rope somehow and swings across the chasm! ~ E cant~ The rope has not swung back here yet. ~ E how~ How do you plan to get across the chasm? ~ E arrives~ $n swings into the cavern, having crossed the yawning chasm. ~ E leave~ @GThe rope returns to the other side of the chasm. ~ E return~ @GThe rope returns from the other side of the chasm. ~ ! 0 0 0 A ~ ~ wait( 2 ); if( room == find_room( 72506 ) ) { j = 72507; i = 72506; } else { j = 72526; i = 72527; } send_to_room( #return, find_room( i ) ); set_rflag( reset1, find_room( j ) ); ~ E return~ @GThe rope returns from the other side of the chasm.@n ~ ! 0 0 0 A use throw lasso grapple~ rope grappling hook ceiling stalactites~ if( room == find_room( 72506 ) ) { i = 72507; j = 72506; } if( room == find_room( 72527 ) ) { i = 72526; j = 72527; } if( has_obj( 3128, ch ) ) { if( rflag( reset0, find_room( i ) ) ) { if( find_stat( ch, dex ) > random( 9, 30 ) ) { act_tochar( #throw, ch ); act_notchar( #rthrow, ch ); wait( 1 ); act_room( #latch, ch ); remove_rflag( reset0, find_room( i ) ); junk_obj( has_obj( 3128, ch ), 1 ); } else { act_tochar( #throw, ch ); act_notchar( #rthrow, ch ); wait( 1 ); act_room( #fail, ch ); } } else act_tochar( #already, ch ); } else act_tochar( #donthave, ch ); ~ E throw~ @YYou twirl the rope and grappling hook around and around and release it!@n ~ E rthrow~ @Y$n twirls a rope and grappling hook around and around and releases it!@n ~ E latch~ @GThe grappling hook manages to latch onto something above the chasm.@n ~ E fail~ @RThe grappling hook fails to latch hold of anything and falls back down.@n ~ E donthave~ You do not have anything to help you in this case. ~ E already~ A rope already hangs from above the chasm, ready to be crossed. ~ ! 0 0 0 A get take grap remove~ rope grappling hook~ if( room == find_room( 72506 ) ) i = 72507; if( room == find_room( 72527 ) ) i = 72526; if( room == find_room( 72526 ) ) i = 72526; if( room == find_room( 72507 ) ) i = 72507; if( is_player( ch ) ) { if( !rflag( reset0, find_room( i ) ) ) { act_tochar( #remove, ch ); act_notchar( #rremove, ch ); set_rflag( reset0, find_room( i ) ); obj_to_char( oload( 3128 ), ch ); } else act_tochar( #none, ch ); } else act_tochar( #not, ch ); ~ E remove~ @CWith a daring reach, you yank the rope out of the ceiling!@n ~ E rremove~ @$Cn removes the rope from the ceiling with a daring reach and grab.@n ~ E none~ There is not a rope to remove from the ceiling. ~ E not~ You cannot handle another item. ~ ! 0 0 0 2144 9 1509949540 3 0 -1 S #72507 Slanted Cavern~ This broad cavern slants slightly to the south at a downward angle. While the limestone walls are slightly rough, the floor is extremely smooth. It is as if the floor has been polished or worn down by an abundance of traffic, yet you can see little other evidence of this. The cavern continues to the south and east. Also, along the northern part of the cavern is a giant slab of stone. Beside it, set into the limestone, is a depression shaped like a hand print. ~ ||hand print||look handprint|| look frame|| [Merior] i'm not sure i like the copying the mirror side *who said its natural? Medicine man tells the tale. [Merior] i see: BUG clings to the wall and climbs across the chasm. *fixed, but its the code, not me. [Merior] where is the acode to go east here? There isnt one. one way travel *added fake to explain why [Merior] i can get the rope/hook without having put it in? *Anyone can get it once its there. No one owns a rope that just dangles... *CF ~ 301465600 11 9 0 D0 stone slab~ stone slab~ 235 -1 72508 10 10 5 D1 ~ ~ 0 -1 72506 10 10 5 D2 ~ ~ 0 -1 72520 10 10 5 A touch push press depress~ print handprint~ if( rflag( reset0, find_room( 72507 ) ) ) { if( !is_open( find_room( 72507 ), north ) ) { remove_rflag( reset0, find_room( 72507 ) ); act_tochar( "You place your hand on the handprint indentation.", ch ); act_notchar( "$n places $s hand on the wall.", ch ); wait( 2 ); send_to_room( "The slab of stone rises into the ceiling of the cavern.", find_room( 72508 ) ); send_to_room( "The slab of stone rises into the ceiling of the cavern.", find_room( 72507 ) ); open( find_room( 72507 ), north ); } else act_tochar( "Touching the handprint doesn't seem to do anything.", ch ); } else act_tochar( "The handprint panel cannot be depressed any further.", ch ); ~ ! 0 0 0 A 1 look~ depression indentation handprint print~ act_tochar( #desc, ch ); if( rflag( reset0, find_room( 72507 ) ) ) act_tochar( #no, ch ); else act_tochar( "The stone of the handprint is depressed into the wall.", ch ); ~ E desc~ Set into the limestone wall, next to the stone frame, is a sizable indentation. Shaped like a handprint, the five-fingered depression is has been made from a fine-grained, dark granite rather than limestone. ~ E no~ The stone of the handprint has a slight seam around it and is flush with the wall. ~ ! 0 0 0 A 1 look~ framework stone 1 north slab~ if( is_open( find_room( 72507 ), north ) ) act_tochar( #open, ch ); else act_tochar( #closed, ch ); ~ E open~ A framework of stone is set into the wall. In it, you can see a slab of granite that has ascended into the ceiling, like a door. ~ E closed~ A framework of stone is set into the wall of limestone. Within it is a large slab of granite, much like a door. The slab looks to somehow ascend into the ceiling of the cavern. ~ ! 0 0 0 A get take remove grab~ rope grappling hook~ acode( find_room( 72506 ), 5 ); ~ ! 0 0 0 A ~ ~ acode( find_room( 72527 ), 1 ); ~ ! 3 0 2 A throw use lasso grapple~ rope grappling hook ceiling~ act_tochar( #try, ch ); ~ E try~ @RYou try to use the grappling hook, but you cannot find anything to attach it to from this side. ~ ! 0 0 0 2144 9 1509949540 3 0 -1 S #72508 Narrow Cavern Passage~ This natural cavern is hollowed out of pale grey limestone. The side walls of the cavern are close together, making the passageway west very narrow. Set into the south wall is a large stone frame. Next to the frame is a depression in the south wall shape like a hand print. ~ ||hand print||look handprint|| look frame|| *CF ~ 301465600 11 9 0 D2 stone slab~ stone slab~ 235 -1 72507 10 10 5 D3 ~ ~ 0 -1 72509 10 10 5 A touch push press depress~ handprint print~ acode( find_room( 72507 ), 1 ); ~ ! 