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/
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tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Graveyard of Castle Lag~
Dragos, Vulcan, Derna, Caer, Florian~
Graveyard of Castle Lag~

0 0
0
#ROOMS

#9000
Gate to Lag Graveyard~
You are now standing before a very large gate which does not seem to have

been used very much.  Beyond the gate, you can see a graveyard speckled

with headstones.  A mystical fog seems to be rolling in from the north. 

If you listen, the graveyard seems almost alive with a number of spirits,

each of which seems to be calling you to join them in the afterlife.

~
no mob

~
335020044 1 6 0
D0
graveyard gate~
graveyard gate~
195 -1 9001 10 10 5
D2
~
~
0 -1 23118 10 10 5
E
large gate~
Across the top of the gate, carved in wrought iron, is the single phrase,

'LAG CEMETERY'.  The gate itself, appears to be well constructed.  It

would be far easier opening it, than trying to wreck it.

~
E
1 north~
A massive, iron gate.~
E
fog~
The fog surrounds you, hiding anything beyond a few feet away in a

swirling grey cloak.  Besides affecting vision, it seems to alter sound

as well, for you cannot tell where the noises you hear are coming from.

~
E
graveyard~
The graveyard appears quite normal at first sight.  The headstones seem

quite normal.  However, you think you see something moving inside the

graveyard, although you cannot be sure because of the accursed fog.

~
E
headstones~
The headstones are quite scattered, for as far as you can see.  Although

the fog is limiting your sight somewhat, you can see that some of the

headstones are not in very good shape.

~
A
1 open~
1 gate 1 north~
if( is_open( room, north ) )

  send_to_char( #open, ch );

else {

  send_to_char( #char, ch );

  dam_message( ch, 1d6+1, "a blast of cold air" );

  inflict( ch, mob, 1d6+1, "a blast of cold air" );

  act_notchar( #room, ch );

  send_to_room( #char2, room );

  open( room, north );

  }

~
E
open~
The gate is already open.

~
E
char2~
The gate swings open, revealing a pathway through a small graveyard.

~
E
room~
$n releases a cold blast of air from deep within the graveyard as $s opens the gate.

  

~
E
char~
A shiver runs up your spine when a cold gust of wind squeezes through

the opening gate.  A wail rips through the air.

  

~
!
0 0 0
A
listen~
~
send_to_char( #char, ch );

~
E
char~
You hear a howling somewhere from the north.

~
!
0 0 0
A
wreck destroy break damage hit~
gate~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n bangs away at the gate.

~
E
char~
You bang on the gate, but cause very little damage.

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

act_notchar( #watch2, ch );

~
E
watch2~
$n gazes into the graveyard.

~
E
watch~
Looking into the graveyard, you see several figures.  Some seem to be

part of the fog, while others have a more substantial form.

~
!
0 0 0
-1
S

#9001
Graveyard Path~
Standing just within the gate, you realize that your view of the entire

graveyard is blocked by several trees and a dense fog.  However, you can

see a few tombstones of different sizes and shapes to the north and

east.  To the west, you can see a small path with odd looking footprints

trailing through the graveyard.  A massive gate lies to the south.  

~
~
335020044 1 5 0
D0
~
~
0 -1 9028 10 10 5
D1
~
~
0 -1 9039 10 10 5
D2
"massive gate"~
"massive gate"~
195 -1 9000 10 10 5
D3
~
~
0 -1 9002 10 10 5
E
gate~
A large iron gate.  It is the only entrance you can see to this desolate

graveyard, but the mist here does obscure your vision.

~
E
1 south~
"massive gate"~
E
fog~
The fog seems to change density as you look at it.  Wherever you look, it

gets thicker, and where you don't look it all but disappears.

~
E
path~
The path seems to be poorly taken care of, but is still visible through

the fog.  The path goes to the west from here, but beyond that is hidden

by the fog.

~
E
footprints~
As you look at the path, you barely notice a set of footprints in the

grass of the path.  They do not seem to be normal footprints, however. 

More like that of an animal than a man.

~
E
tombstone tombstones~
Scattered around the graveyard are tombstones of various size and shape. 

Many of them are in a less than perfect state, with time and filth being

the major causes of destruction.

~
E
tree trees~
Although the fog blocks your view for the most part, some of the

graveyard is obscured by a few stunted and malformed trees.  The trees do

not appear to be altogether normal, and there is an unwholesome feel

about them.

~
A
1 open~
1 gate 1 south~
if( is_open( room, south ) ) 

  send_to_char( #open, ch );

else {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, south );

  }

~
E
room~
$n opens the Graveyard Gate, revealing a small path.

~
E
char~
You swing open the Graveyard Gate, revealing a small path.

~
E
open~
The gate is already open.

~
!
0 0 0
-1
S

#9002
Graveyard Path~
You are walking along the path next to the south gate of the graveyard. 

To the north, you see a massive tombstone through the mist and fog.  Even

from here, its magnitude and stability compel you towards it.  The path

continues to the west from here or east towards the gate.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9027 10 10 5
D1
~
~
0 -1 9001 10 10 5
D3
~
~
0 -1 9003 10 10 5
E
tombstone headstone~
The tombstone is quite large, compared to all the others you have seen. 

It is hard to make out any details on from here, as the fog slowly moves

around you.

~
54 9 1509949540 3 0
-1
S

#9003
Graveyard Path~
The path you are on continues to the north or to the east along the south

fence.  From here, you can see a large headstone to the west, but beyond

that, you cannot tell what could be out there.  Perhaps you should stay

on the path, just to be safe.  The fog thickens all around you, making it

somewhat difficult to take a deep breath of air.

~
~
335020036 1 6 0
D0
~
~
0 -1 9018 10 10 5
D1
~
~
0 -1 9002 10 10 5
D3
~
~
0 -1 9004 10 10 5
E
1 west headstone~
To the west, you can see a rather large headstone.  It seems quite

unremarkable.

~
E
path~
Although what little grass grows in the graveyard has turned brown, you

can make out a path running along the ground.  The path continues to the

north, but you cannot see where it goes from there as the fog is very

thick.

~
E
fog~
The fog swirls around you, obscuring you vision.  It is hardly possible

to see more than a few paces in any direction.

~
-1
S

#9004
Castle Graveyard~
A rather simple headstone sits here next to the path.  Although you

cannot see any distinguishing marks upon it, the headstone appears to

radiate an aura of evil and darkness.  In fact, something about this

headstone sends chills up and down your spine.  Looking around, you can

see other headstones to the north and west, but you have a strong urge to

get back on to the path to the east.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9017 10 10 5
D1
~
~
0 -1 9003 10 10 5
D3
~
~
0 -1 9005 10 10 5
E
headstone~
Although there is no obvious glow of magic around the headstone,

something about it suggests that it may not be natural.  The headstone

itself is unremarkable, nondesscipt even, for whatever may have been

enscribed upon has been long erased by time.

~
E
aura~
The aura around the headstone, while not visible, can be felt.  It seems

as if the air around the headstone is much colder than it should be.

~
A
~
~
if( !mob_in_room( 32, room ) )

  send_to_room( #room, room );

~
E
room~
A howl rips through the air which raises tiny hairs all over your body.

~
!
2 0 0
A
touch~
headstone aura~
act_tochar( #curse, ch );

act_notchar( #curse_room, ch );

do_spell( curse, ch, ch );

~
E
curse_room~
$n reaches out to touch the headstone and suddenly falls down.

~
E
curse~
As you reach to touch the headstone, a wave of miasmic evil washes over

you.  And, as you stand, it seems you hear an evil laughter, off in the

distance.

~
!
0 0 0
-1
S

#9005
Castle Graveyard~
You are now standing in the southwest corner of the graveyard.  A large

wrought iron fence extends to the north and east from this point.  A

rather large monument has been constructed here in the corner to honor

what appears to be a great hero who died in battle.  Aside from the

interesting depiction of some great war long ago, you can determine

nothing else from this tombstone.  Perhaps you should explore elsewhere

and allow this person to rest in peace.  The fog seems to becoming

lighter to the north.  To the east, you can see another headstone.

~
Deleted corpse as shouldn't be reset as doesn't have a species.

~
335020036 1 6 0
D0
~
~
0 -1 9105 10 10 5
D1
~
~
0 -1 9004 10 10 5
E
fence~
The fence stands over ten feet high, and appears to be impossible to

climb.  Although the fence is slightly rusty, it still is quite strong.

~
E
monument~
The monument is for a soldier who saved many of his comrades, although

his life was the cost.  Due to the passage of time, the soldier's name is

no longer known.  That part of the monument has been eroded.

~
E
depiction~
The picture on the monument, though faded and scarred in some places,

looks to be a battle scene.  It shows a lone man standing up to a force

of several orcs.

~
32 9 1509949540 3 0
54 9 1509949540 3 0
-1
S

#9006
Castle Graveyard~
A large hole takes up this entire section of the graveyard.  Much to your

surprise, there is absolutely no fog or mist in this area.  A closer

inspection of the hole reveals that the it must have erupted from within,

as opposed to some external force.  Despite the hole and lack of fog,

everything to the north, east and south appears to be normal.  However,

"normal" is a relative term.  A wrought iron fence lies to the west.

~
[Lansharra] _the_ it? i think perhaps you mean that something must have erupted...

[Lansharra] extra of hole?

[Lansharra] oops, there is one :P

~
335020036 1 6 0
D0
~
~
0 -1 9007 10 10 5
D1
~
~
0 -1 9016 10 10 5
D2
~
~
0 -1 9105 10 10 5
D5
~
~
98 -1 9159 10 10 5
E
hole~
What bothers you most about the hole is that it seems to have been made

by someone or something burrowing its way out, rather than by someone

digging down.  Fresh sand dribbles back into the center.

~
A
look~
hole~
act_tochar( #look, ch );

act_notchar( #look2, ch );

~
E
look2~
$n looks in the hole, but does nothing else.

~
E
look~
You look in the hole, but see nothing inside.  Perhaps whatever was

inside has left for good.

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

act_notchar( #room, ch );

~
E
room~
$n leans over the edge of the hole and shakes $s head.

~
E
char~
Leaning over the edge of the hole, you realize that the hole is way too

small for a person to enter.

~
!
0 0 0
-1
S

#9007
Castle Graveyard~
Standing absolutely still, you can notice the sounds of ferocious beasts

through the slight fog which rolls in from the west.  Aside from a slight

discoloration of the ground below you, there are no indications that

anyone is buried here.  There are no monuments or shattered remains of

headstones, like you have found in other parts of this cemetery.  The

fence which lines the west end of the graveyard disappears to the north

and south.

