tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Kobold Caves~
Chaser/Rue~
kobolds~

8 0
0
#ROOMS

#12000
A Dusty Trail~
~
can'r delete this room, is first room of kobolds

~
301469832 1 6 0
-1
S

#12006
Entrance to Cave~
A dark and foreboding cave entrance leads down from here into the

mountain.  The wind and snow make this look like a promising place but

bones litter the ground making your passage through them a crunchy

affair.  You can hear the wind howling through unknown passages in the

cave and this arouses your curiosity.  

~
south was 26552

[Starshine] why a promising place? sounds nasty to me.

[Starshine] remove 'arouses curiosity'. is action best left to player to feel.

[Starshine] make wind howling into a random action?

[Starshine] then can add to room desc what lies west and north and east.

[Starshine] added extra 1 down ..

~
301465612 4 6 0
D3
~
~
0 -1 26574 10 10 5
D5
~
~
0 -1 12007 10 10 5
E
bone bones~
As you examine the bones you notice that some of them are dwarf-sized. 

You have a feeling anyone or anything inside that cave is not going to be

very friendly.  

~
E
1 down entrance cave~
Below you is the entrance to a dark, ominous-looking cave.  Light from

the entrance illuminates a small patch of the rough floor of the cave,

but nothing else.

~
A
~
~
continue;

~
E
to_char~
@GYou enter the small cave, lowering yourself into the earth.@n

~
!
3 -1 32
-1
S

#12007
Cave Passageway - Beneath a Hole~
This cave is large and twisted, full of stalactites and stalagmites

that make movement somewhat difficult.  Rough tunnels head off to the

east and west, curving into darkness as they leave this room.  A sloped

passageway leads up and out of the cave turning towards the west as it

goes.  Dust and dirt cover the floor of the cave.

~
size ogre to keep out horses - these are kobolds after all

~
301465605 0 5 0
D1
~
~
0 -1 12012 10 10 5
D3
~
~
0 -1 12008 10 10 5
D4
~
~
0 -1 12006 10 10 5
E
dust dirt floor 1 down~
You can see many prints crisscrossing across the floor of the cave. 

They appear to be dog-like, but much larger.

~
E
1 up out~
A hole in the ceiling of the cave leads up out of this tunnel.  The hole

leads into a short passageway which heads out and then seems to turn west.

~
A
~
~
continue;

~
E
to_char~
@GYou head up and out of the cave.@n

~
!
3 -1 16
153 9 1509949540 3 0
-1
S

#12008
Twisted Passageway~
The damp tunnel twists downward towards the west, while climbing steeply

towards the east.  The floor is covered in a crunchy white powder, and

the walls are covered with an almost luminescent film of glittering white

as well.  In places the tunnel narrows where thick columns of the white

material reach from the ceiling to the floor.

~
~
301465605 0 5 0
D1
~
~
0 -1 12007 10 10 5
D3
~
~
0 -1 12009 10 10 5
E
powder floor crunchy~
The floor seems to be made of a crystalline, but friable, powder of some

sort.  Mixed in among the white crystals are flecks of a shimmering gold

substance.

~
E
film walls luminescent~
The stone walls are almost completely covered by a smooth white substance. 

Flecks of a gold color shimmer, encased in the hard material.

~
E
columns material~
Made of the hard white substance, these columns appear to be stalactites

and stalagmites that have joined over time.

~
E
flecks~
The shimmering flecks appear to be nothing more than a pyrite in the

stone.

~
A
get scratch dig take~
golden flecks~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou try in vain to scratch some of the flecks from the stone.@n

~
E
rmsearch~
@$n scratches fitfully at the stone for a few moments.@n

~
!
0 0 0
-1
S

#12009
Turn in the Passageway~
The cramped tunnel curves here, turning to the north and to the east.  A

milky white substance seems to ooze down the walls, forming into solid

and smooth lumps along the floor.  Stones litter the slick floor, made

damp by the constant dripping of water.  Several small pools of water

have collected in the deeper depressions in the floor.

~
~
301465605 0 5 0
D0
~
~
0 -1 12010 10 10 5
D1
~
~
0 -1 12008 10 10 5
E
white milky lumps substance walls~
This sticky fluid oozes down the walls, coating them with a thick film. 

It seems that when it dries it forms into a smooth, stone-like substance

that coats the walls and forms into solid lumps on the floor.

~
E
pools depressions~
Shallow depressions cover the floor, where water has collected.  The

water appears fresh and might be drinkable.

~
E
lumps stones floor 1 down~
The lumps being formed upon the floor are the beginnings of new

stalagmites.  Stones broken from existing stalagmites and stalactites to

form the tunnel help with the foundations for new lumps.

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

~
E
drip~
@GThe silence is broken by the sound of dripping water echoing down the

tunnel.@n

~
!
2 100 0
A
get move break~
lumps~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GThe lumps are stone and you cannot take them.@n

~
E
rmsearch~
@G$n tries in vain to rip the lumps from the floor.@n

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

~
E
stench~
@YA horrible stench wafts in from the north.@n

~
!
2 50 0
819 17 1509949540 -2 0
-1
S

#12010
Filthy Cave - Above a Large Hole~
A large pit surrounded by shattered bones dominates this stinking chamber. 

The rough walls of the cave are covered with a layer of green moss that

seems to thrive in the moist air.  Small, whitish stalactites hang from

the cave roof.  Small bits of rock and other debris are also scattered on

the floor, as are bits of bone.  The floor is spongy in places, and

dotted with filth.  To the south a twisting tunnel leads out of the

chamber and into darkness.

~
[Rue] room intentionally small.  Tromp won't fit.

~
301465605 0 5 0
D2
~
~
0 -1 12009 10 10 5
D5
~
~
0 -1 12011 10 10 5
E
pit 1 down hole~
You peer down the pit but you can see nothing but darkness.  A metal

ladder is inset into the wall of the pit so you can climb down should

you have the urge to.  

~
E
bones~
The bones are of all sorts of creatures, and most of them are split and

broken.  In the jumbled mix you can see small animal bones and some that

are larger, probably humanoid.

~
E
stalactites~
The small stalactites can't be more than an inch long.  Although there is

no way to reach them, they don't look all that interesting anyway.