0 0 0 A 1 look~ depression impression handprint print~ acode( find_room( 72507 ), 2 ); ~ ! 0 0 0 A 1 look~ framework stone 1 south slab~ acode( find_room( 72507 ), 3 ); ~ ! 0 0 0 2145 9 1509949540 3 0 2145 9 1509949540 3 0 -1 S #72509 Twisting Cavern~ The cavern, though tall, is not very wide here. Formed from pale grey limestone, the cavern twists sharply like a serpent in the throws of death. Despite its twisted nature, you can see that the cavern leads both east and south. On the walls of the stony chamber, pictures of palm trees and triangles have been painted with dark pigments. ~ *CF ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72508 10 10 5 D2 ~ ~ 0 -1 72510 10 10 5 E pictures palm trees triangles~ Painted upon the walls of the cavern here are various images of palm trees. Short and tall, thick and thin, no matter the wide variety, each tree is clearly a palm tree. Painted around some of the trees are triangles. One particular pair of palm trees cross and form an 'X' pattern. ~ 2145 9 1509949540 3 0 -1 S #72510 Long, Sloping Cavern~ From your current position, you can see that the limestone cavern twists to the east directly to the north. It also extends far to the south, so far that you cannot see its end from here. The cavern's smooth, pale grey floor slopes at a downward angle to the south. Thick, heavy dust coats the floor. ~ [Merior] i still dont understand how it can show no traffic when we are stomping around *altered some, but such is the limitations of rdescs :P I'd opt for dynamic rdescs in a sec if I htought gc would code them...and if other imms wouldnt kill me. *CF ~ 301465600 11 9 0 D0 ~ ~ 0 -1 72509 10 10 5 D2 ~ ~ 0 -1 72511 10 10 5 E floor thick dust~ A large amount of dust covers the floor. It is evenly spread and its surface has no identifiable tracks or visible signs of traffic on it other than your own. Perhaps an inch thick, the dust looks to be concealing nothing of importance. ~ 2144 9 1509949540 3 0 -1 S #72511 Long, Sloping Cavern~ A cavern passage extends nearly directly north and south here. There are no unusual limestone formations in the immediate vicinity, though the floor of the passage slants downward to the south. A smaller cavern branches off the passage to the west. ~ *CF ~ 301465608 11 9 0 D0 ~ ~ 0 -1 72510 10 10 5 D2 ~ ~ 0 -1 72513 10 10 5 D3 ~ ~ 0 -1 72512 10 10 5 -1 S #72512 Cavern Tomb~ This small cavern has but one way out and that is through a wide gap to the east. The walls of this limestone chamber have been painted with pictures of deer being chased by hunters armed with bows. In the center of the room is a long, stone bier. Something appears to be atop the funerary slab. ~ ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72511 10 10 5 E pictures deer hunters~ A series of pictures have been paintd upon the walls. They depict figures carrying what look to be simple bow and arrows chase after deer and the actual rituals of carving them up and roasting them. ~ 2139 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 980 81 1509949465 -2 0 9 80 1509949445 -2 0 -1 S #72513 Long, Sloping Cavern~ Though the cavern has a distinct downward slope to the south, it is not enough to impede travel in any way. The pale grey limestone walls are slightly rippled and completely dry. Two smaller caves branch off from the cavern to the west and east. The cavernous passage also continues to the south. ~ *CF ~ 301465608 11 9 0 D0 ~ ~ 0 -1 72511 10 10 5 D1 ~ ~ 0 -1 72515 10 10 5 D2 ~ ~ 0 -1 72516 10 10 5 D3 ~ ~ 0 -1 72514 10 10 5 -1 S #72514 Cavern Tomb~ The floor of this small cavern slopes downward to the east slightly towards the only passage in and out of the chamber. A small amount of dirt and pebbles has accumulated along the cavern's threshold. All around the limestone chamber, pictures of stars have been painted with dark blue and grey pigments. A single stone bier rests in the center of the cavern. ~ ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72513 10 10 5 E small amount dust pebbles~ Along the threshold of the chamber is a small accumulation of pebbles and dirt. The pile of detritus appears to have been collecting here for quite some time as a thick film of dust covers it. ~ E stars pictures~ The pictures around the room are of stars. Many of them look to be of constellations, but you do not recognize any of them. ~ A ~ threshold 1 east dirt pebbles~ if( rflag( reset0, room ) ) { if( random( 1, 10 ) == 1 ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 78 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); } else act_tochar( #nothing, ch ); ~ E find~ You find a nice-looking pebble among those in the threshold! ~ E rfind~ $n finds something along the threshold. ~ E nothing~ You find nothing along the threshold. ~ ! 9 0 0 2139 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 3029 81 1509949450 -2 0 79 80 1509949450 -2 0 -1 S #72515 Cavern Tomb~ This chamber is vaguely circular and formed from limestone. A small passage leads west from the cavern and adjoins with a larger one. The only thing within the chamber is a long, stone bier with something cloaked in shadow lying atop it. Images of foxes and bears have been painted upon the pale, grey walls and seem to dance around the funerary slab. ~ ~ 301465600 11 9 0 D3 ~ ~ 0 -1 72513 10 10 5 E painting images foxes bears~ Dancing around upon the walls are the images of bears and foxes. Several of the animals look quite real and their eyes seem to follow you whereever you look. ~ 2139 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 3032 81 1509949450 -2 0 3028 80 1509949445 -2 0 -1 S #72516 Long, Sloping Cavern~ The passage ceases its downward slope to the south just a few feet before it reaches a dead end. It levels out just in front of two small openings into other caverns. The cavern stretches out of sight to the north. A large amount of dust covers the floor. ~ *CF ~ 301465608 11 9 0 D0 ~ ~ 0 -1 72513 10 10 5 D1 ~ ~ 0 -1 72518 10 10 5 D3 ~ ~ 0 -1 72517 10 10 5 E dust large amount~ A large amount of dust covers the floor. It is evenly spread and its surface has no identifiable tracks or visible signs of traffic on it, other than what you'd normally expect from yourself. Perhaps an inch thick, the dust looks to be concealing nothing of importance. ~ A ~ ~ continue; ~ E to_char~ You squeeze into the west cavern through the small gap. ~ E to_room~ $n enters into the west cavern through a small gap. ~ ! 