~
~
335020036 1 6 0
D0
~
~
0 -1 9008 10 10 5
D1
~
~
0 -1 9015 10 10 5
D2
~
~
0 -1 9006 10 10 5
E
discoloration ground~
The ground seems slightly stained, as though something had been spilled

here.  But the ground itself feels quite dry.

~
-1
S

#9008
Castle Graveyard~
A seemingly blank gravestone is here.  To the east, you can make out a

large tree through the fog, but the distance is hard to tell with the

mists swirling in around you from the west.  You can also barely make out

some large structure far to the north of you, but it is impossible to

tell just what it is.  A wrought iron fence lies to the west.

~
[Lansharra] extra tree: ...to the east...right?

~
335020036 1 6 0
D0
~
~
0 -1 9009 10 10 5
D1
~
~
0 -1 9014 10 10 5
D2
~
~
0 -1 9007 10 10 5
E
gravestone stone~
When you bend down to look at the seemingly blank gravestone, you can just make out its epitaph.

               Here lies what remains of

                an unfortunate explorer

            whose name was never discovered.

~
E
structure~
Perhaps it is just the fog playing tricks on your eyes, but it seems as

though a large building lies somewhere to the north.  If it does exist,

if is quite a distance from you.

~
E
tree~
The tree to the west is quite large, considering what it draws for

nourishment from the ground.

~
54 9 1509949540 3 0
-1
S

#9009
Castle Graveyard~
You are now standing in the northwest corner of the graveyard.  A large

wrought iron fence extends to the south and east from this point.  You

can make out what looks like a castle through the fence to the north.  A

slight fog seems to be rolling in from the west.

~
~
335020036 1 6 0
D1
~
~
0 -1 9010 10 10 5
D2
~
~
0 -1 9008 10 10 5
E
castle~
The castle seems quite close, yet the fog still obscures part of it. 

From here, you can see no movement in or on the castle.  Also, you can

see no way inside from here.

~
E
fence~
The fence is made of a sturdy metal, and you can see no way to pass

between the bars.  Although the fence has been standing for many years,

there is only a little rust on the fence.

~
-1
S

#9010
Castle Graveyard~
To the south, you can make out the silhouette of a large tree through the

mist and fog.  A wrought iron fence extending to the east and west lies

to the north.  Peering through the fence, you can make out a large castle

towering over the graveyard.

~
[Lansharra] the room east of here mentions a tree to the east. now the tree is to the south?

~
335020036 1 6 0
D1
~
~
0 -1 9022 10 10 5
D2
~
~
0 -1 9014 10 10 5
D3
~
~
0 -1 9009 10 10 5
E
tree~
To the south, you can barely see the outline of a large tree through the

fog.

~
-1
S

#9011
Graveyard.~
Empty space.

~
~
335020036 1 6 0
-1
S

#9012
Graveyard.~
Empty space.

~
~
335020036 1 6 0
-1
S

#9013
Graveyard.~
Empty space.

~
~
335020036 1 6 0
-1
S

#9014
Tree in the Graveyard~
Before you is a large tree that seems to have been here for a very long

time.  There is writing on the tree which trails into a bloodstain at the

base.  Tilting your head back, you strain to see the lowest branches

through the dense fog.  To the east, a small path leads away to the east.

~
~
335020036 1 6 0
D0
~
~
0 -1 9010 10 10 5
D1
~
~
0 -1 9021 10 10 5
D2
~
~
0 -1 9015 10 10 5
D3
~
~
0 -1 9008 10 10 5
E
writing tree~
"Beware of the evil that lies from beyond the graves, what you have seen

here is nothing, turn back now or never return." 

~
E
base bloodstain~
At the base of the tree lies a large bloodstain.  It has long since

dried, staining the bark of the tree as well as its' roots.

~
E
branches~
The lowest branches are several feet out of reach.  That and the girth of

the tree make it impossible to climb.

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

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 9155 ) );

  act_notchar( #flying2, ch );

  end;

  }

if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 0, 7 ) ) {

  send_to_char( #success, ch );

  act_notchar( #success1, ch );

  transfer( ch, find_room( 9155 ) );

  act_notchar( #success2, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
nomount~
You cant do that while mounted.

~
E
flying2~
$n flies up from below and lands on a nearby branch.

~
E
flying~
$n flies up into the tree.

~
E
fly~
You fly up into the tree.

~
E
failed~
$n slips while trying to climb the tree.

~
E
fail~
You slip and almost hurt yourself.

~
E
success2~
$n comes clambering up from below.

~
E
success1~
$n grabs a low lying branch and clambers up the tree.

~
E
success~
Finding many helping branches you clamber up the tree.

~
!
0 0 0
-1
S

#9015
Castle Graveyard~
Peering through the fog, you see a large tree to the north.  It is the

only thing that you can make out, as the mists swirl around you.  From

here, it appears that there is something wrong with the tree, but no

details can be made out.  You glimpse a large purple stone planted deep

into the earth here.  Other markers can be seen to the east and south.

~
Look carving tells me nothing ...?

after typing look stone the natural next thing is lok carving

-Greyclaw

[Blades] needs extra for carvings on the stone

[Lansharra] extra carvings

~
335020036 1 6 0
D0
~
~
0 -1 9014 10 10 5
D1
~
~
0 -1 9020 10 10 5
D2
~
~
0 -1 9016 10 10 5
D3
~
~
0 -1 9007 10 10 5
E
tree~
There is a large tree to the north.  Even from here, something about it

feels wrong, but you cannot put your finger on it.

~
A
unearth dig get steal grab take~
carving dragon earth stone~
if( is_player( ch ) ) {

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 1, 5 ) == 1 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    obj_to_char( oload( 675 ), ch );

    }

  else {

    send_to_char( #charno, ch );

    act_notchar( #roomno, ch );

    }

  }

else {

  send_to_char( #charno, ch );

  act_notchar( #roomno, ch );

  }

}

end;

~
E
roomno~
$n frantically digs around a stone buried in the ground, but is

unsuccessful.

~
E
charno~
Digging around the edges of the purple stone, you realize it is too big

for you to dig out.

~
E
room~
$n digs around in the dirt and finds a statuette of a dragon.

~
E
char~
Scooping the dirt away from the carved face of the dragon, you retrieve a

small statuette of a dragon.

~
!
0 0 0
A
1 look examine search~
stone purple~
if( rflag( reset0, room ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  }

else {

  send_to_char( #char2, ch );

  act_notchar( #room2, ch );

  }

~
E
room2~
$n bends down to look at something buried in the earth.

~
E
char2~
Brushing the dirt away, you realize it is just a dirt covered stone with

claw marks in it.

~
E
room~
$n bends down to look at something buried in the earth.

~
E
char~
Examining the stone buried beneath the earth, you can see intricate

carvings in it.

~
!
0 0 0
-1
S

#9016
Castle Graveyard~
The fog seems to be much lighter around this grave and further to the

west.  There seems to be no reason for this, as there is little wind. 

The grave itself seems quite out of place, as it has not crumbled any. 

Also, the inscription on the marker is completely intact.  As many of the

other markers in this cemetery have eroded away, this one must be

different somehow.

~
[Lansharra] extra inscription?

~
335020036 1 6 0
D0
~
~
0 -1 9015 10 10 5
D1
~
~
0 -1 9019 10 10 5
D2
~
~
0 -1 9017 10 10 5
D3
~
~
0 -1 9006 10 10 5
E
grave marker stone~
The marker does not appear to be made of any stone you have seen in this

graveyard.  While most of the headstones here are made of a white marble,

this one is grey, and for some reason, it feels much older than the other

headstones.

~
A
l lo look touch examine~
marker~
send_to_char( #char, ch );

act_notchar( #room, ch );

inflict( ch, mob, 1d4+2, "a bolt of energy" );

dam_message( ch, 1d4+2, "a bolt of energy" );

~
E
room~
$n reaches out to examine the marker on the headstone, but is zapped by a

bolt of red magical energy.

 

~
E
char~
You reach out to examine the marker on the headstone, but are zapped by a

bolt of red magical energy.

 

~
!
0 0 0
A
l lo loo look~
inscr inscri inscrip inscription~
act_tochar( #words, ch );

wait( 1 );

act_tochar( #eureka, ch );

~
E
eureka~
As you stare at the inscription, you wonder what it could mean. 

Suddenly, as you watch, the letters seem to shift and reform.


"Loremaster Tagronna lies here until time ends."

~
E
words~
"Noim vatura quir Tagronna Undrai mek sodris"


It is in no language that you understand.


~
!
0 0 0
-1
S

#9017
Castle Graveyard~
The sight of this headstone brings a tear to your eye when you read the

inscription on the front.  A small flower rests at the base of the

headstone in front of you.  Suddenly, the sound of a ferocious howl

brings you out of your reverie.  Looking around, you can see that the fog

has become lighter to the north and west.  However, perhaps you should

climb back on to the path to the east.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9016 10 10 5
D1
~
~
0 -1 9018 10 10 5
D2
~
~
0 -1 9004 10 10 5
D3
~
~
0 -1 9105 10 10 5
E
headstone~
The small headstone seems to be that for a child.  There is an

inscription carved on the headstone.

~
E
inscription~
"Carried away in the plague, my only son, Dennon, age 6"

~
E
flower~
Planted in front of the headstone is a single white lily. 

~
A
pick get~
flower lily~
act_tochar( #pick, ch );

act_notchar( #pick2, ch );

~
E
pick2~
$n bends down to pick up the flower, but as soon as it is plucked, it

fades away.  Mystified, you watch another flower appear at the same spot

on the grave.

~
E
pick~
You stoop to pick the flower, but once it leaves the ground, it fades

away.  As you watch, another flower appears at the head of the grave.

~
!
0 0 0
-1
S

#9018
Graveyard Path~
You are standing on a path which travels to the north and south.  Peering

to the west, you can see a small headstone planted into the ground.  To

the east, a massive statue beckons you towards its open arms.  The mist

and fog are too heavy to see much further past either tombstone.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9019 10 10 5
D1
~
~
0 -1 9027 10 10 5
D2
~
~
0 -1 9003 10 10 5
D3
~
~
0 -1 9017 10 10 5
E
1 east statue~
To the east you can see a large statue.  It is hard to tell what exactly

it is a statue of, but it appears to be humanoid.

~
E
1 west headstone~
To the west you can see a small headstone, but nothing else can be

discerned about it from here.

~
54 9 1509949540 3 0
-1
S

#9019
Graveyard Path~
The path you are traveling on winds its way toward the east and south

around the massive tombstone.  To the north and west, you can make out

several other headstones through the dense fog.  You can hear the growl

of a fierce animal nearby.