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

~
E
stench~
@YA horrible smell wafts up from the pit below!@n

~
!
2 100 0
A
~
~
if( mob_in_room( 126, find_room( 12011  ) ) ) {

  find_room( 12010 );

  i = 1d2;

  if( i == 1 )

    send_to_room( #croaking, room );

  if( i == 2 )

    send_to_room( #tromping, room );

  }

~
E
tromping~
@YSuddenly the ground shakes and trembles as you hear a deep thunderous

sound from below!@n

~
E
croaking~
@YA fearful, booming croaking sound echoes up from the pit!@n

~
!
2 250 0
A
~
~
continue;

~
E
to_char~
@GYou grab the rungs and lower yourself into the pit.@n

~
E
to_room~
@$n lowers $mself into the pit.@n

~
!
3 0 32
144 9 1509949540 3 0
36 17 1509949540 -1 0
36 17 1509949500 -1 0
-1
S

#12011
Pit~
The steep walls of the pit are coated with a thick gore that mingles with

a carpet of green moss.  The floor of the pit is covered with a layer of

crushed bones and shattered rock.  A stout pillar of stone sits in the

center of the pit, rusted manacles hangling limply from chains bolted to

it.  Ancient iron rungs lead up the wall, providing exit from the dark

pit.

~
[Rue] please leave it so people can't just walk out with tromp zombies

~
301465613 0 7 0
D4
~
~
0 -1 12010 10 10 5
E
bones floor 1 down moss carpet~
Bones cover the floor of the pit, most of them splintered and crushed

into a fine dusty layer over the ground.  Growing upon some of the bones

and covering the floor is a carpet of moss.

~
E
stone pillar~
This thick stone pillar must be at least three feet in diameter.  Deep

scratches and gouges mar the surface, along with stains that could only

be blood.  A deep crack can be seen near the bottom of the pillar.

~
E
crack~
The crack looks deep enough to hide something in.

~
E
manacles rusted chains~
A thick pair of crude iron manacles hang from bolts in the stone pillar. 

They are broken now and covered with a thick layer of damp rust.

~
E
iron rungs~
Thick iron rungs are bolted into the pit's side.  They lead upwards and

out of the pit.  Some of the lower rungs are badly bent.

~
E
walls gore~
Gore covers the steep, rough walls of the pit.  The gore seems to be a

mixture of slime, blood, feces, moss, and other fluids.

~
E
1 up~
Old iron rungs lead up to a small cave, which seems to have an opening

south.

~
A
1 look search feel~
cracks~
if( rflag( reset0, room ) ) {

  send_to_char( #taken, ch );

  act_notchar( #took, ch );

  obj_to_char( oload( 57 ), ch );

  remove_rflag( reset0, room );

  };

else

  send_to_char( #nothing, ch );

~
E
taken~
@GYou search the crack and find a slip of paper.@n 

~
E
took~
@G$n searches the cracks in the pillar.@n

~
E
nothing~
@GYou search the cracks, but find nothing at all.@n

~
!
0 0 0
A
move push~
pillar~
send_to_char( #groins, ch );

act_notchar( #toroom, ch );

~
E
groins~
@GYou push the pillar as hard as you can, but nothing happens.@n

~
E
toroom~
@G$n grunts as $e pushes the pillar.  Oddly, it doesn't move at all.@n

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
@GYou grab the iron rungs and try to climb up.@n

~
E
to_room~
@G$n starts climbing up the iron rungs.@n

~
!
3 0 16
126 9 1509949540 3 0
14 17 1509949470 -1 0
14 17 1509949470 -1 0
716 17 1509949441 -2 0
983 17 1509949445 -2 0
1039 17 1509949465 -2 0
1039 17 1509949465 -2 0
12 17 75 -2 0
12 17 75 -2 0
-1
S

#12012
Twisting Passageway~
A thick mold grows on the cave walls, fed by the dripping water that

leaks in from the ceiling.  The floor is muddy and uneven, but easy

enough to pass through without difficulty.  Small stalactites hang from

the low ceiling, making it imperative that you watch where you are

going.  After a slight rise the tunnel jogs slightly and then heads east. 

You can also head west through the tunnel.

~
~
301465605 0 5 0
D1
~
~
0 -1 12013 10 10 5
D3
~
~
0 -1 12007 10 10 5
E
dark mold~
The dark mold is fed by the moisture dripping in from the ceiling.  It

covers most of the walls, and appears harmless.

~
E
muddy floor~
You can see dog-like prints in the thick mud on the floor.  The prints

lead both east and west.

~
A
~
~
continue;

~
E
to_char~
@GMoving to the east, you climb the slight rise in the floor and then

continue down the tunnel.@n

~
!
3 0 2
A
entering~
~
i = 1d20;

if( i == 3 ) {

  act_tochar( #whoa, ch );

  act_notchar( #rmwhoa, ch );

  }

~
E
whoa~
@YYou barely avoid hitting your head on one of the lower stalactites.@n

~
E
rmwhoa~
@Y$n nearly hits $s head on one of the low-hanging stalactites.@n

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

~
E
wind~
@GA cool breeze flows by you, coming from the west.@n

~
!
2 100 0
A
get take search~
mold~
Act_tochar( #search, ch );

act_notchar( #search, ch );

~
E
search~
@GYou poke at the mold, but it is too difficult to remove from the wall.@n

~
E
rmsearch~
@GPokes the mold on the wall.@n

~
!
0 0 0
-1
S

#12013
Twisting Passageway~
The cramped tunnel curves quickly, cutting through a maze of large

stalactites, stalagmites and columns.  A thick layer of dirt and rock

covers the floor, making footing quite easy despite the irregularities. 

The rock formations appear solid, and most are almost a foot thick.  The

tunnel widens to the north, where you can see that the rock formations

thin out and disappear.  To the west the tunnel descends a foot or two in

small steps, then continues on for some distance.

~
~
301465604 0 5 0
D0
~
~
0 -1 12014 10 10 5
D3
~
~
0 -1 12012 10 10 5
E
stalactites stalagmites columns~
Thick rock formations sprout from the ceiling and floor.  They are all

quite large and thick, and look very strong.  They are a whitish color,

and smooth to the touch.

~
E
dirt rock~
The floor is covered by a thick layer of dirt mixed with gravel.  The

gravel seems to have made it difficult to see any prints that may have

been left.

~
A
~
~
continue;

~
E
to_char~
@GYou step down the small slope, then continue moving west.@n

~
!
3 0 8
A
search~
gravel dirt~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou poke around in the gravel, but find nothing.@n

~
E
rmsearch~
@G$n kneels down and pokes around in the gravel.@n

~
!
0 0 0
-1
S

#12014
Tunnel~
The cave spreads out into a semicircular bulge, with a small tunnel

leading off to the east.  The floor has been covered with dirt and rock,

as well as a thin layer of straw.  It is apparent from the prints on the

floor that there is heavy traffic through this cave, much of it traveling

towards the tunnel to the east.  To the north the tunnel pinches in and

heads into darkness, while to the south a thick forest of stalactites and

other rock formations make it difficult to see.