3 0 8 A ~ ~ continue; ~ E to_char~ You squeeze through a small gap of stone to the east. ~ E to_room~ $n squeezes through a limestone opening to the east. ~ ! 3 0 2 -1 S #72517 Cavern Tomb~ A single slab of grey stone occupies this chamber, atop which lies something dark and shadowy. Aside from this, the small, limestone cavern is completely empty. Images of fierce lions and timid rabbits decorate the cavern's pale, grey walls. A much larger cavern lies to the east, through a small gap in the wall. ~ ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72516 10 10 5 E pictures paintings rabbits lions~ Playful rabbits and fierce lions have been painted upon the walls of the cavern. The depictions are quite simple, and lacking in artistic definition. But they are obviously rabbits and lions, no matter how badly they are painted. ~ A ~ ~ continue; ~ E to_char~ You leave the tomb through a small gap in the east wall. ~ E to_room~ $n leaves the tomb through a small gap in the east wall. ~ ! 3 0 2 2139 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 189 81 1509949465 -2 0 935 80 1509949445 -2 0 -1 S #72518 Cavern Tomb~ The ceiling of the limestone cavern is unusually low. Luckily, there are no stalactites upon which to hit your head. Painted upon the walls of this chamber are illustrations of very masculine wolves. The eastern wall of the cavern is covered with a light-colored, hanging fungus. Also, in the center of the room rests a long, funerary slab. The only way out of the chamber lies to the west, where the cavern adjoins a larger cavern. ~ *CF ~ 301465600 11 9 0 D1 wall hanging fungus~ ~ 235 -1 72519 10 10 5 D3 ~ ~ 0 -1 72516 10 10 5 E wall fungus lightly-colored~ A wall of light yellow fungus hangs all along the eastern wall of the chamber. It has a very pungent spell wafting from it and does not look appetizing in the least. You can, however, feel a slight breeze coming from beyond it. ~ E paintings pictures illustrations masculine wolves~ Painted upon the walls of this cavern are a variety of wolves. All appear to be in different poses, but each looks fierce. All the designs clearly depict male wolves, going through their daily routines of eating, sleeping, playing and hunting. ~ E ceiling low~ The ceiling of this small tomb is very low. The limestone up above looks to be folding under some great weight. ~ A move part~ wall fungus hanging~ if( !is_open( find_room( 72518 ), east ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( find_room( 72518 ), east ); } else { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( find_room( 72518 ), east ); } ~ E open~ You gently move aside the hanging wall of fungus. ~ E ropen~ $n gently moves aside the hanging wall of fungus. ~ E close~ With great care, you move the fungus to conceal what lies beyond. ~ E rclose~ $n moves the fungus with great care, concealing what lies beyond. ~ ! 0 0 0 2139 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 186 81 1509949450 -2 0 34 80 1509949445 -2 0 -1 S #72519 Tomb with a Painted Ceiling~ Like a curtain, a wall of light-colored fungus hangs from over the cavern's only egress, which is directly to the west. Like the chamber before it, the focus of this small limestone cavern appears to be the long, stone bier which lies at its center. Above the funerary slab, painted on the ceiling, is the giant paw print of a wolf. ~ *CF ~ 301465608 11 9 0 D3 wall of hanging fungus~ wall hanging fungus~ 235 -1 72518 10 10 5 E wall fungus~ A wall of light yellow fungus hangs all along the western wall of the chamber. It has a very pungent spell wafting from it and does not look appetizing in the least. You can, however, feel a slight breeze coming from beyond it. ~ E giant paw print wolf~ Painted with an unusally deep, ochre paint, a giant paw print decorates the ceiling. The print is obviously that of a wolf's. The giant footprint is painted directly over the stone bier. ~ A move part~ wall hanging fungus curtain~ acode( find_room( 72518 ), 1 ); ~ ! 0 0 0 A ~ ~ if( !is_open( room, west ) ) act_tochar( #cant, ch ); else continue; ~ E cant~ The fungus curtain is too much in the way of leave the cavern without at least moving it. ~ E to_char~ You pass under the fungus and out of the tomb. ~ E to_room~ $n passes under the fungus and out of the tomb. ~ ! 3 0 8 2138 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 1077 81 1509949450 -2 0 1106 80 1509949445 -2 0 -1 S #72520 Small, Cavern Pool~ This small cavern has two branches leading off from it. The branch which leads north slants upward in that direction while the passage that leads east off from the cavern looks overgrown with multiple types of fungus. Towards the back the chamber is a small, dark pool of water, though much of it fills the room. ~ ~ 301465600 13 9 0 D0 ~ ~ 0 -1 72507 10 10 5 D1 ~ ~ 0 -1 72521 10 10 5 E dark pool water~ A pool of dark but fresh water lies towards the back of the cavern, within a natural depression in the floor. Though you cannot see much beneath its surface, you think you can detect the occasional bit of movement from it. ~ E 1 east fungus~ To the east grows an assortment of fungus. Much o it is tall and too thick to navigate through. ~ A search~ cavern pool~ if( is_player( ch ) ) { if( rflag( reset0, room ) ) { if( random( 1, 20 ) == 1 ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 304 ), ch ); remove_rflag( reset0, room ); } else { act_room( #jump, ch ); mload( 180, room ); mob = mob_in_room( 180, room ); attack( mob, ch, 1d5, "clacking claw" ); remove_rflag( reset0, room ); } } else act_tochar( #nothing, ch ); } else act_tochar( #not, ch ); ~ E not~ You edge near the pool but find nothing in it. ~ E find~ Along the edges of the cavern pool you find a strange root. ~ E rfind~ $n finds something along the edges of the cavern pool. ~ E jump~ A small green crab rises out of the cavern pool! ~ E nothing~ You see nothing of interesting in the cavern pool. ~ ! 