~
~
335020036 1 6 0
D0
~
~
0 -1 9020 10 10 5
D1
~
~
0 -1 9026 10 10 5
D2
~
~
0 -1 9018 10 10 5
D3
~
~
0 -1 9016 10 10 5
54 9 1509949540 3 0
54 9 1509949540 3 0
-1
S

#9020
Castle Graveyard~
There are a few tombstones here, but the mists are so thick, it is

impossible to make out any details about them.  Even when you bend down

to look at them, the thick fog has wrapped itself around them.  To the

south, you can see the edge of the path which winds its way through the

graveyard.

~
~
335020036 1 6 0
D0
~
~
0 -1 9021 10 10 5
D1
~
~
0 -1 9025 10 10 5
D2
~
~
0 -1 9019 10 10 5
D3
~
~
0 -1 9015 10 10 5
E
tombstones~
The tombstones are shrouded in fog.  Little about them can be made out

even on close inspection.  However, after a few minutes, you can see that

time has eroded whatever was once inscribed on the stone markers.

~
A
move clear~
fog~
act_tochar( #fan, ch );

act_notchar( #fan2, ch );

~
E
fan2~
$n fans the fog away from one of the tombstones, and reads something

written there.

~
E
fan~
You fan away the fog, and see written on the tombstone, "Greed was his

downfall." There is nothing else...  not even a name.

~
!
0 0 0
-1
S

#9021
Graveyard Path~
You are standing on a tiny path which continues to the east and west. 

Although the mists are very thick in all directions, you can make out a

tree to the west of you.  Other than that, you can see nothing.

~
~
335020036 1 6 0
D0
~
~
0 -1 9022 10 10 5
D1
~
~
0 -1 9024 10 10 5
D2
~
~
0 -1 9020 10 10 5
D3
~
~
0 -1 9014 10 10 5
32 9 1509949540 3 0
-1
S

#9022
Castle Graveyard~
Through the waning fog which clings to the ground like a blanket, you are

able to see what lies in all directions to a small degree.  Beyond the

wrought iron fence which lies to the north, you can see the towering

visage of a huge castle.  To the south, a small path extends to the east

and west.

~
~
335020036 1 6 0
D1
~
~
0 -1 9023 10 10 5
D2
~
~
0 -1 9021 10 10 5
D3
~
~
0 -1 9010 10 10 5
E
castle~
The great castle looms to the north of you.  From here, you can see no

way to enter the keep, but then, you have only seen this one side of it.

~
-1
S

#9023
Castle Graveyard~
A thin patch of fog floats in the area, weaving in and out of the iron

fence to the north as it wanders east.  Peering through the fence, you

can see a large castle stretch to the sky.  To the south, you can see a

small path heading east and west.

~
~
335020036 1 6 0
D1
~
~
0 -1 9033 10 10 5
D2
~
~
0 -1 9024 10 10 5
D3
~
~
0 -1 9022 10 10 5
-1
S

#9024
Graveyard Path~
You are walking on a small trail which continues to the east and west. 

To the west, the fog becomes more dense.  To the east, the trail connects

to the main path which trails through the graveyard.  A large headstone

juts from the ground to the south, while to the north, you can make out

the wrought iron fence which surrounds the graveyard.

~
~
335020036 1 6 0
D0
~
~
0 -1 9023 10 10 5
D1
~
~
0 -1 9032 10 10 5
D2
~
~
0 -1 9025 10 10 5
D3
~
~
0 -1 9021 10 10 5
54 9 1509949540 3 0
-1
S

#9025
Castle Graveyard~
This grave appears to have recently been placed here.  The dirt in front

of the headstone seems to be fresh, and you can clearly make out the

inscription on the polished headstone.  Judging from the intricate detail

of the carvings and the magnitude of the gravestone itself, you would

surmise that somebody very important must have been buried here quite

recently.  

~
[Lansharra] extra headstone, gravestone, mound

[Lansharra] action for dig dirt/mound?

~
335020036 1 6 0
D0
~
~
0 -1 9024 10 10 5
D1
~
~
0 -1 9030 10 10 5
D2
~
~
0 -1 9026 10 10 5
D3
~
~
0 -1 9020 10 10 5
E
grave~
The grave appears to have been filled in fairly recently.  The dirt mound

has not been completely packed down.

~
E
carvings~
The carvings are of various scenes.  Some are hunting scenes, while

others are those of battles.  The remaining carvings on the headstone are

decorative.

~
E
inscription~
The inscription tells of the death of Lord Hedren due to wound received

in battle.

~
32 9 1509949540 3 0
-1
S

#9026
Graveyard Path~
You are walking along a path through the graveyard which continues to the

east and west.  Looking to the south, you can make out a large tombstone

through the the mist and fog.  You can sense some sort of power pulling

you towards it.  To the north, you see yet another tombstone.

~
~
335020036 1 6 0
D0
~
~
0 -1 9025 10 10 5
D1
~
~
0 -1 9029 10 10 5
D2
~
~
0 -1 9027 10 10 5
D3
~
~
0 -1 9019 10 10 5
-1
S

#9027
Castle Graveyard~
This elaborate tombstone stands at least twenty feet tall.  Gazing upon

it, you marvel at what appears to be an angel with its wings and arms

spread wide and facing the heavens.  Moss and dirt now cover much of the

surface, hiding the intricate details and craftsmanship.  You see a

smaller tombstone to the east, and the path through the graveyard in all

other directions.  The path seems to circle around this collosal statue.  

~
[Fyli] collasal is spelt colossal

~
335020036 1 6 0
D0
~
~
0 -1 9026 10 10 5
D1
~
~
0 -1 9028 10 10 5
D2
~
~
0 -1 9002 10 10 5
D3
~
~
0 -1 9018 10 10 5
E
moss dirt~
Although moss only covers the lower part of the statue, dirt has been

smeared over much of the surface, perhaps maliciously.  The dirt is quite

encrusted and does not look as if if it could be removed easily.

~
E
tombstome statue angel~
A marvel of stoneworking, the angel is very beautiful, considering that

much of it is hidden beneath a layer of moss and dirt.  The face of the

angel is raised, as if looking towards the heavens.

~
E
details craftmanship~
The work on this statue must have taken a great length of time to produce. 

As you look at the statue, you can see distinct feathers in the wings of

the angel, and there is a carved tear on its face.

~
A
3 meditate bow pray touch~
angel statue ~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  mob = mload( 13, room );

  do_spell( bless, mob, ch );

  junk_mob( mob );

  }

else {

  send_to_char( #char_not, ch );

  act_notchar( #room_not, ch );

  }

~
E
room_not~
You would swear that you just saw the angel smile at $n.

~
E
char_not~
The statue of the angel smiles down at you.

~
E
room~
Suddenly, an angel appears, gives $m a beautiful smile and leaves just as

quickly.

~
E
char~
Suddenly, an angel appears before you , gives you a beautiful smile and

then leaves just as quickly.

~
!
0 0 0
-1
S

#9028
Castle Graveyard~
A few tombstones are scattered around here, although it is nearly

impossible to read the inscriptions on them.  What time has not worn away

is obscured by the fog.  In all directions, you see more tombstones,

but it is very difficult to see any details due to the fog.

~
~
335020036 1 6 0
D0
~
~
0 -1 9029 10 10 5
D1
~
~
0 -1 9038 10 10 5
D2
~
~
0 -1 9001 10 10 5
D3
~
~
0 -1 9027 10 10 5
E
tombstone tombstones~
The tombstones are fairly small, with none larger than knee-height. 

There appears to be little reason for the placement of the tombstones

other than random placement.

~
E
inscription inscriptions~
The inscriptions have been erased by the passage of time, and only

occasional letters are left.  It is impossible to determing what was

written on any of the tombstones.

~
54 9 1509949540 3 0
-1
S

#9029
Graveyard Path~
The mist thickens here, but it is still possible to see beyond the path. 

There are gravestones in all directions, some closer than others.  Also,

you can see the path you are on continue to both the west and to the

north through the graveyard.

~
~
335020036 1 6 0
D0
~
~
0 -1 9030 10 10 5
D1
~
~
0 -1 9037 10 10 5
D2
~
~
0 -1 9028 10 10 5
D3
~
~
0 -1 9026 10 10 5
54 9 1509949540 3 0
-1
S

#9030
Graveyard Path~
Little is visible through the fog, but you can make out that the path

continues to the north and south.  You can also make out what appears to

be a large tombstone to the west.  From the smell which permeates the

air, it would appear that the ground beneath that tombstone had been

recently disturbed.  The smell of fresh dirt floats on the wind coming

from the west.  A small gully lies to the east.

~
~
335020036 1 6 0
D0
~
~
0 -1 9032 10 10 5
D1
~
~
0 -1 9036 10 10 5
D2
~
~
0 -1 9029 10 10 5
D3
~
~
0 -1 9025 10 10 5
A
smell~
~
send_to_char( #char, ch );

~
E
char~
You can detect the slight smell of death and decay intermingled with the

dirt.

~
!
0 0 0
-1
S

#9031
Graveyard.~
Empty space.

~
~
335020036 1 6 0
-1
S

#9032
Graveyard Path~
The main path continues to the east and south, although you can see a

faint trail heading west into a light fog.  All around you, the sounds of

undead creatures send shivers down your spine.  Perhaps it was unwise to

have come in here.

~
~
335020044 1 6 0
D0
~
~
0 -1 9033 10 10 5
D1
~
~
0 -1 9035 10 10 5
D2
~
~
0 -1 9030 10 10 5
D3
~
~
0 -1 9024 10 10 5
E
trail~
A faint trail weaves its way to the west.

~
A
listen~
~
send_to_char( #char, ch );

~
E
char~
You hear the sound of moaning and wailing nearby.  You are overcome with

the urge to flee.

~
!
0 0 0
-1
S

#9033
Castle Graveyard~
You are standing on a small strip of grass between the wrought iron fence

to the north and the small path to the south.  Peering through the bars

of the fence, you can clearly see a large castle towering over the

graveyard.  A light fog creeps slowly to the east.

~
~
335020036 1 6 0
D1
~
~
0 -1 9034 10 10 5
D2
~
~
0 -1 9032 10 10 5
D3
~
~
0 -1 9023 10 10 5
E
bars~
The metal bars of the fence are strong despite the years they have stood. 

There is but little rust evident on them, and they are firmly planted

into the ground.

~
-1
S

#9034
Castle Graveyard~
To the north of you is the wrought iron fence which surrounds the

cemetery.  To the east, you can see the path which leads up to a gate. 

Peering over the wrought iron fence you can make out some kind of castle

to the north of you, but it seems to be quite a distance away.  You can

barely see the remnants of a light fog which hovers close to the ground.