~
~
301465604 0 6 0
D0
~
~
0 -1 12016 10 10 5
D1
~
~
0 -1 12015 10 10 5
D2
~
~
0 -1 12013 10 10 5
E
floor dirt rock straw 1 down~
A thin layer of dirt and rock has been spread out on the floor to even it

out.  The layer is only about two inches deep, but has been packed down

over time.  Small dog-like prints can be seen in the dirt.

~
E
prints~
These prints are just smaller than a dwarven foot, but have an

unmistakable look of canine to them.  They lead in all directions.

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

~
E
watersounds~
@BThe sound of running water can be heard coming from the east.@n

~
!
2 100 0
A
search~
floor straw dirt gravel~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou poke around in the dirt and straw, but find nothing.@n

~
E
rmsearch~
@$n pokes around the floor.@n

~
!
0 0 0
153 9 1509949540 3 0
153 9 1509949490 3 0
-1
S

#12015
Lichen-Covered Cave~
Hard-packed earth covers the stone floor of this cold and damp cave.  A

small hole in the floor sits in the northeastern corner of the room.  The

ceiling of the cave is slanted towards the north end, rising to its

highest point near the small tunnel that leads westwards.  A thin layer

of black lichen covers most of the wall, only missing a small space a few

feet above the hole in the floor.

~
~
301465605 0 6 0
D3
~
~
0 -1 12014 10 10 5
E
hole 6 northeastern corner~
The hole is about a foot in diameter, but you can see down into it about

six feet.  A fast-moving stream of water gurgles loudly by beneath the

hole.

~
E
lichen black~
Long-dead patches of lichen cover the walls and ceiling of the cave.  The

small patch where the lichen is missing appears to be polished by

constant touching of some sort.

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

~
E
chuckle~
Loud gurgling sounds can be heard coming from the hole in the floor.

~
!
2 100 0
A
enter go~
hole floor~
act_tochar( #noway!, ch );

act_notchar( #rmnoway!, ch );

~
E
noway!~
The hole is far too small and smelly for you to enter.

~
E
rmnoway!~
$n thinks about entering the small hole for only a second before

changing $s mind.

~
!
0 0 0
A
get take~
lichen~
act_tochar( #nope, ch );

~
E
nope~
@GYou cannot take the lichen.@n

~
!
0 0 0
146 9 1509949540 3 0
-1
S

#12016
Broad Tunnel~
This cave is quite wide, spreading to the east and west and bulging above

your head to a height of about twelve feet.  The dark brown stone of

the ceiling and floor are almost smooth, though the floor is a bit uneven,

rolling slightly with small dips.  Towards the southwest side of the cave

a small pinched-in tunnel leads south into darkness.  To the north, a

large tunnel leads towards a slight glow.

~
~
301465604 0 6 0
D0
~
~
0 -1 12017 10 10 5
D2
~
~
0 -1 12014 10 10 5
E
ceiling above 1 up~
The ceiling is bowed slightly upwards, ranging from a height of about six

feet at the edges of the room, to a height of twelve feet at the center.

~
E
floor 1 down~
The floor is comprised of a smooth, brown stone.  There are several

depressions and heights in the cave, but they are only minor and easy to

traverse.

~
-1
S

#12017
Cavern~
This huge cavern reaches high above you into darkness.  Poorly crafted

low wooden tables are arranged in a crude attempt to create a banquet

hall of some sort.  Crude wooden plates and mugs litter the floor and

tables, casually tossed aside by their last users.  Bolted to the walls

are some torches which cast a pale and feeble light about the cave.  To

the north the cave continues, curving around a natural stone formation as

it leads that way.  To the east the large cavern expands, more tables

visible even in the gloom.  A dwarf skeleton is shackled to the west, the

bones hanging limply from rusty chains.

~
[Kwee] very cute, burn the old players who reach for the torch. :P

~
301465605 0 7 0
D0
~
~
0 -1 12026 10 10 5
D1
~
~
0 -1 12023 10 10 5
D2
~
~
0 -1 12016 10 10 5
E
skeleton chains~
These are the skeletal remains of a dwarf that was kept chained to the

wall.  The bones have been picked clean of flesh by something, but enough

connective tissue remains to keep it intact.

~
E
plates mugs floor 1 down~
The plates and mugs are of crude manufacture and are encrusted with filth. 

The plates are stained and caked with dried food, and many of the mugs

have mold growing in them.

~
E
tables wooden~
The low wooden tables are covered in crusty food and stains from unknown

sources.  The craftsmanship of the tables is substandard, and time, nor

the kobolds has been kind to them.

~
E
torches~
The torches are merely oil-wrapped wooden clubs, their feeble flame

burning smoking.  The wall brackets holding the torches are old and made

of crude iron.  They are solidly bolted to the walls though.

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

~
E
flicker~
@YThe torch flickers briefly, sputtering then resumes burning.@n

~
!
2 75 0
A
pull push turn twist~
iron sconce torch~
act_tochar( #burn, ch );

act_notchar( #witness, ch );

i = dice( 1, 15 );

dam_message( ch, i, "a searing hot torch" );

inflict_fire( ch, mob, i, "a searing hot torch" );

~
E
burn~
@RYou reach for the torch, burning your hand badly as you touch the hot flame!@n

~
E
witness~
@RBefore you can stop $n, $e reaches for the torch, burning $s hand!@n

~
!
0 0 0
147 9 1509949540 3 0
147 9 1509949520 3 0
148 9 1509949540 3 0
-1
S

#12019
Passageway~
This passageway is wide and free from the natural stone obstructions

prevalent in much of the caves.  From the crude chisel marks visible on

the walls, this tunnel has been carved into its present shape by

unskilled miners.  The most striking thing in the cave is a thick, wooden

door set into the tunnel to the north, flanked on either side by stout

poles with dessicated dwarf heads mounted atop them.  A stained curtain

of sorts hangs along the east wall, perhaps leading into another cave. 

The passageway also leads south.