9 0 0 A ~ ~ if( ch == mob_in_room( 2144, room ) ) continue; if( ch == mob_in_room( 2145, room ) ) continue; if( !is_exhausted( ch ) ) { act_tochar( #pass, ch ); act_notchar( #rpass, ch ); continue; } else continue; ~ E pass~ @GYou push through a large amount of fungus, into a chamber full of it! ~ E rpass~ $n pushes past some fungus. ~ ! 3 0 2 A 1 look~ dark pool water~ act_tochar( #desc, ch ); ~ E desc~ A pool of dark but fresh water lies towards the back of the cavern, within a natural depression in the floor. Though you cannot see much beneath its surface, you think you can detect the occasional bit of movement from it. ~ ! 0 0 0 1388 17 1509949540 -2 0 2144 9 1509949540 3 0 -1 S #72521 Overgrown Cavern~ While this cavern might be quite large, it is hard to tell. The floor and walls are covered with dark green and blue fungi. The fungi appear to be spreading from a central point in the floor. Two passages branch off from the overgrown cavern. One leads west, into a cavern with a small pool, while the other extends south with a downward slope in the same direction. The fungal growths creep along the passages, slowly encroaching on the other caverns. ~ [Merior] room was empty and i still couldnt go west *not suppose to. go around ;) [Starshine] add action search crack/crevice for flavor? *added [Starshine] hmm...why would having a bat or spider in the room result in too much fungal growth to move west? :P *You cant go west. Period. No if/and/buts. have to go around. *creatures who live here can because they are use to it and are much smaller. [Starshine] perhaps have a more informative message (bat/spider prevents movement) or make action clear fungus? *bats/spiders have _nothing_ to do with it. *You two are on drugs. *CF ~ 301465600 11 9 0 D2 ~ ~ 0 -1 72522 10 10 5 D3 ~ ~ 0 -1 72520 10 10 5 E dark green blue fungus floors walls~ A multitude of different types of fungus grows all throughout the chamber. Most are blue or green in color but they vary in size and shape. The only thing much of the fungus has in common is that they seem to be spreading from a central crevice in the floor. ~ E central crevice crack~ Running down the cavern's center is a narrow crack. Little more than three inches wide, you are amazed at the amount of fungus which seems to be emerging from it. Damp, warm air rises from the crevice in the floor, providing a perfect atmosphere for the fungus to grow in. ~ A ~ ~ if( ch == mob_in_room( 2144, room ) ) continue; if( ch == mob_in_room( 2145, room ) ) continue; act_tochar( #prevent, ch ); ~ E prevent~ There is too much fungal growth to continue in that direction. ~ ! 3 0 8 A ~ crevice crack fungus blue green fungi~ if( rflag( reset0, room ) ) { if( random( 1, 5 ) == 1 ) { act_tochar( #search, ch ); act_notchar( #rsearch, ch ); obj_to_char( oload( 2314 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); remove_rflag( reset0, room ); } } else { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); } ~ E search~ You search around the fungus, and find a loose piece of it within the crevice. ~ E rsearch~ $n searches around the fungus and finds a loose piece of it within the crevice. ~ E nothing~ You find nothing interesting among the blue and green fungus. ~ E rnothing~ $n searches through the fungus but does not seem to find anything. ~ ! 9 0 0 2145 9 1509949540 3 0 -1 S #72522 Slanted Cavern~ This section of the cavern complex is relatively small, with the ceiling being no more than twenty feet tall. A section of the west wall is slightly bowed and the limestone has distinct ripples running through it around the area. Two passages lead off from the cavern. The first leads east, into a large, domed cavern while another leads north, slanting upwards. ~ [Merior] upward angle in the same direction - i still don't like [Merior] ceiling extra *added. [Starshine] room desc: how about "leads north, slanting upwards."? Dang, folks, semantics. Do you want to write it? *CFiHP*100 ~ 301465600 11 9 0 D0 ~ ~ 0 -1 72521 10 10 5 D1 ~ ~ 0 -1 72502 10 10 5 E slightly bowed section wall ripples distinct~ Part of the wall is slightly deformed. The limestone has ripples through it, just like you might see on the surface of a pond when a stone is cast into it. The strange deformation looks to be the result of heavy stress upon the rocks from above. ~ E ceiling~ The limestone ceiling hangs no more than twenty feet above your head. Like the west wall, the ceiling is slightly rippled, as if it has been deformed by a vast source of heat. ~ 2145 9 1509949540 3 0 -1 S #72523 Slanted Cavern~ This section of the caverns is relatively large, with the ceiling being more than forty feet tall. A section of the east wall is badly deformed, having thick ripples running through it. Two passages lead off from the cavern. The first leads west, into a large, domed cavern while another leads north. The northern passage slants at an upward angle to the north as well. ~ *CF ~ 301465600 11 9 0 D0 ~ ~ 0 -1 72524 10 10 5 D3 ~ ~ 0 -1 72502 10 10 5 E section wall thick ripples~ The eastern part of the cavern is badly deformed. The limestone wall has large ripples running over its surface, as if great heat or stress has been applied to it. ~ 2145 9 1509949540 3 0 -1 S #72524 Overgrown Cavern~ While this cavern might be quite large, it is hard to tell. The floor and walls are covered with dark yellow and red fungi. The fungi appear to be spreading from a central point in the floor. Two passages branch off from the overgrown cavern. One leads east, into a cavern with a small pool while the other extends south in a definite decline. The fungal growths creep along the passages, slowly encroaching on the other caverns. ~ *CF ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72525 10 10 5 D2 ~ ~ 0 -1 72523 10 10 5 E dark yellow red fungus~ A multitude of different types of fungus grows all throughout the chamber. Most are red or yellow in color but they vary in size and shape. The only thing much of the fungus has in common is that they seem to be spreading from a central crevice in the floor. ~ E central crevice crack~ Running down the cavern's center is a narrow crack. Little more than three inches wide, you are amazed at the amount of fungus which seems to be emerging from it. Damp, warm air rises from the crevice in the floor, providing a perfect atmosphere for the fungus to grow in. ~ A ~ ~ if( ch == mob_in_room( 2144, room ) ) continue; if( ch == mob_in_room( 2145, room ) ) continue; act_tochar( #prevent, ch ); ~ E prevent~ There is too much overgrown fungus in the way! ~ ! 