~
~
335020036 1 6 0
D1
~
~
0 -1 9045 10 10 5
D2
~
~
0 -1 9035 10 10 5
D3
~
~
0 -1 9033 10 10 5
E
path gate~
To the east, you can see a path end at an open gate.  The gate leads out

of the graveyard, and looks as though it heads up to the castle.

~
-1
S

#9035
Graveyard Path~
The path you are traveling on continues to the east and west through this

dark and foreboding cemetery.  The mist has lightened considerably in

this area as well.  Staring to the north and east, you can barely make

out a wrought iron fence in the distance.  Beyond the fence to the north,

a dark shape wavers into view as the fog rolls by.

~
~
335020036 1 6 0
D0
~
~
0 -1 9034 10 10 5
D1
~
~
0 -1 9044 10 10 5
D2
~
~
0 -1 9036 10 10 5
D3
~
~
0 -1 9032 10 10 5
E
dark shape~
Through the fog, you can make out a dark shape, but it impossible to tell

what it may be.

~
-1
S

#9036
Castle Graveyard~
A small gully takes up this entire area.  It would appear that it may

have been a grave site at one point, but has collapsed since.  In fact,

this whole area seems to be quite ancient and in disrepair.  The mist is

lessened somewhat in this area.  Far to the east, you can just make out a

fence, but it is hard to tell how far away it really is.  To the east and

south, you can barely make out what appears to be piles of stone which

lie on the ground.

~
The mist is lessened somewhat makes no sense to me.

-Greyclaw

~
335020036 1 6 0
D0
~
~
0 -1 9035 10 10 5
D1
~
~
0 -1 9043 10 10 5
D2
~
~
0 -1 9037 10 10 5
D3
~
~
0 -1 9030 10 10 5
E
1 east fence~
With the fog distorting distance and obscuring vision, it is hard to tell

just how far away the fence is, or even how tall it is.

~
E
gully~
It would appear that heavy rains caused this part of the graveyard to

sink and wash away.

~
-1
S

#9037
Castle Graveyard~
There is but one broken marker here.  Although it is shattered, one of

the pieces still has some writing on it.  Though the mist is thick to

both the south and east, it thins to the north and west where you can see

path trailing through the graveyard.  Your vision to the south is is all

but obscured, and only a large branch looming out of the fog can be seen

to the east.

~
~
335020036 1 6 0
D0
~
~
0 -1 9036 10 10 5
D1
~
~
0 -1 9042 10 10 5
D2
~
~
0 -1 9038 10 10 5
D3
~
~
0 -1 9029 10 10 5
E
branch~
A large branch about twenty feet up in the air.  From the looks of it,

the branch would seem to lead to a tree east of here.

~
E
marker~
The marker seems to be very old, and indeed, parts of it crumble as you

look at it.  However, some of the legend on it still remains.  However,

all you can make out is "Si  Har     ".

~
E
piece pieces~
The shattered marker lies on the ground, snashed by some unknown force. 

The only piece with any writing still on it only bears the word, "died". 

It is not, perhaps, the best of omens.

~
-1
S

#9038
Castle Graveyard~
The mist is not quite as thick here.  You see a single stone, but it too

has been worn down by time.  At the base of the stone marker is a small

bundle of wilted flowers.  To the east and south, you can make out the

fence of the graveyard.

~
~
335020036 1 6 0
D0
~
~
0 -1 9037 10 10 5
D1
~
~
0 -1 9041 10 10 5
D2
~
~
0 -1 9039 10 10 5
D3
~
~
0 -1 9028 10 10 5
E
gravestone stone marker~
The gravestone appears to have been here for a very long time, as much of

it has been worn away.  The name on the marker has been completely erased.

~
E
bundle flower flowers~
The flowers look as if they have been here for a very long time.  The

petals have almost totally decayed, but it is still possible to tell that

these were once roses.

~
A
get take pick grab steal~
4 flowers petal petals rose roses bundle~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  obj_to_char( oload( 545 ), ch );

  }

else

  send_to_char( #nope, ch );

~
E
nope~
You find nothing of interest in that pile of dried petals.

~
E
room~
$n takes a flower from the bundle next to the headstone.

~
E
char~
You find a fresh flower in the bundle, so you take it for yourself.

~
!
0 0 0
32 9 1509949540 3 0
-1
S

#9039
Castle Graveyard~
You are walking along the south fence next to the path.  There are small

graves here, and as you look closer, you can see engravings of small

animals and such.  These small graves appear to belong to former pet

owners who wished to give their loving companions a special resting

place.  To the west, you see the south gate, and to the north and east,

you see a few scattered graves.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9038 10 10 5
D1
~
~
0 -1 9040 10 10 5
D3
~
~
0 -1 9001 10 10 5
E
grave graves~
The graves, the size that they are, could only be for children or small

animals.  Looking at the engravings next to each grave tells you that

only pets are buried in this section of the graveyard.

~
E
engraving engravings~
Next to each grave is a small engraving of an animal.  Here there is a

cat, there a dog, and so on.  On some of the engravings are also listed

the animal's name as well.

~
-1
S

#9040
Castle Graveyard~
You have found yourself in the southeast corner of the graveyard.  A

large wrought iron fence extends to the north and west from this point. 

Unfortunately, the fog is so thick here, you cannot tell what is beyond

the fence.  However, you can see the small headstones which litter this

corner.  Apparently, someone has designated this corner as the cemetery

for their pets, which is evident by the engravings and gifts rotting in

front of a few of the tombstones.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9041 10 10 5
D3
~
~
0 -1 9039 10 10 5
E
gifts engravings~
The remains of several small gifts and engravings lie here.  It is hard

to tell what they were to begin with, but they appear to be either pet

toys of some kind, or simple plaques dedicated to the pets buried here.

~
E
fence~
The fence rises over your head, and the top almost disappears in the fog. 

The fence is slick to the touch, and climbing it would be impossible.

~
E
headstone headstones~
The headstones for the graves indicate that this part of the graveyard

was dedicated for the burial of pets.  The remains of wooden and cloth

gifts, as well as flowers lie on various graves, rotting slowly.

~
54 9 1509949540 3 0
-1
S

#9041
Castle Graveyard~
There are no headstones or markers of any kind here.  For some reason,

this part of the graveyard was never used.  The fog is quite thick here,

but you can just make out another fence to the south.  The fence next to

you seems to connect to the southern fence, but it is hard to tell for

sure.  To the north, you can see the branches on some trees.  There

appears to be something swinging from the branches.

~
~
335020036 1 6 0
D0
~
~
0 -1 9042 10 10 5
D2
~
~
0 -1 9040 10 10 5
D3
~
~
0 -1 9038 10 10 5
E
1 south~
You can just barely make out the south fence.  It seems to be very close,

although the mists distort the distance very much.

~
E
fence~
The fence is made of a very old metal.  However, age has not affected its

strength at all.  The top of the fence disappears in the mists.

~
E
fog~
The fog swirls around you, blocking the sight of anything more than a few

paces away.

~
E
branch branches tree trees~
The tree, although malformed with twisting branches, is much taller than

the fence next to it.  In the branches, swaying in the light breeze, are

what appears to be a few men.  However, the fog makes it hard to tell for

sure.

~
-1
S

#9042
Castle Graveyard~
Roots from the stunted and malformed trees have begun to reach the fence

of the graveyard, although it will be many years before the fence itself

will be affected by them.  From the higher limbs of the trees hang a few

skeletons.  A small pile of bones lie at the roots.  Around you, the mist

clings heavily to the ground.

~
~
335020036 1 6 0
D0
~
~
0 -1 9043 10 10 5
D2
~
~
0 -1 9041 10 10 5
D3
~
~
0 -1 9037 10 10 5
E
bones~
Bones from several human remains are gathered at the roots of the trees. 

Although the bones seem to have been gnawed on, no animals are in sight,

although you can see something gleaming from within the pile.

~
E
skeletons~
A few human skeletons hang from ropes in the higher branches of the trees. 

It seems that the bones are slowly falling down to lie among the roots.

~
E
roots~
The roots of the trees spread in all directions.  Some head towards the

graves, to feed on the remains of the dead, while others spread towards

the fence.

~
E
trees~
The trees seem to be very old, perhaps as old as the graveyard itself. 

However, such a life in these surroundings has twisted the trees into

grotesque mockeries.

~
A
search~
pile bones~
if( rflag( reset0, room ) ) {

  act_tochar( #find, ch );

  act_notchar( #find2, ch );

  obj_to_char( oload( 102 ), ch );

  remove_rflag( reset0, room );

  }

else {

  act_tochar( #nofind, ch );

  act_notchar( #nofind2, ch );

  }

~
E
nofind2~
$n searches the pile of bones, but finds nothing.

~
E
nofind~
You search the pile of bones, but find nothing.

~
E
find2~
$n finds a golden key!

~
E
find~
You find a golden key!

~
!
0 0 0
54 9 1509949540 3 0
-1
S

#9043
Castle Graveyard~
A crumbling monument stands here.  Once, it may have been a statue of a

saint or holy figure, but now there is little of it left.  Time has worn

away its features, and rust has obscured the plaque at the base of the

monument.  A fence stands to the east, disappearing to the north and

south.  To the north, a path creeps along slowly through the graveyard. 

Beyond it, a dark image hides in the background.

~
~
335020036 1 6 0
D0
~
~
0 -1 9044 10 10 5
D2
~
~
0 -1 9042 10 10 5
D3
~
~
0 -1 9036 10 10 5
E
monument statue~
The monument appears to have been placed here long ago, as there is

little of it left.  What may have been a saint or holy figure is now an

eroded pile of stone.

~
E
plaque~
The plaque may have once indicated who was buried here, but it has long

since rusted over, and is now completely illegible.

~
E
image~
The image through the fog cannot be made out, but whatever it is, it is

quite large.

~
32 9 1509949540 3 0
-1
S

#9044
Graveyard Path~
The path continues to the north and west, while a great fence lies to the

east.  To the north, you can see the castle better than you have been

able to see before.  You can also see the hidden path that leads up the

castle, directly north of you.  Unfortunately, you can also see a huge

guardian that stands waiting for anyone to try to enter the path.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9045 10 10 5
D2
~
~
0 -1 9043 10 10 5
D3
~
~
0 -1 9035 10 10 5
E
castle~
As the fog clears, you can finally make out a large castle lying to the

north.

~
E
path~
The path proceeds to the north, ending in front of a watch-station manned

by a castle guard.

~
E
guard guardian~
From here you can see a castle guard standing watch beyond the fence that

runs to the north.