~
[Rue] should stay dark 

~
301465604 0 5 0
D0
door~
door~
391 256 12021 10 10 5
D1
curtain~
curtain~
131 -1 12020 10 10 5
D2
~
~
0 -1 12026 10 10 5
E
door 1 north~
The dried and shriveled heads of two dwarves are mounted atop thick

wooden poles that flank each side of the door.  The mouths hang open, and

their skin has turned a dark brown.  Their long beards still cling to the

dry flesh, now covered with cobwebs and dust.  The eyes of the dwarf on

the west side of the door are still open, and rolled to the heavans.

~
E
door~
The door is made from thick planks of wood bound by heavy bands of iron. 

The wood of the door is scarred from what appear to be axe chops, but

stands firm despite the damage.

~
E
1 east curtain~
A blanket hangs on the east wall, acting as a curtain between this room

and the room beyond.  The curtain is badly stained and dirty, though its

sides are worn almost bald, indicating heavy use.

~
A
get take pull lift remove~
dessicated heads dwarf dried~
act_tochar( #noget, ch );

act_notchar( #rmnoget, ch );

~
E
noget~
@G You can't take the heads, they are firmly stuck in the poles.@n

~
E
rmnoget~
@G$n tries to pull the heads off the poles, but they are stuck firmly.@n

~
!
0 0 0
A
~
~
if( mob_in_room( 159, find_room( 12020 ) ) ) {

  find_room( 12019 );

  send_to_room( #crying, room );

  }

~
E
crying~
@RYou hear a muffled and low howling sound coming from the east.@n 

~
!
2 200 0
A
~
~
continue;

~
E
To_char~
@GYou brush the curtain as you move through.@n

~
E
to_room~
@G$n $t east through the curtained doorway.@n

~
!
3 0 2
154 9 1509949540 3 0
-1
S

#12020
Nursery~
This rectangular cave is situated just off the main passageway.  A thick

and stained blanket hangs from iron hooks along the west wall, and can be

used to close off the small entrance from the rest of the cavern.  Three

crudely constructed wooden cradles line the east wall, filled with mats

of stinking straw.  One torch lights the cave, resting in an iron sconce

bolted to the south wall.  The only way out is west towards the main

passageway.

~
[Rue] flame code set for when inflict_fire works

[Rue] she can detect_hidden..no way to sneak through curtain..and she has

a good sense of smell.

~
301465605 0 5 0
D3
curtain~
curtain~
131 -1 12019 10 10 5
E
blanket curtain 1 west~
This thick cotton blanket has seen better days.  It may have once been a

decent piece of cloth, but now it is stained and probably infested with

fleas.  The blanket looks like it would easily be pushed out of the way

to move west.

~
E
cot cradle box~
These crude wooden boxes are used as cradles by the kobolds.  They have

been stuffed with straw which seems to do a wonderful job of soaking up

and preserving the hideous smells kobold children produce.

~
E
sconce torch iron~
A plain torch sits in a crude but effective iron sconce bolted to the

wall.

~
A
pull move twist turn~
torch iron sconce~
send_to_char( #burn, ch );

act_notchar( #witness, ch );

i = dice( 1, 15 );

dam_message( ch, i, "a searing hot torch" );

inflict_fire( ch, ch, i, "a searing hot torch" );

~
E
burn~
You reach for the torch, burning your hand badly as you touch the hot flame!

~
E
witness~
Before you can stop $n, $e reaches for the torch, burning $s hand!

~
!
0 0 0
A
~
~
mob = mob_in_room( 158, room );

if( !mob )

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  send_to_room( #snarl, room );

  }

~
E
snarl~
@GThe kobold nursemaid bares her teeth and snarls!@n

~
!
1 0 8
A
~
~
continue;

~
E
to_char~
@GYou brush the curtain as you head west.@n

~
E
to_room~
@G$n $t through the curtained doorway to the west.@n

~
!
3 0 8
158 9 1509949540 3 0
159 9 1509949540 3 0
159 9 1509949540 3 0
159 9 1509949540 3 0
-1
S

#12021
Chieftain's Room~
Carved from stone, this chamber is quite pleasant even for a kobold. 

The chamber is as roughly square as kobold miners could hope to

accomplish.  A wide shelf of sorts has been cut into the east wall, and a

bedding of old skins acts as a mattress.  Two torches burn brightly on

the west wall, sitting in iron sconces bolted into the stone.  Sharp

hooks hang from the ceiling next to a heavy wooden door to the north.  To

the south a heavy wooden door bound by iron provides exit.

~
[Rue] done

~
301465605 0 5 0
D0
heavy wooden door~
heavy wooden door~
235 -1 12022 10 10 5
D2
wooden door~
door~
391 256 12019 10 10 5
E
button~
The button is smooth from use.  It looks like you can press it.

~
E
skins bedding mattress~
The old skins that make up the bedding are quite dirty and stained.

~
E
sconces~
The sconces are made of iron and hold hot, burning torches.

~
E
shelf bed~
This wide shelf is about four feet wide.  From the dirty skins heaped on

it, you would guess it is a bed.

~
E
hooks sharp~
Heavy iron hooks with a cruel and barbed tip are bolted to the stone

ceiling.  They are covered in rust, and what appears to be caked blood.

~
A
~
~
mob = mob_in_room( 153, room );

if( mob ) {

  if( is_fighting( mob ) )

    end;

  if( random( 1, 2 ) == 1 ) {

    if( num_in_room( room ) < 1 ) {

      act_room( #guard, ch );

      junk_mob( mob );

      }

    }

  }

mob = mob_in_room( 145, room );

if( random( 1, 2 ) == 1 ) {

  if( num_in_room( room ) < 1 ) {

    act_room( #guard, ch );

    junk_mob( mob );

    }

  }

~
E
guard~
The guard returns to his post.

~
!
2 100 0
A
push press~
button~
mob = mob_in_room( 157, room );

if( mob ) {

  act_room( #rage, ch );

  attack( mob, ch, 3d6+1, "leaping smash" );

  end;

  }

if( is_open( room, north ) ) {

  act_tochar( #close, ch );

  act_notchar( #rmclose, ch );

  close( room, north );

  send_to_room( #otrmclose, find_room( 12022  ) );

  }

else {

  act_tochar( #open, ch );

  act_notchar( #rmopen, ch );

  open( room, north );

  send_to_room( #otrmopen, find_room( 12022  ) );

  }

~
E
rage~
@YThe kobold chieftain moves to attack!@n

~
E
close~
@GYou press the small button and the northern door slides closed with a

bang.@n 

~
E
rmclose~
@G$n puts $s hand in the bedding and the northern door slams shut with a

bang!@n 

~
E
otrmclose~
@GThe door slams shut with a bang!@n

~
E
open~
@GYou press the button and the north door slides open silently.@n

~
E
rmopen~
@G$n puts $s hand in the hay and the north door slides open silently.@n