3 0 2 A ~ fungus dark yellow red~ if( is_player( ch ) ) { if( rflag( reset0, room ) ) { if( random( 1, 5 ) == 1 ) { act_tochar( #get, ch ); act_notchar( #rget, ch ); obj_to_char( oload( 2314 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); } else act_tochar( #nothing, ch ); } else act_tochar( #not, ch ); ~ E get~ Looking through the fungus, you find an unusual blue piece of it. ~ E rget~ Looking through the fungus, $n finds an unusual blue piece of it. ~ E not~ Eeew! Fungus! Gross! Have your master get it! ~ E nothing~ You find nothing interesting in the fungus. ~ ! 9 0 0 2144 9 1509949540 3 0 -1 S #72525 Small, Cavern Pool~ This small cavern has two branches leading off from it. The branch which leads west adjoins a cavern overgrown with fungus while the passage north has a definite incline in the same direction. Towards the back fo the chamber is a small, dark pool of water whose depths spill out and cover much of the floor. ~ ||catch fish|| ||search pool|| [Merior] the second sentence sounds wrong - north slants upward in that direction? *clarified [Merior] look pool uses object, not room not my fault gc messed it up. acode to replace [Calliope] Why can you go west here, and not east from the other side? Wouldn't fungus block both directions? Same reason you push a barbed arrow through versus pulling it out of a wound. *mostly just to piss people off and go around, but escially because its easier to push through this way than the other. *CF ~ 301465600 13 9 0 D0 ~ ~ 0 -1 72526 10 10 5 D3 ~ ~ 0 -1 72524 10 10 5 E pool water dark~ Towards the back of the small cavern, a generous amount of water has filled in a natural depression in the limestone, creating a small pool. The water within the pool seems clean and fresh, though you cannot see far beneath its surface. ~ A catch~ red fish little~ if( !rflag( reset0, room ) ) { send_to_char( #wise, ch ); end; } if( find_stat( ch, dex ) > random( 13, 19 ) ) { send_to_char( #caught, ch ); act_notchar( #hascaught, ch ); obj_to_char( oload( 117 ), ch ); remove_rflag( reset0, room ); } else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); } ~ E wise~ The fish swim out of your reach. ~ E caught~ Plunging your hand into the pool, you pull out a small fish! ~ E hascaught~ $n Plunges $s hand into the pool, pulling out a small fish! ~ E to_char~ Plunging your hand into the small pool, you narrowly miss catching a fish! ~ E to_room~ $n plunges $s hand into the small pool but finds nothing. ~ ! 0 0 0 A ~ ~ ch = rand_player( room ); act_room( #flip, ch ); ~ E flip~ A little red fish jumps out of the pool of water, does a little flip, and enters the pool with a splash! ~ ! 2 150 0 A search~ dark pool water~ if( is_player( ch ) ) { if( rflag( reset0, room ) ) { if( random( 1, 20 ) == 1 ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 3131 ), ch ); remove_rflag( reset0, room ); } else { act_room( #jump, ch ); mload( 183, room ); mob = mob_in_room( 183, room ); attack( mob, ch, 1d5, "nibbling bite" ); remove_rflag( reset0, room ); } } else act_tochar( #nothing, ch ); } else act_tochar( #not, ch ); ~ E find~ Towards the bottom of the pool, you find something silvery. ~ E rfind~ $n pulls something out of the pool of water. It looks very shiny. ~ E jump~ A small fish with very sharp teeth jumps out of the pool. It looks hungry! ~ E nothing~ You find nothing of interesting in the pool. ~ E not~ You shy away from the pool, sensing danger. ~ ! 9 0 0 A ~ ~ acode( find_room( 72520 ), 2 ); continue; ~ ! 3 0 8 A 1 look~ dark pool water~ act_tochar( #desc, ch ); ~ E desc~ Towards the back of the small cavern, a generous amount of water has filled in a natural depression in the limestone, creating a small pool. The water within the pool seems clean and fresh, though you cannot see far beneath its surface. ~ ! 0 0 0 1388 17 1509949540 -2 0 2144 9 1509949540 3 0 -1 S #72526 Slanted Cavern~ This broad cavern slants slightly to the south at a upward angle. While the limestone walls are smooth, the floor is extremely rough. It seems as if this portion of the caverns has received very little traffic. The cavern continues to the south and west. Also, along the northern part of the cavern is a giant slab of stone. Beside it, set into the limestone, is a depression shaped like a hand print. ~ ||hand print||look handprint|| look frame|| [Merior] i like the swinging rope - will it take my whole group across? *no, groupies will ahve to swing one at a time - no monks sitting on their dugg just being led ;) *CF ~ 301465600 11 9 0 D0 stone slab~ stone slab~ 235 -1 72528 10 10 5 D2 ~ ~ 0 -1 72525 10 10 5 D3 ~ ~ 0 -1 72527 10 10 5 A press push depress touch~ handprint print~ if( rflag( reset0, find_room( 72526 ) ) ) { if( !is_open( find_room( 72526 ), north ) ) { remove_rflag( reset0, find_room( 72526 ) ); act_tochar( "You place your hand on the handprint indentation.", ch ); act_notchar( "$n places $s hand on the wall.", ch ); wait( 2 ); send_to_room( "The slab of stone rises into the ceiling of the cavern.", find_room( 72528 ) ); send_to_room( "The slab of stone rises into the ceiling of the cavern.", find_room( 72526 ) ); open( find_room( 72526 ), north ); } else act_tochar( "Touching the handprint doesn't seem to do anything.", ch ); } else act_tochar( "The handprint panel cannot be depressed any further.", ch ); ~ ! 