~
-1
S

#9045
Graveyard Path~
You can see a small passageway here, leading up to the north towards a

small iron gate.  Just to the north of you is a royal guardian.  To the

south and west, the graveyard beckons you to your death.  A path

disappears to the south.  To the east, a wrought iron fence extends its

way to the south, enclosing the graveyard.

~
WHERE is this graveyard, in what type of terrain?

a vacuum? what is on the sides of this square?

~
335020044 1 6 0
D0
~
~
0 -1 9046 10 10 5
D2
~
~
0 -1 9044 10 10 5
D3
~
~
0 -1 9034 10 10 5
E
guard guardian~
Just to the north, a castle guard stands watch, prohibiting entry into

the castle.

~
-1
S

#9046
Passage Entrance.~
The path you are on seems to continue to the north towards the castle. 

To the south, the path passes beneath a small iron gate and disappears

into a graveyard.

~
his damage unarmed should be less than the weapon

~
335020044 1 6 0
D0
~
~
0 -1 9047 10 10 5
D2
~
~
0 -1 9045 10 10 5
60 9 1509949540 3 0
-1
S

#9047
Small Dirt Path~
The path does not seem all that worn, as though little traffic has passed

this way in a long time.  However, upon closer inspection, you can see a

set of fresh grooves in the ground about shoulder width apart.  On either

side of the path is a small gully.  To the north, a slight fog encroaches

upon the path.

~
dirt path through WHERE/

~
335020036 1 6 0
D0
~
~
0 -1 9048 10 10 5
D2
~
~
0 -1 9046 10 10 5
E
tracks~
The tracks are very wide, but seem to be very old.  Strange that should

not have been washed away by now....

~
-1
S

#9048
Small Dirt Path~
Although the mists make it hard to see beyond a distance of ten feet, it

seems that you are getting closer to the castle.  The castle looms out of

the fog to tower over you.

~
castle in which direction?

what is on either side of the path?

~
335020044 1 6 0
D0
~
~
0 -1 9049 10 10 5
D2
~
~
0 -1 9047 10 10 5
A
~
~
send_to_char( #char, ch );

~
E
char~
The mist swirls and clouds your vision.

~
!
2 0 0
-1
S

#9049
Small Dirt Path~
Although the mists have the effect of distorting distances here, the wall

to the castle seems very close indeed.  However, the rest of the castle

is still lost in the mists.  It is now impossible to see even the top of

the castle, which was visible, although slightly, before.

~
where?

~
335020036 1 6 0
D0
~
~
0 -1 9050 10 10 5
D2
~
~
0 -1 9048 10 10 5
-1
S

#9050
Small Dirt Path~
The wall to the west of you is solid stone, with no apparent way to get

to it.  However, the path seems to continue to the north and south. 

Perhaps there is yet a way inside the castle to be found.

~
first sentence doen't make sense/unclear

~
335020036 1 6 0
D0
~
~
0 -1 9051 10 10 5
D2
~
~
0 -1 9049 10 10 5
755 9 1509949540 3 0
-1
S

#9051
Small Dirt Path~
The wall to the castle has curved away from you, but you can still see it

from here.  The path continues both north and south, but you cannot see

any way into the castle proper from here.  The path itself seems a bit

smoother, as though more traffic has been through here.

~
which side is wall on? 

what is on other side?

~
335020044 1 6 0
D0
~
~
0 -1 9068 10 10 5
D2
~
~
0 -1 9050 10 10 5
-1
S

#9052
Entrance to the Old Tomb~
Here you see a small passage leading up and down which seems to have not

been used in quite sometime.  Closer inspection shows that the door above

you is partially covered by a large, wooden crate.  A strange mystical

feeling surrounds you as you pass through.  The passage continues

downward into a large hallway.

~
~
335020044 1 6 0
D4
door~
door~
227 -1 33357 10 10 5
D5
~
~
0 -1 9053 10 10 5
E
door~
The door seems to be a fairly normal trapdoor in the ceiling.  The hinges

seem a bit rusty, but other than that, it is in good shape.

~
E
crate~
A large wooden crate can be seen from here.  It seems to be covering the

hole in the ceiling, as if someone put it there for that purpose.

~
A
~
~
if( rflag( reset1, room ) ) {

  send_to_char( #char, ch );

  do_spell( hallucinate, ch, ch );

  }

~
E
char~
You pass through the mist and begin to feel a bit dizzy.

~
!
1 -1 32
A
1 open move push~
1 up crate~
if( !is_open( room, up ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, up );

  }

else

  send_to_char( #open, ch );

~
E
open~
The passage is already open.

~
E
room~
$n moves the crate which is blocking the passage.

~
E
char~
You move the crate which is blocking the passage.

~
!
0 0 0
545 9 1509949540 3 0
-1
S

#9053
Tomb of the Castle~
You are standing in a large hallway which continues to the north and

south.  Above you, a ladder escapes up into a small, dark passage.  Along

the wall, jewels and torches lie scattered at seemingly random intervals,

although the torches appear to have been blown out by the draft coming

from the south.  To the east, you can see a lit room which beckons you.

~
~
335020036 1 6 0
D0
~
~
0 -1 9054 10 10 5
D1
~
~
0 -1 9124 10 10 5
D2
~
~
0 -1 9055 10 10 5
D4
~
~
0 -1 9052 10 10 5
E
ladder~
The ladder is quite old, but still looks sturdy, being made from ironwood. 

Climbing it would take you into the dark passage above you.

~
E
jewel jewels~
The jewels in the wall sparkle as the low light catches their many facets. 

The jewels seem to be firmly embedded in the wall.

~
E
torch torches~
The torches here are well secured into the wall mounts.  From the looks

of it, the torches would be impossible to remove without destroying them

in the process.

~
E
up~
Looking up to the passage the ladder rises into, you can see nothing of

what is up there save for a glowing mist of some sort.

~
E
room~
The room to the east, from the looks of it, was carved right out of the

rock.  Although it is impossible to see what may lie in it, there is a

faint smell of decay coming from that direction.

~
A
pry get steal take~
jewel jewels gem gems~
act_tochar( #get, ch );

act_notchar( #get_room, ch );

~
E
get_room~
$n tries to pry some of the gems out of the walls.

~
E
get~
You try to pry gems out of the wall, but they are too firmly embedded.

~
!
0 0 0
A
get take steal grab~
torch torches~
act_tochar( #get, ch );

act_notchar( #get_room, ch );

~
E
get_room~
$n tries to get a torch from one of the wall mounts, but ends up breaking

it into splinters of dry wood.

~
E
get~
You try and get one of the torches, but find it impossible to get out of

the wall mount without destroying it.

~
!
0 0 0
A
light~
3 torches~
if( has_obj( 26, ch ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  }

else

  send_to_char( #notorch, ch );

~
E
notorch~
You don't have a torch with which to light it.

~
E
room~
$n lights a torch on the wall, but a breeze comes along and blows it out.

~
E
char~
You light a torch on the wall, but a breeze comes along and blows it out.

~
!
0 0 0
A
3 climb~
ladder 1 up~
interpret( ch, "up" );

~
!
0 0 0
-1
S

#9054
Tomb of the Castle~
The torches along the wall light the large hall which continues to the

north and east.  Jewels speckle the walls in a delightful fashion,

casting strange images all over the room.  To the north, lit torches

guide your way through the catacombs.

~
~
335020045 1 6 0
D0
~
~
0 -1 9056 10 10 5
D2
~
~
0 -1 9053 10 10 5
E
torches~
Mounted on the walls at intervals are torches in metal mounts.  They are

set firmly in and would be hard to remove.

~
E
jewels images~
The facets of the jewels set in the wall sparkle in the light.  The

glinting light is refracted and reflected around the room, causing forms

to be cast around the hall.  The jewels are deeply set into the walls.

~
A
pry get steal take~
5 jewels 3 gems~
act_tochar( #get, ch );

act_notchar( #get_room, ch );

~
E
get_room~
$n tries to pry some of the gems out of the walls.

~
E
get~
You try to pry gems out of the wall, but they are too firmly embedded.

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

~
E
room~
You can feel a slight draft wafting from the south.

~
!
2 0 0
-1
S

#9055
Tomb of the Castle.~
This is an out of the way part of the large hall which continues to the

north and south.  Looking about, you can see that the hall is very grungy

and damp.  This area is not as well traveled like to the north.  The

torches and jewels still line the walls, but many of the torches along

the wall are no longer lit.  The wall to the west has a large crack in it.

~
Okay.  Now liches are cool and all, and fun to include in our areas, but

how does this guy fit here?  he doesn't even have a tomb, he's in the

hall, and liches generally have whole tombs and elaborate traps designed

to protect themselves (similar to dragons...) This guy kinda needs it. 

As for the mob itself, he's 30th leve, and dishes out a strange mpc. 

Furthermore, he's sentinel and his xp isn't protected at all. 

Shrug...thing this needs some consdieration.  :) 

Kiian.

ok pulled thie liche pending a serious fix - kiian

enter crack

[Arathorn] look crack- behing should be behind

~
335020036 1 6 0
D0
~
~
0 -1 9053 10 10 5
D2
~
~
0 -1 9062 10 10 5
E
torches torch~
The walls have torches mounted periodically along their length.  It looks

like trying to remove them would require breaking them up into worthless

pieces.

~
E
jewels~
Jewels sparkle in your eyes as you look at the walls.  They are set

deeply in the wall, though, and don't look easy to remove.

~
E
crack~
The wall to the west is marred by a large crack.  It looks like you can

probably fit through and explore behing it.

~
A
enter ~
crack~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 9132 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_tochar( #char2, rch );

  transfer( rch, find_room( 9132 ) );

  act_notchar( #arr, rch );

  }

~
E
char2~
You enter the crack and find yourself in a small cave.

~
E
arr~
$n enters the cave from the crack.

~
E
room~
$n enters the crack in the west wall.

~
E
char~
You enter the crack and find yourself in a small cave.

~
!
0 0 0
A
get take steal pry~
5 jewels 3 gems~
act_tochar( #get, ch );

act_notchar( #get_room, ch );

~
E
get_room~
$n tries to pry some of the gems out of the walls.

~
E
get~
You try to pry gems out of the wall, but they are too firmly embedded.

~
!
0 0 0
A
light~
3 torches~
if( has_obj( 26, ch ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  }

else

  send_to_char( #notorch, ch );

~
E
notorch~
You don't have a torch with which to light it.

~
E
room~
$n lights a torch on the wall, but a breeze comes along and blows it out.

~
E
char~
You light a torch on the wall, but a breeze comes along and blows it out.

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

~
E
room~
Faint noises seep from the crack to the west.