~
E
otrmopen~
@GThe door slides open silently.@n

~
!
0 0 0
A
search look~
bedding sheets~
if( find_skill( ch, searching )  > random( 0, 2 ) ) {

  act_tochar( #find, ch );

  act_notchar( #search, ch );

  }

else {

  act_tochar( #nofind, ch );

  act_notchar( #search, ch );

  }

~
E
find~
@GYou search through the bedding and find a small button.@n

~
E
search~
@G$n searches the bedding.@n

~
E
nofind~
@GYou search through the bedding, but find nothing of value.@n

~
!
0 0 0
A
pull push twist turn~
torch sconce~
act_tochar( #burn, ch );

act_notchar( #witness, ch );

i = dice( 1, 15 );

dam_message( ch, i, "a searing hot torch" );

inflict_fire( ch, mob, i, "a searing hot torch" );

~
E
burn~
@RYou reach for the torch, burning your hand badly as you touch the hot

flame!  @n 

~
E
witness~
@RBefore you can stop $n, $e reaches for the torch, burning $s hand!  @n

~
!
0 0 0
157 41 1509949540 3 0
153 73 1509949540 3 0
-1
S

#12022
Small Cave~
This small room has been slightly enlarged in part by mining, only the

northeast corner remaining natural, of what must have been a very small

cave.  The ceiling is about nine feet high, except in the corner where

several small stalactites and the natural, height of the room make it

around seven.  The walls are barren stone, and the floor is quite dusty. 

A heavy wooden door dominates the south wall.  A small lever protrudes

from the south wall beside the door.

~
[Rue] done

~
301465604 0 5 0
D2
heavy wooden door~
heavy wooden door~
235 -1 12021 10 10 5
E
lever~
The lever is made from rusty iron.  It looks like you can pull it.

~
E
stalactites~
The small stalactites look normal.  They are tiny, only a few inches long.

~
E
1 south door~
The door is made of solid wood and is unbreakable.  There is no keyhole

and no doorknob or way to pry the door open.

~
A
~
~
if( mob_in_room( 153, room ) ) {

  if( is_fighting( mob ) )

    end;

  if( random( 1, 2 ) == 1 ) {

    if( num_in_room( room ) < 1 ) {

      act_room( #guard, ch );

      junk_mob( mob );

      }

    }

  if( random( 1, 2 ) == 1 ) {

    if( num_in_room( room ) < 1 ) {

      act_room( #guard, ch );

      mob = mob_in_room( 145 );

      junk_mob( mob );

      }

    }

  }

~
E
guard~
The guard returns to his post.

~
!
2 50 0
A
pull push flip~
lever~
mob = mob_in_room( 157, room );

if( mob ) {

  act_room( #rage, ch );

  attack( mob, ch, 3d6+1, "leaping smash" );

  end;

  }

if( is_open( room, south ) ) {

  act_tochar( #close, ch );

  act_notchar( #rmclose, ch );

  close( room, south );

  send_to_room( #otrmclose, find_room( 12021  ) );

  }

else {

  act_tochar( #open, ch );

  act_notchar( #rmopen, ch );

  open( room, south );

  send_to_room( #otrmopen, find_room( 12021  ) );

  }

~
E
rage~
@YWith a loud bellow the chieftain attacks!@n

~
E
close~
@GThe door to the south swings closed with a bang as you pull the

lever.@n 

~
E
rmclose~
@GAs $n pulls the lever the door south slams shut loudly!@n

~
E
otrmclose~
@GYou hear a grating sound just before the north door slams shut!@n

~
E
open~
@GYou pull the lever and the door swings silently open.@n

~
E
rmopen~
@G$n pulls the lever and the south door swings open silently.@n

~
E
otrmopen~
@GThe north door swings silently open.@n

~
!
0 0 0
23 17 1509949540 -2 1
118 49 1509949540 -2 0
14 81 1509949540 -2 0
12 81 1509949540 -2 0
14 81 1509949540 -2 0
872 81 1509949450 -2 0
941 81 1509949443 -2 0
910 81 1509949443 -2 0
95 81 1509949465 -2 0
1077 81 1509949450 -2 0
2101 81 1509949450 -2 0
14 81 1509949450 -2 0
14 81 1509949465 -2 0
2180 81 1509949450 -2 0
14 81 1509949450 -2 0
1039 81 1509949465 -2 0
79 81 1509949450 -2 0
998 81 1509949445 -2 0
1132 81 1509949455 -2 0
1054 81 1509949455 -2 0
1266 81 1509949445 -2 0
78 17 1509949490 -2 0
78 17 1509949490 -2 0
-1
S

#12023
Cavern~
Small white stalactites hang from the high ceiling in this part of the

cave.  The walls are a rough brown stone, stained with food and wine. 

Torches are set into iron sconces on the walls, providing a flickering

fitful light.  A small tunnel leads north towards what looks like a small

cave.  To the east another tunnel winds into darkness, towards a strong

light.  The large cavern leads westward, towards a row of low tables.

~
~
301465605 0 6 0
D0
~
~
0 -1 12024 10 10 5
D1
~
~
0 -1 12025 10 10 5
D3
~
~
0 -1 12017 10 10 5
E
torches sconces iron~
Two torches are set in iron sconces on the cave walls.  The sconces are

crudely fashioned.

~
E
stalactites white~
These small stalactites look quite normal.  Many of them are scattered

across the ceiling, too high up to reach.

~
E
formations stone~
These formations appear to be nothing more than irregularities along the

cave floor.  They appear to be used as seats.

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

~
E
flicker~
@Y The torch flickers for a moment, casting wicked shadows across the

irregular stone walls.@n

~
!
2 75 0
A
pull grab get push~
torch sconce~
act_tochar( #burn, ch );

act_notchar( #witness, ch );

i = dice( 1, 15 );

dam_message( ch, i, "a searing hot torch" );

inflict_fire( ch, mob, i, "a searing hot torch" );

~
E
burn~
@RYou reach for the torch, burning your hand badly as you touch the hot flame!@n

~
E
witness~
@RBefore you can stop $n, $e reaches for the torch, burning $s hand!@n

~
!
0 0 0
147 9 1509949540 3 0
145 9 1509949540 3 0
145 9 1509949490 3 0
-1
S

#12024
Sleeping Area~
This medium-sized cave is dotted with dirty straw mats that cover the

hard stone floor.  The floor is irregular, as are the walls, and provide

several small and secluded areas that are somewhat private.  The

soot-stained ceiling is low, just over ten feet in height, and dips to a

height of about eight feet in a few spots.  A small tunnel leads south

towards a flickering light.  To the west, there is a shallow drop, which

quickly turns into a tunnel.