0 0 0 A 1 look~ indentation depression handprint print~ act_tochar( #desc, ch ); if( rflag( reset0, find_room( 72526 ) ) ) act_tochar( #no, ch ); else act_tochar( "The stone of the handprint is depressed into the wall.", ch ); ~ E desc~ Set into the limestone wall, next to the stone frame, is a sizable indentation. Shaped like a handprint, the five-fingered depression is has been made from a fine-grained, dark granite rather than limestone. ~ E no~ The stone of the handprint has a slight seam around it and is flush with the wall. ~ ! 0 0 0 A 1 look~ framework stone 1 north slab~ if( is_open( find_room( 72526 ), north ) ) act_tochar( #open, ch ); else act_tochar( #closed, ch ); ~ E open~ A framework of stone is set into the wall. In it, you can see a slab of granite that has ascended into the ceiling, like a door. ~ E closed~ A framework of stone is set into the wall of limestone. Within it is a large slab of granite, much like a door. The slab looks to somehow ascend into the ceiling of the cavern. ~ ! 0 0 0 A ~ ~ acode( find_room( 72527 ), 1 ); ~ ! 3 0 8 A get take remove grab~ rope grappling hook~ acode( find_room( 72506 ), 5 ); ~ ! 0 0 0 A throw use lasso grapple~ rope grappling hook ceiling~ acode( find_room( 72507 ), 6 ); ~ ! 0 0 0 2144 9 1509949540 3 0 -1 S #72527 Before a Yawning Chasm~ A large passageway of limestone stretches east to west here. However, a yawning chasm extends across the north to south length of the cavern, preventing travel to the east. Two thin stalactites hang down from the ceiling, directly over the center of the descending gap into darkness. ~ *CF ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72526 10 10 5 D3 ~ ~ 0 -1 72504 10 10 5 E chasm gap yawning darkness~ As you look into the chasm, you can see nothing but darkness. The edges of the chasm wall are much too slick to attempt climbing down. On this side of the chasm, there appears to be something stuck in a crevice. ~ E stalactites two thin~ From the ceiling hang two stalactites which are each perhaps six inches thick. There is a small gap between them. It wouldn't be too difficult for something to get accidentally caught between them. ~ A ~ ~ if( ch == mob_in_room( 2144, room ) ) { act_room( #scram, ch, obj, mob ); continue; } if( ch == mob_in_room( 2145, room ) ) { act_room( #fly, ch, obj, mob ); continue; } if( !is_exhausted( ch ) ) { if( can_fly( ch ) ) { act_room( #fly2, ch, obj, mob ); continue; } else { act_tochar( #pass, ch ); act_notchar( #rpass, ch ); } } else continue; ~ E scram~ A white and red spotted spider clings to the wall and climbs across the chasm. ~ E fly~ A small brown bat flies across the chasm with ease. ~ E pass~ The chasm is too wide to cross. ~ E rpass~ $n attempts to cross the chasm but draws back in fear. ~ E fly2~ $n flies across the chasm with ease. ~ ! 3 0 2 A swing cross~ chasm rope 1 east grappling hook~ acode( find_room( 72506 ), 2 ); ~ ! 0 0 0 A use lasso grapple rope~ rope grappling hook~ acode( find_room( 72506 ), 4 ); ~ ! 0 0 0 A get reach take~ rope grappling hook~ acode( find_room( 72506 ), 5 ); ~ ! 0 0 0 A 1 look~ crevice~ if( rflag( reset2, room ) ) act_tochar( #rope, ch ); else act_tochar( #norope, ch ); ~ E rope~ Along the edge of the chasm, on this size, is a small crevice. Little more than a crack in the limestone floor, the crevice is about two inches wide. There appears to be something caught inside the crevice. ~ E norope~ Along the edge of the chasm, on this size, is a small crevice. Little more than a crack in the limestone floor, the crevice is about two inches wide. ~ ! 0 0 0 A search~ crevice~ if( rflag( reset2, room ) ) { if( random( 1, 3 ) == 1 ) { act_tochar( #rescue, ch ); act_notchar( #rrescue, ch ); obj_to_char( oload( 247 ), ch ); remove_rflag( reset2, room ); } else { act_tochar( #slip, ch ); act_notchar( #rslip, ch ); remove_rflag( reset2, room ); } } else act_tochar( #already, ch ); ~ E already~ You see nothing unusual in or around the crevice. ~ E rescue~ From a crevice, you gallantly rescue a length of sturdy rope before it falls into a dark chasm. ~ E rrescue~ $n rescues a length of sturdy rope from the edges of the chasm. ~ E slip~ As you make a grab for the rope, it plunges down into the chasm. ~ E rslip~ As $n makes a grab for the rope, it plunges down into the chasm. ~ ! 0 0 0 2145 9 1509949540 3 0 -1 S #72528 Narrow Cavern Passage~ This natural cavern is hollowed out of pale grey limestone. The side walls of the passage are close together, making the opening into the cavern east very narrow. Set into the south wall is a large stone structure. Next to the frame is a depression in the south wall shape like a hand print. ~ ||hand print||look handprint|| look frame|| *CF ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72529 10 10 5 D2 stone slab~ stone slab~ 235 -1 72526 10 10 5 A press push depress touch~ handprint print~ acode( find_room( 72526 ), 1 ); ~ ! 0 0 0 A 1 look~ indentation depression handprint print~ acode( find_room( 72526 ), 2 ); ~ ! 0 0 0 A 1 look~ framework stone 1 south slab~ acode( find_room( 72526 ), 3 ); ~ ! 0 0 0 2145 9 1509949540 3 0 -1 S #72529 Twisting Cavern~ The cavern, though not very tall here, is wide. Formed from pale grey limestone, the cavern twists gently like a stream, leading both west and south. On the walls of the stony chamber, pictures of birds have been painted with dark pigments. As the cavern continues to the west, it becomes much more narrow. ~ [Merior] wall/picture extras *added [Merior] room to west says its narrow - here it says its wide *clar. on both sides *CF ~ 301465600 11 9 0 D2 ~ ~ 0 -1 72530 10 10 5 D3 ~ ~ 0 -1 72528 10 10 5 E walls pictures birds~ In red and black pigment, pictures of birds have been painted upon the walls. Many of the birds look like common ravens and robins, but here and there, you can see a fanciful bird that can only be from the artist's imagination. ~ 2144 9 1509949540 3 0 -1 S #72530 Long, Low Cavern~ From your current position, you can see that, just to the north, the limestone cavern twists to the west. It also extends far south, so far in fact that you cannot see its end from here. The ceiling of this passage is very low. A great amount of