~
!
2 0 0
-1
S

#9056
Tomb of the Castle~
You are standing in a large hall with lit torches mounted on the walls at

various intervals.  Around the torches, small jewels lie embedded in the

walls, creating a dazzling light show.  Peering into the distance to the

north, you can see a large room that is well lit.  The corridors extend

in each of the cardinal directions.  To the side of the hallway, a spiral

staircase rises into the ceiling.

~
~
335020037 1 6 0
D0
~
~
0 -1 9057 10 10 5
D1
~
~
0 -1 9125 10 10 5
D2
~
~
0 -1 9054 10 10 5
D3
~
~
0 -1 9119 10 10 5
D4
~
~
0 -1 9085 10 10 5
E
1 south~
Looking to the south you see little of interest besides stone walls.  As

you peer down the corridor, a slight breeze passes you.

~
E
1 north~
To the north you notice a faint blue glow.

~
E
1 east~
To the east you can make out a wooden door.

~
E
1 west~
There is little to see to the west save for stone walls.  However, you do

notice a faint glow.

~
E
torches~
The torches are mounted at regular intervals on the walls.  Looking

closely at the mountings, you think you may be able to get one of the

torches out of the wall.

~
E
jewels~
The jewels sparkle in the torchlight.  They seem to be firmly embedded in

the corridor walls, but then, perhaps no one has tried to pull them out

yet.

~
E
light show~
Light from the torches bounces off of the jewels in the wall, creating a

pattern of moving light on the floor, walls, and ceiling.

~
A
get pry~
5 jewels~
i = random( 1,4 );

if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( i < 2 ) {

    act_tochar( #get, ch );

    act_notchar( #get_room, ch );

    obj_to_char( oload( 119 ), ch );

    }

  else {

    if( i < 3 ) { 

      act_tochar( #get2, ch );

      act_notchar( #get_room, ch );

      obj_to_char( oload( 119 ), ch );

      obj_to_char( oload( 119 ), ch );

      }

    else {

      if( i < 4 ) {

        act_tochar( #get3, ch );

        act_notchar( #get_room, ch );

        obj_to_char( oload( 119 ), ch );

        obj_to_char( oload( 119 ), ch );

        obj_to_char( oload( 119 ), ch );

        }

      else {

        act_tochar( #get_none, ch );

        act_notchar( #get_none_room, ch );

        }

      }

    }

  }

else {

  act_tochar( #get_none, ch );

  act_notchar( #get_none_room, ch );

  }

~
E
get_none_room~
$n pries at the jewels on the wall, but gives up after being unable to

pull any out.

~
E
get_none~
You pry at the jewels on the wall, but are unable to pry any of them

loose.

~
E
get_room~
$n pries at the jewels on the wall, trying to get them loose.

~
E
get3~
You pry at the jewels on the wall, getting three loose!

~
E
get2~
You pry at the jewels on the wall, getting two loose!

~
E
get~
You pry at the jewels on the wall, pulling one loose!

~
!
0 0 0
A
get~
torch torches~
i = random( 1,6 );

if( rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

if( i < 5 ) {

    act_tochar( #get, ch );

    act_notchar( #get_room, ch );

    obj_to_char( oload( 26 ) );

    }

  else {

    act_tochar( #get_none, ch );

    act_notchar( #get_none_room, ch );

    }

}

else {

act_tochar( #get_none, ch );

act_notchar( #get_none_room, ch );

}

~
E
get_none_room~
$n is unable to get the torch out of its mounting on the wall.

~
E
get_none~
You are unable to pull the torch from its mount on the wall.

~
E
get_room~
$n $n pulls a torch from the wall, accidentally putting it out.

~
E
get~
You pull a torch from the wall, accidentally putting it out.

~
!
0 0 0
-1
S

#9057
Tomb of the Castle~
The large corridor continues back to the south where torches line the

walls at varying intervals, highlighted by jewels which glimmer in their

light.  There appear to be small tombs extending to the north, east and

west from this corridor.  The room to the north emits a bright light

through its entrance.

~
~
335020037 1 6 0
D0
~
~
0 -1 9061 10 10 5
D1
~
~
0 -1 9059 10 10 5
D2
~
~
0 -1 9056 10 10 5
D3
~
~
0 -1 9058 10 10 5
A
steal pry take get~
5 jewels 3 gems~
act_tochar( #get, ch );

act_notchar( #get_room, ch );

~
E
get_room~
$n tries to pry some of the gems out of the walls.

~
E
get~
You try to pry gems out of the wall, but they are too firmly embedded.

~
!
0 0 0
546 9 1509949540 3 0
-1
S

#9058
Tomb of Sir Dragoon~
You are standing within a small little tomb which has been chiseled out

of the hard rock.  A large and sealed crypt lies in the middle of the

floor going down.  The crypt is covered by a large stone.  The only exit

appears to be back through the entrance to the tomb.

~
~
335020044 1 6 0
D1
~
~
0 -1 9057 10 10 5
E
crypt cover stone~
Examining the stone covering of the crypt, you can see lettering carved

into its surface.

~
E
lettering surface carved~
"This is the tomb of Sir Dragoon, the Evil.  Although King Lag's most

favored knight, his thirst for power became his downfall."

~
A
move push~
lid~
act_tochar( #char_move, ch );

act_notchar( #room_move, ch );

~
E
room_move~
$n tries to move the lid, but gives up after a few seconds.

~
E
char_move~
You try to move the lid, but it is far too heavy to budge.

~
!
0 0 0
80 9 1509949540 3 0
-1
S

#9059
Tomb of Witch Lana~
You are standing in the hollowed out tomb intended for one of the old

inhabitants of the castle.  The walls are faded to a rich amber tone. 

You see a small crypt sitting in the middle of the floor going down.  A

large grate covers the entrance.  Around the grate, a large plaque

encircles the crypt.  It appears to tell the story of who is buried

within.  The only exit is back through the entrance to the tomb.

~
~
335020044 1 6 0
D3
~
~
0 -1 9057 10 10 5
D5
'tomb entrance'~
'tomb entrance'~
227 -1 9060 10 10 5
E
walls~
The walls are in good condition, and surprisingly mold free, considering

the dampness you have noticed elsewhere.  Although they are amber in

color, it does not seem to be from metal, but rather an odd color of

stone.

~
E
crypt~
The crypt starts here, but the majority of it seems to be under a grate

in the middle of the floor.  Although unusual for a crypt, it is not

unheard of.

~
E
grate~
A large metal grate in the middle of the floor is the only way down to

the crypt.  Although it is slightly damp to the touch, it shows no signs

of rust.

~
A
1 open~
grate tomb entrance~
if( !is_open( room, down ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, down );

  }

else

  send_to_char( #open, ch );

~
E
open~
The grate is already ajar and the tomb open.

~
E
room~
$n braces $mself and opens the grate, revealing a small tomb below.

~
E
char~
Pulling as hard as you can on the grate, you open it to reveal a small

tomb below.

~
!
0 0 0
A
steal pry~
plaque~
if( class( ch ) == thief ) {

  if( rflag( reset1, room ) ) {

    remove_rflag( reset1, room );

    if( random( 1, 10 ) < 3 ) {

      send_to_char( #char, ch );

      act_notchar( #room, ch );

      obj_to_char( oload( 689 ), ch );

      }

    else

      send_to_char( #unable, ch );

    }

  else

    send_to_char( #unleft, ch );

  }

else

  send_to_char( #notthief, ch );

~
E
notthief~
You are unable to pry the plaque off.

~
E
unleft~
You are unable to pry off the rest of the plaque.

~
E
unable~
You are unable to pry the plaque off.

~
E
room~
$n pries off most of the plaque.

~
E
char~
You are able to pry most of the plaque off.  However, you end up scratch

off the face of the plaque in the process.

~
!
0 0 0
A
1 look~
plaque~
if( rflag( reset1, room ) )

  send_to_char( #char, ch );

else

  send_to_char( #nope, ch );

~
E
nope~
The plaque face has been scratched off.

~
E
char~
"This is the great tomb of the hated witch, Lana, who lived in the castle

for all years.  In her former life, she was the mother of the king. 

However, time and power had warped her sense of values until the castle

inhabitants rallied to kill her.  Her ghost was banished to this tomb

long ago.  Since then, she has tried to kill all mortals, blaming them

for her banishment." 

~
!
0 0 0
-1
S

#9060
Tomb of Lana~
This is a very nasty, smelling room, full of cobwebs and spiders, most

of which could care less if you were here or not.  In the corner, you can

see a small, ugly figure coming at you and it seems to be very annoyed.

~
[Fingolfin] +pray

~
335020036 1 6 0
D4
'tomb exit'~
'tomb exit'~
227 -1 9059 10 10 5
E
cobwebs~
Gray strands of silk lie everywhere.  Cobwebs clutter the room, gathering

in corners, and obscuring the walls.  The occupants of the webs, small

spiders, skitter away at the least vibration.

~
E
spiders~
The spiders are all quite small, and seem to hold no interest at all in you.

~
A
1 up~
~
if( !is_open( room, up ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, up );

  continue;

  }

else

  continue;

~
E
room~
$n pushes $s way out through the grate.

~
E
char~
Pressing your shoulder to the grate, you push your way out.

~
!
0 0 0
A
1 open push move~
grate tomb entrance exit~
if( !is_open( room, up ) ) {

  open( room, up );

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  }

else

  send_to_char( #open, ch );

~
E
open~
The grate is already open.

~
E
room~
$n opens the grate to the tomb.

~
E
char~
You open the grate to the tomb.

~
!
0 0 0
81 17 1509949441 -2 0
78 9 1509949540 3 0
-1
S

#9061
Tomb of the Exarch~
You are standing within a large tomb which rests at the end of the

corridor.  The only thing of interest in this tomb is the sarcophagus

which lies against the north wall.  Surprisingly, you see many footsteps

which come up to the edge of the sarcophagus.  A small plaque is nailed

into the base of the sarcophagus.  The only exit seems to be through the

tomb entrance to the south.  The room is illuminated by countless torches

and candles which take up the entire room.

~
~
335020044 1 6 0
D2
~
~
0 -1 9057 10 10 5
D5
sarcophagus~
sarcophagus~
423 -1 9164 10 10 5
E
sarchophagus~
This "coffin" appears to be the size of an adult human.  A large cross

has been carved and painted into the top of the cover which seals the

body within its belly.

~
E
plaque base~
"This is the tomb of the Exarch.  His servitude to the Lord shall never

be forgotten.  Nor will his servitude to King Lag." 

~
E
candles~
The candles are placed everywhere.  Although the majority of them are

lit, a few have gone out.  Puddles of wax cover the floor, in which you

notice a few footprints.