~
~
301465604 0 5 0
D2
~
~
0 -1 12023 10 10 5
D3
~
~
0 -1 12026 10 10 5
E
straw mats~
The straw mats appear to be used as beds by the kobolds.  From the looks

of them, kobolds are not very particular about cleanliness.

~
E
1 down floor~
The floor is rough, with lumps that are natural to a cave floor.  Mats of

straw dot the floor.

~
E
1 south flickering light~
South is a natural cave that leads to a dim, flickering light.  The

light, though, is too faint for you to make out anymore details.

~
A
search~
straw mats beds bedding~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
You search the straw mats and find nothing.

~
E
rmsearch~
$n pokes around in the straw mats.

~
!
0 0 0
147 9 1509949540 3 0
150 9 1509949540 3 0
150 9 1509949540 3 0
150 9 1509949520 3 0
147 9 1509949490 3 0
-1
S

#12025
Training Area~
The walls of this cave have been crudely worked into a circular shape. 

The center of the room is depressed, the sunken area covering about

twenty feet in diameter and filled with a heavy sand.  Along the south

wall is a wooden weapons rack.  Four torches sit in iron sconces that are

spread about the room giving good light to this training area.  A winding

tunnel leads westward.

~
[Rue] The burning code is set up for if/when inflict_fire works

~
301465605 0 5 0
D2
weapon rack~
weapon rack~
203 -1 12027 10 10 5
D3
~
~
0 -1 12023 10 10 5
E
torches~
These iron sconces appear firmly bolted to the walls.  The torches are

firmly fixed in the sconces and look like they make them very hot.

~
E
rack~
This old wooden rack leans heavily against the south wall.  Oddly, the

rack is empty.  Along the floor near the rack are some scratches.

~
E
sand pit area~
The sand pit is lowered from the rest of the floor by about one foot. 

The sand is heavy and damp, and dotted by innumerable dog-like prints.

~
E
scratches~
Small scratches run alongside the floor leading from the rack.  The

scratches are minor, but look like they were caused by the scratching of

sand.

~
A
push pull move~
weapons rack wooden~
if( is_open( room, south ) ) {

  act_tochar( #to_char_nothing, ch );

  act_notchar( #to_room_nothing, ch );

  close( room, south );

  send_to_room( #closing, find_room( 12027  ) );

  }

else {

  act_tochar( #to_char, ch );

  act_notchar( #to_room, ch );

  open( room, south );

  send_to_room( #opening, find_room( 12027  ) );

  }

~
E
to_char~
@GYou find the weapons rack slides easily to the side revealing a

passageway behind it.@n

~
E
to_room~
@G$n slides the weapons rack aside, revealing a hidden passage.@n

~
E
to_char_nothing~
@GYou slide the weapons rack back to hide the passage.@n

~
E
to_room_nothing~
@G$n slides the weapons rack, covering the passage.@n

~
E
opening~
@GThe wooden panel to the north slides open.@n

~
E
closing~
@GThe passageway north closes, as somebody slides it shut.@n

~
!
0 0 0
A
pull push move turn twist get~
torch sconce~
act_tochar( #burn, ch );

act_notchar( #witness, ch );

i = dice( 1, 15 );

dam_message( ch, i, "a searing hot torch" );

inflict_fire( ch, mob, i, "a searing hot torch" );

~
E
burn~
@RYou reach for the torch, burning your hand badly as you touch its hot

flames!@n

~
E
witness~
@RBefore you can stop $n, $e reaches for the torch, burning $s hand!@n

~
!
0 0 0
151 9 1509949540 3 0
152 9 1509949540 3 0
152 9 1509949540 3 0
-1
S

#12026
Cavern~
Twisted walls and a tall ceiling make up this cavern.  The stone of the

walls is brown and made of grotesquely-shaped formations.  The floor

is smooth, unlike that of the nearby caves, and appears to have heavy

traffic by the prints in the dust.  Several tunnels branch off of this

cave; one each to the east, south, and north.  To the south you see a

flickering light.

~
~
301465604 0 6 0
D0
~
~
0 -1 12019 10 10 5
D1
~
~
0 -1 12024 10 10 5
D2
~
~
0 -1 12017 10 10 5
E
prints dust~
Many dog-like paw prints lead in all directions, easily visible in the

dust of the floor.

~
E
grotesquely-shaped formations~
These twisted masses of stone appear natural.  Other than the odd shapes

they possess, nothing appears special about them.

~
148 9 1509949540 3 0
148 9 1509949490 3 0
148 9 1509949490 3 0
-1
S

#12027
Enclosed Room~
Bare stone walls carved from the solid rock greet you in this small

chamber.  The stonework is rough and uneven, but still manages to make

this a somewhat nice room.  A large wooden vat sits in the southeast

corner, giving off a faint smell of rot and salt.  In the southwest

corner sits a small desk, covered in dust.  A small iron chain hangs from

a tiny hole in the ceiling along the north wall.  An old warped door sits

in the middle of the south wall.  The north wall is dominated by a curved

archway.

~
[Rue] add water to room

[Rue] ae 3 must remain the third code in the room

~
301465629 0 5 0
D0
wood panel~
~
203 -1 12025 10 10 5
D2
warped door~
warped door~
131 -1 12028 10 10 5
E
hole~
This small hole is barely big enough for the chain that dangles from it. 

The sides are chipped from where the chain has repeatedly hit them.

~
E
chain~
This chain hangs from the ceiling to a height of about four feet off the

ground.  The chain is made of iron, and has a thin sheen of rust on it.

~
E
archway~
The curved archway looks more a product of lazy mining than any planned

decoration.  The less than graceful curves of the arch show the inept

chisel marks of whoever once carved it.

~
A
open~
warped south s door~
if( is_open( find_room( 12027 ), south ) ) {

  act_tochar( #alreadyopen, ch );

  end;

  }

act_tochar( #to_char, ch );

act_notchar( #to_room, ch );

send_to_room( #opening, find_room( 12028 ) );

continue;

~
E
alreadyopen~
It's already open.