dust coats the smooth, limestone floor. ~ [Merior] dont we leave marks in the dust? if not, why not? *clarified [Merior] ceiling extra *added *CF ~ 301465600 11 9 0 D0 ~ ~ 0 -1 72529 10 10 5 D2 ~ ~ 0 -1 72531 10 10 5 E dust floor great amount~ A large amount of dust covers the floor. It is evenly spread and its surface has no identifiable tracks or visible signs of traffic on it. Perhaps an inch thick, the dust looks to be concealing nothing of importance. The dust is unusual in that it appears quite heavy. It settles back into place once disturbed as if nothing has been through it. ~ E ceiling low~ The ceiling here is quite low, barely ten feet high. The limestone strata looks heavily stressed and is bent, as though some great weight were pressing down upon it. ~ 2144 9 1509949540 3 0 -1 S #72531 Long, Low Cavern~ A cavern passage extends nearly directly north and south here. Along the western wall, there is a single bulge in the limestone. Also, the ceiling of the cavern here is very low. A smaller cavern branches off the passage to the east. ~ [Merior] ceiling extra *added, but its a ceiling for crying out loud...if calling it low makes it important...hehe *CF ~ 301465608 11 9 0 D0 ~ ~ 0 -1 72530 10 10 5 D1 ~ ~ 0 -1 72532 10 10 5 D2 ~ ~ 0 -1 72533 10 10 5 E single bulge~ Along the western wall, there is an unusual bulge in the limestone. The rock around it is misshapen and cracked. It looks as though too much stress has been applied to its surface from above. ~ E ceiling~ The ceiling here is extremely low, and looks no taller to the south or north. It stands barely ten feet above the ground. ~ -1 S #72532 Cavern Tomb~ The caverns come to a dead end here. There are no passages branching from it except to the west. While a small amount of dirt covers the floor, the limestone chamber seems empty and sterile. Stained upon the walls with dark pigments are pictures of large fish and meandering streams. At the center of the cavern lies a slab of stone being used as a bier. ~ [Merior] extra for painting *added [Merior] doesnt really matter, but why is her group crabmen? *group type doesnt matter, as long as you use diff ones in the same zone. I dont want to fill groups chart unnecessarily. [Merior] make her humanoid or give her marmor *done. I hate humanoid flag since you cant set a base ac. *CF ~ 301465600 11 9 0 D3 ~ ~ 0 -1 72531 10 10 5 E pictures paintings fish streams~ Tiny green and orange fish decorate the wall. Many are depicted as having jumped from curving blue streams. ~ 2140 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 3000 81 1509949450 -2 0 893 80 1509949445 -2 0 -1 S #72533 Long, Low Cavern~ Though the cavern has an extremely low ceiling, it is not enough to impede travel in any way. The limestone of this passage is grey in color and very dry. Two smaller caves branch off from the cavern to the west and east. The cavernous passage also continues to the south and north. ~ [Merior] ceiling extra *added. *CF ~ 301465608 11 9 0 D0 ~ ~ 0 -1 72531 10 10 5 D1 ~ ~ 0 -1 72535 10 10 5 D2 ~ ~ 0 -1 72536 10 10 5 D3 ~ ~ 0 -1 72534 10 10 5 E ceiling~ You can see little about that ceiling that is unusual. Made of limestone, the ceiling stands barely ten feet above the floor. ~ -1 S #72534 Cavern Tomb~ The walls of this spacious, limestone chamber are characteristically smooth and dry. The floor, which is just as smooth, is covered in a thin layer of dirt. While the majority of the black dirt is evenly distributed, some of it is heaped along the base of a long stone bier which rests in the center of the cavern. Painted upon the walls, especially around the chamber's entrance to the east, are images of running and jumping dogs. ~ [Merior] painting extra *Added [Merior] boots in the dirt seem odd - perhaps put the key here that used to be under the dog-shaped rock? and modify the hint in zarander's tower *done deal *CF [Calliope] That key is popping in the crow's nest. Might want to remove it once this area is open. *already slated ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72533 10 10 5 E thin layer dirt~ A thin layer of dirt covers the floor of this tomb. Black in color, the soil is rich and fertile. But it is also very old and musty. ~ E base heap~ A significant amount of dirt has been heaped along the base of the stone bier. The process does not look to have been natural. As to what purpose it serves, you can only guess. ~ E painting~ A multitude of dogs and puppies, painted in black, adorn the walls of this cavern. Many of the canine figures jump and frolic in obvious play. A few, like the ones closest to the bier, stand at attention, as though they are on guard. ~ A search unbury dig~ base stone bier dirt black earth~ if( rflag( reset0, room ) ) { if( random( 1, 10 ) == 1 ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 162 ), ch ); remove_rflag( reset0, room ); } else act_tochar( #nothing, ch ); } else act_tochar( #nothing, ch ); ~ E nothing~ You find nothing of interest at the base of the stone bier. ~ E find~ You find a brass key at the base of the stone bier! ~ E rfind~ $n finds something buried at the base of the stone bier. ~ ! 9 0 0 2140 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 78 81 1509949450 -2 0 246 80 1509949450 -2 0 -1 S #72535 Cavern Tomb~ This small cavern has two short stalagmites protruding from its floor. The pair of dripstone formations stand opposite of the limestone chamber's only entrance to the west. Images of the moon and sun have been painted upon the walls in dark yellow and orange pigments. At the heart of the small cavern lies a long bier of stone. ~ [Merior] image extra *added [Merior] check with talis on the cord - i think we're using an rtable for it *he didnt seem to mind and I dont want the ohter junk with it. *CF ~ 301465600 11 9 0 D3 ~ ~ 0 -1 72533 10 10 5 E two short stalagmites~ Two short stalagmites rise up from the floor. Both are formed from grey limestone and have had their tips knocked off at some point. They do not appear to have added growth in quite some time. ~ E images sun moon~ The images of the sun and moons have been applied