~
E
torches~
The torches are securely mounted on the wall.  While all of them are lit,

it seems that more illumination comes from the numerous candles placed on

any available space.

~
E
footprints~
The footprints in the wax go right up to the edge of the sarcophagus. 

And, you can barely make out the back half of one footprint.  The other

half, it would seem, is under the sarcophagus.

~
A
1 open~
3 sarcophagus~
if( !is_open( room, down ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, down );

  }

else

  send_to_char( #char_open, ch );

~
E
char_open~
The sarcophagus lid is already open.

~
E
room~
$n yanks on the sarcophagus lid and reveals a hidden passage.

~
E
char~
You yank open the sarcophagus lid to reveal a hidden passage.

~
!
0 0 0
-1
S

#9062
Tomb of the Castle~
You are standing in a hall that is untouched by neither dust nor cobwebs

dare to defile the sanctity of this hall.  Of course, the awesome door to

the south may be the reason why.  Twenty feet tall and made of pure jade,

it emanates a power which is undescribable.  Small tombs branch to the

east and west.  To the north, the main hall extends through darkness.

~
~
335020044 1 6 0
D0
~
~
0 -1 9055 10 10 5
D1
~
~
0 -1 9064 10 10 5
D2
"green door"~
"green door"~
407 491 9123 10 10 5
D3
~
~
0 -1 9063 10 10 5
E
door jade 1 south~
The south entrance to this room is a monstrous door set on huge hinges. 

It is made of jade, and seems to look at you with dissapproval.  A sense

of awesome power washes over you from behind the door, making you feel

unworthy to exist in this place.

~
E
1 east 1 west tombs~
To the east and west you can see hints of gold and gems through the

entrance to the royal tombs.

~
-1
S

#9063
Tomb of the Castle~
You are standing within a royal tomb which has been carved into the rock

of the earth.  Around you, paintings and statuettes made of pure gold

surround a huge sarcophagus which rests in the center of the room. 

Elaborately descriptive carvings gilt with gold adorn the edges of the

huge sarcophagus.  A small plaque rests near the head of it.  The only

exit is back to the hallway to the east.

~
~
335020036 1 6 0
D1
~
~
0 -1 9062 10 10 5
E
paintings statuettes~
The walls are lined with paintings hung in frames made of gold.  Between

them in small alcoves set in the walls are precious statuettes made to

resemble creatures of power, dragons, griffons and the like.

~
E
sarcophagus carvings~
In the center of the room is a sarcophagus made of stone, set with gems

and overlaid with gold.  Carvings of prancing animals and powerful beasts

adorn the lid of the sarcophagus, with gems for eyes and golden bodies. 

A small plaque is set on a stand at the head of the sarcophagus.

~
A
1 open move push~
lid sarcophagus~
act_tochar( #char_move, ch );

act_notchar( #room_move, ch );

~
E
room_move~
$n tries to move the lid, but gives up after a few seconds.

~
E
char_move~
You try to move the lid, but it is far too heavy to budge.

~
!
0 0 0
A
take steal pry grab get~
plaque bronze~
if( class( ch ) == thief ) {

  if( rflag( reset1, room ) ) {

    remove_rflag( reset1, room );

    if( random( 1, 10 ) < 3 ) {

      send_to_char( #char, ch );

      act_notchar( #room, ch );

      obj_to_char( oload( 689 ), ch );

      }

    else

      send_to_char( #unable, ch );

    }

  else

    send_to_char( #unleft, ch );

  }

else

  send_to_char( #notthief, ch );

~
E
notthief~
You are unable to pry the plaque off.

~
E
unleft~
You are unable to pry off the rest of the plaque.

~
E
unable~
You are unable to pry the plaque off.

~
E
room~
$n pries off most of the plaque.

~
E
char~
You are able to pry most of the plaque off.  However, you end up scratch

off the face of the plaque in the process.

~
!
0 0 0
A
1 look examine~
bronze plaque~
if( rflag( reset1, room ) )

  send_to_char( #char, ch );

else

  send_to_char( #nope, ch );

~
E
nope~
The plaque face has been scratched off.

~
E
char~
"Here lies Queen Lag.  Her kindness and devotion to her husband King and

to God will be remembered forever." 

~
!
0 0 0
A
steal take get grab~
all treasure gold 5 paintings 4 statuettes carvings~
send_to_char( #char2, ch );

act_notchar( #room2, ch );

remove_rflag( reset1, room );

wait( 1 );

if( char_in_room( ch, find_room( 9122 ) ) ) {

  send_to_room( #room3, room );

  dam_message( ch, 3d3+1, "The spirit of Queen Lag's piercing scream" );

  inflict( ch, mob, 3d3+1, "The spirit of Queen Lag" );

  wait( 1 );

  if( char_in_room( ch, find_room( 9122 ) ) ) {

    send_to_room( #room4, room );

    set_rflag( reset1, room );

    }

  else

    set_rflag( reset1, room );

  }

else {

  send_to_room( #room4, room );

  set_rflag( reset1, room );

  }

~
E
room4~
The spirit of Queen Lag vanishes before your eyes.

~
E
room3~
The spirit of Queen Lag opens her mouth and emits a piercing scream which

reverberates through tombs.

~
E
room2~
As $n reaches toward the piles of treasure, the spirit of Queen Lag rises

before $m and emits a piercing scream.

~
E
char2~
As you reach toward the piles of treasure, the spirit of Queen Lag rises

before you and emits a piercing scream.

~
!
0 0 0
A
1 kill hit kick~
spirit queen lag~
if( !rflag( reset1, room ) )

  send_to_char( #char, ch );

else

  send_to_char( #char2, ch );

~
E
char2~
The spirit of Queen Lag is no longer before you.

~
E
char~
Surprisingly, you are unable to raise your hand to attack.

~
!
0 0 0
-1
S

#9064
Tomb of the Castle~
You are standing within the most regal tomb you have laid your eyes on. 

Elaborate drawings and sculptures take up every available space around

the huge sarcophagus in the center of the room.  The statues of two

somber knights face the sarcophagus in a watchful vigil.  The sarcophagus

is likewise adorned with golden carvings.  A large bronze plaque glimmers

in the glow of the torches which line the walls.  Gold and silver collide

everywhere in a mixture of raw beauty.  The only exit is to the hallway

to the west.

~
~
335020037 1 6 0
D3
~
~
0 -1 9062 10 10 5
E
knights somber~
Two statues of tall strong knights stand at attention next to the wall,

facing the sarcophagus.  They appear to watch and wait for the king's

call.

~
E
sarcophagus~
The sarcophagus sitting in the center of the room is covered in carvings

of somber knights paying tribute to their king, and of great beasts in

servitute to him.  It is decorated with gold and silver plating with gems

embedded in the stone lid and box.  You notice a small circle carved into

the top of the sarcophagus.

~
E
bronze 3 plaque~
At the head of the sarcophagus is a plaque made of bronze.  It reads:

"Here lies the King Lag.  His service to God and country will be

remembered.  May he rest in peace.  Beware to those who would disturb his

slumber."

~
E
drawings sculptures~
The walls are covered with drawings and paintings set in gold and silver

frames.  They hang between the statues of proud knights and powerful

beasts that pay tribute to the King in the sarcophagus.

~
E
torches~
Torches set in sturdy wall mount light the room and are reflected from

the splendor of the riches in the room.

~
E
circle small top~
Examining the circle, you see the word, 'Lagora' carved into the center

of it.  The circle appears to be about four inches in diameter.

~
A
read view~
bronze 3 plaque~
act_tochar( #plaque, ch );

~
E
plaque~
At the head of the sarcophagus is a plaque made of bronze.  It reads:

"Here lies the King Lag.  His service to God and country will be

remembered.  May he rest in peace.  Beware to those who would disturb his

slumber." 

~
!
0 0 0
A
1 open~
3 sarcophagus lid~
if( cflag( 15, ch ) ) {

  send_to_char( #noopen, ch );

  act_notchar( #noroom, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( !is_fighting( ch )) {

    act_tochar( #open, ch );

    wait( 2 );

    send_to_room( #voice, room );

    wait( 0 );

    send_to_room( #voice2, room );

    mob = mload( 536, room );

    wait( 1 );

    send_to_room( #call, room );

    wait( 2 );

    send_to_room( #knight, room );

    mob = mload( 389, room );

    attack( mob, ch, 2d6+7, "chilling touch" );

    ch = rand_player( room );

    mob = mload( 389, room );

    attack( mob, ch, 2d6+7, "chilling touch" );

    }

  }

else

  act_tochar( #already, ch );

~
E
noroom~
$n attempts to open the lid on the sarcophagus, but gives up.

~
E
noopen~
You are unable to lift the lid on the sarcophagus.

~
E
knight~
You hear and feel a whistling wind play about the room.  On the tail of

the breeze, you hear crumbling of stone.  Out of the corner of your eye,

you glimpse a ghost separating from a statue of a knight.

Examining the circle, you see the word, 'Lagora' carved into the center of it.

~
E
call~
The deep voice says, "Arise my knights, we must rid the castle of these

intruders.  Arise and fight, so we may return to our rest." 

~
E
already~
You find that the lid has already been lifted open.

~
E
voice2~
You hear a loud sigh.


From the darkness of the sarcophagus, an ethereal figure emerges.

~
E
voice~
A cold wind blows through the room.  Carried on the wind is a deep voice. 

It demands, "Who is this that disturbs my rest?"

~
E
open~
You slide the heavy cover of the sarcophagus open.  From the darkness

within, you see a cloth wrapped figure of a body.  You hear a hissing

sound, and a groan emanates from the air all around you.  You may begin

to regret the disturbance now...

~
!
0 0 0
A
get steal take grab pry~
bronze plaque~
send_to_char( #char, ch );

act_notchar( #room, ch );

i = 4d4+4;

dam_message( ch, i, "the crackling flame" );

inflict( ch, mob, i, "crackling flame" );

~
E
room~
As $n reaches out to pry the plaque off of the sarcophagus, he is singed

by a crackling flame which shoots out.

 

~
E
char~
As you reach to pry the plaque off of the sarcophagus, a crackling flame

shoots out and singes you.

 

~
!
0 0 0
A
~
~
if( !is_fighting( ch ) ) {

  if( rflag( reset0, room ) ) {

    if( mob_in_room( 536, room ) )

      junk_mob(mob_in_room( 536, room ) );

    if( mob_in_room( 389, room ) )

      junk_mob( mob_in_room( 389, room ) );

    if( mob_in_room( 389, room ) )

      junk_mob( mob_in_room( 389, room ) );

    }

  }

continue;

~
!
3 -1 8
A
put place lay lie insert~
medal lagora circle sarcophagus medallion~
if( has_obj( 473, ch ) ) {

  junk_obj( has_obj( 473, ch ) );

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  wait( 0 );

  send_to_char( #char2, ch );

  if( doing_quest( ch, 25 ) )

    update_quest( ch, 25 );

  wait( 0 );

  send_to_room( #room2, room );

  set_cflag( 15, ch );

  }

else

  send_to_char( #nope, ch );

~
E
nope~
You don't have the royal medallion.