~
E
to_char~
@GThe door creaks loudly as you open it!@n

~
E
opening~
@GYou hear a loud creaking sound!@n

~
E
to_room~
@GThe door creaks loudly as $n opens it!@n

~
!
0 0 0
A
pull tug yank~
chain~
if( is_open( room, north ) ) {

  act_tochar( #tocharclose, ch );

  act_notchar( #tormclose, ch );

  close( room, north );

  send_to_room( #otrmclose, find_room( 12025 ) );

  }

else {

  act_tochar( #opens, ch );

  act_notchar( #rmopen, ch );

  open( room, north );

  send_to_room( #otrmopen, find_room( 12025  ) );

  }

~
E
tocharclose~
@GA thick wood panel slides shut over the north doorway when you pull the

chain.@n 

~
E
tormclose~
@GAs $n pulls the chain, a wooden panel slides over to cover the north

doorway.@n

~
E
otrmclose~
@GThe weapons rack slides over the doorway to the south, concealing it.@n

~
E
opens~
@GA wooden panel slides away, revealing a doorway to the north.@n

~
E
otrmopen~
@GThe weapons rack slides open, revealing a doorway.@n

~
E
rmopen~
@GA panel slides open to the north, revealing a doorway when $n pulls the chain.@n

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

act_notchar( #rmvat, ch );

wait( 1 );

i = 1d20;

if( rflag( reset1, room ) ) {

  if( i < 11 ) {

    obj = oload( 2620 );

    obj_to_room( obj, room );

    act_tochar( #gotcorpse, ch );

    act_notchar( #rmgotcorpse, ch );

    remove_rflag( reset1, room );

    end;

    }

  act_tochar( #nocorpse, ch );

  act_notchar( #rmnocorpse, ch );

  remove_rflag( reset1, room );

  }

else

  act_tochar( #nocorpse, ch );

~
E
vat~
@GYou plunge your hands into the vat and grope around looking for

something.@n 

~
E
rmvat~
@G$n plunges $s hands into the reeking vat, and begins searching for something.@n

~
E
gotcorpse~
@YYour hands touch something, and your fingers wrap around a rubbery mass. 

You pull it free and a horrible stench explodes in the room as you pull

out a bloated corpse!@n 

~
E
rmgotcorpse~
@Y$n fishes about for a few moments before quickly pulling out the

bloated corpse of a dwarf!  The stench is horrible!@n 

~
E
nocorpse~
@GYou reach and grope, but don't find anything in the vat.@n

~
E
rmnocorpse~
@GAfter a few fruitless moments of searching, $n gives up.@n

~
!
0 0 0
A
search~
vat rotting stinking~
if( !is_player( ch ) )

  end;

if( race( ch ) == troll ) {

  acode( room, 3 );

  if( race( ch ) == ogre )

    acode( room, 3 );

  if( race( ch ) == orc )

    acode( room, 3 );

  if( race( ch ) == goblin )

    acode( room, 3 );

  end;

  }

else {

  act_tochar( #noway, ch );

  act_notchar( #rmnoway, ch );

  end;

  }

~
E
noway~
@YYou start to move closer to the vat, but the smell drives you back!@n

~
E
rmnoway~
@Y$n struggles to move closer to the stinking vat, but gives up.@n

~
!
0 0 0
3162 17 1509949540 -2 0
3163 17 1509949540 -2 14
-1
S

#12028
Smelly Chamber~
This domed chamber is filled with garbage and discarded junk.  A thick

marble-topped table sits against the east wall.  At the south end of the

table sits a heavy wooden barrel.  The ceiling is about twelve feet tall

in the center, dropping to about eight where it meets the walls.  A

wooden door sits in the middle of the north wall.  A small passageway

leads south.

~
~
301465621 0 5 0
D0
warped door~
warped door~
131 -1 12027 10 10 5
D2
~
~
0 -1 12029 10 10 5
E
garbage junk~
A closer examination of the junk and garbage reveals that it consists of

old, blood-stained clothing items.  Mixed in with the sullied clothing

are broken trinkets, hunks of hair and other worthless items.

~
E
marble-topped table~
This table is about six feet long and three feet wide.  Deep,

crimson-stained grooves run along the sides of the table and lead towards

the south end of the table where a small funnel empties into a barrel.

~
E
barrel~
This barrel is rotten, but is still able to hold its grisly contents.  A

thin layer of crusted blood covers the inside of the barrel, while old

bits of flesh are stuck to the sides.

~
E
passageway~
The small passageway is too dark to see very far into.

~
A
open~
warped door north~
if( is_open( find_room( 12028 ), north ) ) {

  act_tochar( #alreadyopen, ch );

  end;

  }

act_tochar( #creak, ch );

act_notchar( #rmcreak, ch );

send_to_room( #opening, find_room( 12027 ) );

continue;

~
E
alreadyopen~
It's already open!

~
E
creak~
@GThe door creaks loudly on its rusty hinges!@n

~
E
opening~
@GYou hear a loud creaking sound!@n

~
E
rmcreak~
@GThe door creaks loudly as $n opens it!@n

~
!
0 0 0
A
~
~
mob = mob_in_room( 66, room );

if( mob )

end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  send_to_room( #zombie, room );

  mob = mload( 66, room );

  attack( mob, victim, 3d4+2, "swipe" );

  }

~
E
zombie~
@GWith a low moan, a @Ydwarf zombie@n@G gets up off the marble table and

moves towards you!@n 

~
!
1 0 5
A
search~
barrel~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou search the barrel but find nothing.@n

~
E
rmsearch~
@G$n searches the barrel.@n

~
!
0 0 0
83 9 1509949515 3 0
-1
S

#12029
Small Passageway~
Crudely carved stone walls and floors make this twisted passageway

difficult to walk in.  The uneven floor and walls disorient you as you

try and walk.  Matters are not helped by the number of small bones

littering the floor, making it easy to slip.  To the north the passage

opens into a large room.  A quick turn in the tunnel also leads west.

~
~
301465628 0 5 0
D0
~
~
0 -1 12028 10 10 5
D3
~
~
0 -1 12031 10 10 5
E
1 down floor bones~
The floor is rough and uneven, the natural result of this passageway

being formed from a cavern by amateur stonemasons.  Moreover, the floor

is littered with small bones, adding to the uncertain footing.

~
E
walls 1 east 1 south~
The walls are uneven, being mostly the natural walls of this underground

cavern.  Some effort has been made to form the walls, as evidenced by the

rough chisel marks.  However, the carvers were not very neat and the

walls are bumpy and quite irregular.