to the cavern wall with orange and yellow pigments. There are nine of them all told. Seven are orange and two are yellow. ~ 2140 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 3000 81 1509949450 -2 0 621 80 1509949455 -2 0 -1 S #72536 Long, Low Cavern~ The cavern's ceiling remains low until just a few feet before it reaches a dead end to the south. The ceiling then rises a little, to a comfortable level. Near where the ceiling gets taller, the cavern passage branches to the west and east, into smaller caves. The limestone passageway continues out of sight to the north. ~ *CF ~ 301465608 11 9 0 D0 ~ ~ 0 -1 72533 10 10 5 D1 ~ ~ 0 -1 72539 10 10 5 D3 ~ ~ 0 -1 72537 10 10 5 -1 S #72537 Cavern Tomb~ This cavern's north and south walls are very close together while the other walls are far apart and very spacious. A cave-in looks to have occurred along the western part of the limestone chamber for piles of rubble lie against it. Painted upon the cavern's pale grey walls are pictures of fierce, feminine wolves. The wolves seem to be gazing upon the long stone bier resting at the heart of the narrow cavern. ~ |move mound west|| [Merior] how can we tell the wolf is feminine? simple painting, lack of genitals - again not typing that in desc [Merior] painting extra *added [Merior] pass-door ghosts go west through ! *gave door a name? [Merior] you can up the snail shell repop *done *CF ~ 301465600 11 9 0 D1 ~ ~ 0 -1 72536 10 10 5 D3 mound of rubble~ ~ 203 -1 72538 10 10 5 E pile rubble~ A large amount of rubble lies against the west wall. Though it appears to be from a cave-in, some of the rocks within it look strategically placed. You can feel a faint breeze coming from beyond it. ~ E painting wolves feminine~ Upon the walls, fierce female wolves have been painted. Most of the she-wolfs stare at the stone bier resting in the cavern, as though guarding it. ~ A move push~ mound rubble 1 west~ if( find_stat( ch, str ) > random( 12, 17 ) ) { if( !is_open( room, west ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, west ); } else { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( room, west ); } } else act_tochar( #cant, ch ); ~ E cant~ You strain your muscles, but cannot gain leverage over the rubble. ~ E open~ You place your shoulder against the rubble and push it aside! Once out of the way, you can see a painted chamber beyond. ~ E ropen~ $n places $s shoulder against the rubble and pushes it aside! Once out of the way, you can see a painted chamber beyond. ~ E close~ You set your shoulder against a pile of rubble, moving it in front of a passageway west. ~ E rclose~ $n sets $s shoulder against a pile of rubble, moving it in front of a passageway west. ~ ! 0 0 0 2140 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 3000 81 1509949450 -2 0 189 80 1509949475 -2 0 -1 S #72538 Tomb with Wall Paintings~ The remains of a partial cave-in lie to the east, cluttering the small cavern's only entrance and exit. Stalactites barely a foot long hang from the ceiling, poised directly above the long stone bier resting at the cavern's center. Painted upon the smooth, pale grey walls are small paw prints. ~ ||move mound east|| [Merior] can east close? if so, room can be wrong *it says clutering, doesnt say sealing off. It doesnt say either fully. added leaving message to clarify. [Merior] if token doesnt always pop - should it be in her description? *nod, yeah, i think it should. see mirror wrong for argument :) [Merior] is stone just treasure? no, its a replacenet for low-level rbacers or equal gem bracers [Merior] generally 'big' mobs are more then 2 levels higher then little ones *um, yeah, so? general zones follow the chief/shaman/cook/gaurd/warrior pattern too which is not exactly original. The mobs are 20% higher than their guards :p... *added paw print paint *CF ~ 301465600 11 9 0 D1 mound of rubble~ mound rubble~ 203 -1 72537 10 10 5 E cave-in remains pile rubble~ A large amount of rubble lies against the east wall. Though it appears to be from a cave-in, some of the rocks within it look strategically placed. You can feel a faint breeze coming from beyond it. ~ E paw prints~ Tiny paw prints decorate the walls. Most of them are half as big as your hand. They look like the paw prints of wolf cubs. ~ A move push~ mound rubble 1 east~ if( find_stat( ch, str ) > random( 12, 17 ) ) { if( !is_open( room, east ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, east ); } else { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( room, east ); } } else act_tochar( #cant, ch ); ~ E open~ You strain your muscles, moving the mound of rubble aside. Beyond it, you find a cavernous passageway. ~ E ropen~ $n strains $s muscles, moving the mound of rubble aside. Beyond it, you can see a cavernous passageway. ~ E close~ You shove some rubble in front of the passageway leading east. ~ E rclose~ $n shoves some rubble in front of the passageway leading east. ~ E cant~ You strain your muscles, but cannot gain leverage over the rubble. ~ ! 0 0 0 A ~ ~ if( !is_open( room, east ) ) act_tochar( #cant, ch ); else continue; ~ E to_char~ You tred east past the rubble. ~ E to_room~ $n climbs east over the rubble. ~ E cant~ There is too much rubble obscuring the way east. ~ ! 3 0 2 2137 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 1053 81 1509949450 -2 0 901 80 1509949445 -2 0 -1 S #72539 Cavern Tomb~ The entrance to this cavern is little more than a gap in the western wall. Within, you can see a series of horses painted upon the wall. Formed from limestone, the cavern's surfaces are smooth and dry. There is very little within the chamber, save for a long bier of grey stone. ~ [Merior] make him humanoid or give him marmor *done *CF [Loxus] is there supposed to be a _male_ ghost in here? ~ 301465600 11 9 0 D3 ~ ~ 0 -1 72536 10 10 5 E walls painted painting horses~ A series of crude images decorate the walls. The images are of both short and tall horses, each of which are frolicing and dancing about. ~ 2139 9 1509949540 3 0 3086 49 1509949540 -2 0 3087 113 1509949540 -2 0 33 81 1509949450 -2 0 1052 80 1509949445 -2 0 -1 S #0