~
A
~
~
i = 1d20;

if( i < 3 ) {

  act_tochar( #whoa, ch );

  act_notchar( #rmwhoa, ch );

  end;

  }

~
E
whoa~
@GYou stumble over the bones littering the floor.@n

~
E
rmwhoa~
@G$n stumbles against the bones littering the floor.@n

~
!
1 0 9
A
search~
bones junk~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou search the bones on the floor, but find nothing.@n

~
E
rmsearch~
@G$n searches the bones on the floor.@n 

~
!
9 0 0
-1
S

#12031
Winding Tunnel~
This small round chamber has only one feature of note: A few iron rungs

leading up into the darkness.  The stone of the walls and floors has been

crudely tunneled, and is uneven and even sharp in some places.  It is

impossible to see more than ten feet above you.  The twisting passage

leads east, as well as up the rungs.

~
[Rue] mob jumps on first person going up.

~
301465684 0 5 0
D1
~
~
0 -1 12029 10 10 5
D4
~
~
0 -1 12033 10 10 5
E
iron rungs~
These old iron rungs appear to have been here for ages.  They are firmly

embedded in the stone, and despite the dusting of rust on them, appear

quite strong.

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

  mload( 66, room );

  act_tochar( #whattha, ch );

  act_notchar( #death, ch );

  mob = mob_in_room( 66, find_room( 12031 ) );

  if( attack( mob, ch, 5d6+4, "flying tackle" ) ) {

    act_tochar( #down, ch );

    act_notchar( #rmdown, ch );

    remove_rflag( reset0, room );

    end;

    }

  else {

    i = 2d10;

    send_to_room( #thud, room );

    dam_message( mob, i, "hitting the floor" );

    inflict( mob, mob, i, "hitting the floor" );

    remove_rflag( reset0, room );

    end;

    }

  }

continue;

~
E
death~
@GAs $n begins climbing the rungs you hear a scrabbling sound and

suddenly a grey blur falls down on $m from above!@n

~
E
whattha~
@GYou grab hold of the rungs and begin climbing when you hear a

scrabbling sound and something jumps on you from above!@n

~
E
down~
@RThe zombie's momentum drags you off the rungs!@n

~
E
rmdown~
@R$n is dragged off the rungs by the zombies attack!@n

~
E
thud~
@YThe zombie misses entirely and slams into the floor with a thud!@n

~
!
0 0 0
A
scan~
~
act_tochar( #nope, ch );

~
E
nope~
@GYou can't see anything up, and the tunnel is too twisted to see east.@n

~
!
0 0 0
-1
S

#12033
Winding Tunnel~
The dark and twisted passage winds its way lazily to the west and down. 

At this end of the passage there is a sudden drop-off.  Over the side

you can see iron rungs that lead down into the shaft.  The tunnel is

quite tight in places, making all but the smallest people squeeze through

the tight opening.

~
~
301465628 0 5 0
D3
~
~
0 -1 12034 10 10 5
D5
~
~
0 -1 12031 10 10 5
E
drop-off shaft 1 down~
The shaft is wide enough to allow an ogre to move through comfortably. 

Iron rungs embedded in the stone provide you an easy way to climb down.

~
E
iron rungs~
The iron rungs are somewhat rusty, but appear to be quite strong still.

~
A
~
~
if( size( ch ) > 4 )

  continue;

~
E
to_char~
@GThe tunnel is a tight squeeze, but you push through.@n

~
E
to_room~
@G$n barely manages to squeeze through the tunnel to the west.@n

~
!
3 0 8
A
~
~
continue;

~
!
3 0 8
-1
S

#12034
Winding Tunnel~
You stand in a small, winding tunnel cored from the bedrock.  It is dark

and has an unpleasant odor.  Carved through solid stone, this tunnel does

its best to head straight east and west, where you see a natural cave. 

The tunnelers were not very skilled, and seem to have made several

changes in the direction they were digging.  The walls and floor are very

rough, and the air is stale.

~
~
301465620 0 5 0
D1
~
~
0 -1 12033 10 10 5
D3
~
~
0 -1 12035 10 10 5
E
walls floor 1 north 1 south 1 down 1 up ceiling~
The walls, floor, and ceiling are carved from solid stone.  Left over

from the digging process are chisel marks and other sharp angles.  The

tunnelers carved only what was necessary for them to use this passage.

~
A
~
~
if( size( ch ) > 4 )

  continue;

~
E
to_char~
@GYou press into the small tunnel, barely squeezing through.@n

~
E
to_room~
@G$n grunts as $e presses into the tunnel to the east.@n

~
!
3 0 2
A
~
~
continue;

~
!
3 0 2
66 9 1509949540 3 0
-1
S

#12035
Dead End~
Humanoid bones are scattered all about this medium-sized chamber.  The

cave appears natural, its irregular walls showing no signs of work except

where a small tunnel has been dug into the east wall.  The irregular wall

hides many niches that make it hard be sure if you are alone.  Among the

bones on the floor are rags and other small piles of detritus that have

been piled into small nest-like heaps.

~
~
301465620 0 6 0
D1
~
~
0 -1 12034 10 10 5
E
bones humanoid floor 1 down~
The bones are all gnawed clean.  They have been broken open and all the

marrow sucked out.  They are scattered about the floor, and are

concentrated around the small piles of rags.

~
E
niches~
The niches are not very deep, but provide enough space to make it

difficult to see what is in them in the darkness.

~
A
search~
nests piles rags~
if( is_player( ch ) ) {

  i = random( 1, 25 );

  if( rflag( reset0, room ) ) {

    if( i == 1 ) {

      act_tochar( #fpile, ch );

      act_notchar( #rfpile, ch );

      obj = oload( 382 );

      obj_to_char( obj, ch );

      remove_rflag( reset0, room );

      end;

      }

    act_tochar( #pile, ch );

    act_notchar( #rpile, ch );

    end;

    }

  act_tochar( #pile, ch );

  act_notchar( #rpile, ch );

  end;

  }

~
E
fpile~
@GYou search through the rags, finding an old axe shaft!@n

~
E
rfpile~
@G $n sifts through the piles of rags, pulling a shaft from one of them.@n

~
E
pile~
@GYou dig through the rags, finding nothing of value.@n

~
E
rpile~
@G$n sifts through the piles of rags, but appears frustrated in $s search.@n

~
!
0 0 0
A
search~
niches crevices~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou search the niches, but come up with nothing.@n

~
E
rmsearch~
@G$n digs around in the niches.@n

~
!
0 0 0
71 9 1509949520 3 0
71 9 1509949465 3 0
71 9 1509949460 3 0
71 9 1509949455 3 0
-1
S

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