~
E
room2~
With that said, King Lag removes the medallion from the circle

inscription and fades from sight.

~
E
char2~
Suddenly, the King's spectre rises from within his sarcophagus and

states, 'You have done well, my friend!  You have relieved my soul from

this hellish nightmare.  Now I may go join my wife in the heavens.

~
E
room~
$n places the royal medallion into the circle set in the sarcophagus.

~
E
char~
You place the royal medallion into the circle set in the sarcophagus.

~
!
0 0 0
-1
S

#9067
Tomb of the Castle~
In the middle of the room lies a great stone coffin.  Around the coffin,

carved in the walls, ceiling, and floor are various scenes of battles won

and lost.  Above the coffin, you can see the faint image of the Prince

himself floating reverently in the air.

~
~
335020044 1 6 0
D0
~
~
0 -1 9124 10 10 5
E
image prince~
The ethereal image of a proud man floats above the coffin.  You can

barely tell from the faint image that he appears to wear armor and a

scabbarded sword.  It seems to be the Prince's spirit.

~
E
writing~
The writing says, "A shield to shelter the weak, a sword to defend them

from evil, and a rose to remind us of the beauty and thorns of life." 

~
E
crest lid~
A closer look at the crest on the lid of the coffin shows that it is a

depiction of a knight's equipment.  It shows a shield, a sword, and a

rose.  The carvings are set deeply into the stone lid, and look as if

they would fit the actual items.  Below the crest is some @b@Cwriting@n.

~
E
coffin stone~
In the middle of the room rests a plain stone coffin.  It is unadorned

but for a single @C@bcrest@n carved into the lid.

~
E
carvings scenes walls ceiling floor~
In carvings on the walls and floor, you see the Prince in many battles. 

In some, he chases invading goblins away at the point of his army's

spears.  In another, he bows to the leader of the giants as they come to

a peace.  In all, he is shown to be a leader of men and the epitome of

honor.  The carvings cover the walls and ceiling and extend onto the

floor.  It appears the people that prepared this burial chamber honored

the Prince highly.

~
A
~
~
if( is_follower( ch ) )

  end;

if( !cflag( 19, ch ) ) {

  set_cflag( 19, ch );

  wait( 1 );

  if( !rflag( reset2, find_room( 9124 ) ) ) 

    end;

  if( !rflag( reset1, find_room( 9124 ) ) ) 

    end;

  if( !rflag( status2, find_room( 9124 ) ) ) {

    remove_rflag( reset1, find_room( 9124 ) );

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    }

  else {

    send_to_char( #char_bad, ch );

    act_notchar( #room_bad, ch );

    }

  }

else

continue;

~
E
room_bad~
The Spirit of the Prince frowns at $n and says, "By greedily taking the

gold, you have failed in the simplest of my tests of honor." 

~
E
char_bad~
The Spirit of the Prince frowns at you as you enter.  Then he simply

states, "By greedily taking the gold, you have failed in the simplest of

my tests of honor." 

~
E
room~
The Spirit of the Prince bows to $n and states, "You have done well, my

friend. By not taking the coins unasked, you proved yourself to be

honorable.  Please feel free to take the gold on the table in the next

room without repercussions, as a reward for honor.


~
E
char~
The Spirit of the Prince bows to you and states, "You have done well, my

friend. By not taking the coins unasked, you proved yourself to be

honorable.  Please feel free to take the gold on the table in the next

room without repercussions, as a reward for honor.

~
!
1 -1 1
A
1 open pry move~
coffin lid~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n struggles to push open the coffin lid, but to no avail.

~
E
char~
You are unable to open the coffin lid.

~
!
0 0 0
A
1 kill~
prince spirit~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n swings at the Prince's image, passes right through it.

~
E
char~
You swing at the Prince's image, but pass right through it.

~
!
0 0 0
A
ask~
prince spirit medal medallion lagora~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n asks the prince about the medallion.

 

The prince replies, 'Ah yes, Lagora!  It is the only symbol left from

before the war with the faeries which has remained sacred.  My father

would be greatly relieved if you would place the medal on his

sarcophagus.' 

~
E
char~
'Ah yes, Lagora!  It is the only symbol left from before the war with the

faeries which has remained sacred.  My father would be greatly relieved

if you would place the medal on his sarcophagus.'

~
!
0 0 0
-1
S

#9068
Small Dirt Path~
The way you came is lost in the mists, as is the way you are going.  The

only thing that you can see for sure is the stone wall of the castle

beside you.  Aside from that, the path continues beside the wall of the

castle to both the north and, and the path that continues to both the

north and south.

~
which side is wall?

~
335020036 1 6 0
D0
~
~
0 -1 9069 10 10 5
D2
~
~
0 -1 9051 10 10 5
A
~
~
send_to_char( #char, ch );

~
E
char~
The path becomes lost among the swirl of mists.

~
!
2 0 0
-1
S

#9069
Small Dirt Path~
Up ahead it seems as though the path ends, and there is a door in the

wall of the castle.  However, before you can tell for sure, the mists

once again obscure your vision.

~
up ahead in which direction?

depends which way you come from

~
335020036 1 6 0
D0
~
~
0 -1 9070 10 10 5
D2
~
~
0 -1 9068 10 10 5
-1
S

#9070
Small Dirt Path~
A small, wooden door with steel bands is set into the wall of the castle

at the end of the dirt path.  The path leads away to the south where you

can see a slight fog rolling by.

~
up ahead where?

north? west

~
335020036 1 6 0
D2
~
~
0 -1 9069 10 10 5
D3
'steel-banded door'~
'steel-banded door'~
391 -1 9125 10 10 5
-1
S

#9071
Center Hallway~
This part of the central hall is decorated with scenes of idyllic times,

perhaps the artist's vision of the future coming after the defeat of the

faeries.  The ceiling high above is gilded and decorated with paintings

of angels and gods smiling down at the characters on the walls.  A much

smaller hallway leads off to the east, and a door stands in the west wall. 

The central hallway continues off to the north.

~
~
335020044 1 8 0
D0
~
~
0 -1 9074 10 10 5
D1
~
~
0 -1 9099 10 10 5
D3
door~
"door"~
131 -1 9145 10 10 5
E
scenes paintings murals pictures walls~
The walls are covered in scenes from a garden.  Young lovers slip off

into the bushes with smiles on their faces.  Handsome knights court

blushing maidens, and a mighty king stands at the center of the garden

with his courtiers.  All faces show joy and happiness.

~
-1
S

#9073
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
One of the exits is in here.  (please don't remove this rbug) 

~
335020036 1 6 0
D0
~
~
0 -1 9104 10 10 5
D1
~
~
0 -1 9090 10 10 5
D2
~
~
0 -1 9130 10 10 5
D3
~
~
0 -1 9101 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
A
~
~
if( mob_in_room( 173, room ) ) {

  send_to_char( #sorry, ch );

  end;

  }

send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 9078 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 9078 ) );

  act_notchar( #f_arr, rch );

  }

~
E
room~
$n leaves to the south.

~
E
sorry~
A mythical force prevents you from going in that direction.

~
E
char~
You feel a tingling sensation as you travel south.

  

~
E
f_arr~
$n arrives from the north.

~
E
f_leave~
$n also goes south.

~
E
arr~
$n arrives from the north.

~
!
3 2 4
-1
S

#9074
Center Hallway~
The walls here are decorated with pictures depicting the glorious past of

the builders of the castle.  Far above, a huge chandelier hangs from the

ceiling, all glittering crystals and gold frame.  However, it is dark,

having had no maintenance.  The north and south passages lead into the

darkness.  A small door lies in the west wall.

~
~
335020044 1 8 0
D0
~
~
0 -1 9075 10 10 5
D1
~
~
0 -1 9142 10 10 5
D2
~
~
0 -1 9071 10 10 5
D3
door~
"door"~
131 -1 9146 10 10 5
E
pictures paintings walls scenes murals~
The paintings show the ancient humans battles and civilization building. 

Warriors in antique armor and weapons are shown being led by noble kings,

and protecting beautiful princesses.

~
-1
S

#9075
Center Hallway~
The central hallway extends to the north and south from here.  To the

west there is a small door.  The paintings on the walls and ceiling

continue here showing scenes of victory over the invaders.  Bloodstains

on the walls and floor and bones scattered about mar the scenes, and show

reality to be much less idyllic than the artist's visions.

~
~
335020036 1 8 0
D0
~
~
0 -1 9076 10 10 5
D2
~
~
0 -1 9074 10 10 5
D3
"door"~
"door"~
131 -1 9077 10 10 5
E
murals paintings pictures walls scenes~
The scenes show the human warrior vanquishing the craven faeries and

running the survivors across the countryside.

~
-1
S

#9076
Center Hallway.~
This corridor extends to the north and south.  The ceiling is high and

the walls are decorated with murals of great warriors battling despicable

creatures.  The walls look to have been grand at one time, but to have

fallen to disrepair.  You see a small door to the east.

~
~
335020036 1 8 0
D0
~
~
0 -1 9078 10 10 5
D1
"door"~
"door"~
131 -1 9149 10 10 5
D2
~
~
0 -1 9075 10 10 5
E
murals pictures paintings walls scenes~
The paintings on the walls depict battles of good versus evil, with human

warriors battling hideous creatures and faerie-like figures.  Angels and

saints smile down at their heroes from their places on the ceiling.

~
550 9 1509949540 3 0
-1
S

#9077
Burned Room~
The walls are covered in what used to be shelves for books and scrolls

but they have all been burnt to nothing.  A pile of ashes in the center

of the room is what is left of the books and scrolls on the shelves.  The

smell of burnt wood is still in the air, suggesting that the fire occured

not too long ago.  A reading table sits in the northwest corner,

amazingly undamaged by whatever destroyed the rest of the room.  The only

exit is through the door to the east.

~
Considering that the items which this action loads STILL aren't finished,

and that t is lame for players to be able to merely search, quit, search,

quit to stockpile powerful items like scrolls of heal I have turned this

action off, once again.  Really good items need to be guarded by mobs,

especially when these items are high-level spells like confuse or heal in

an area without wandering aggressive mobs of real potential threat.

Kiian.

~
335020036 1 6 0
D1
"door"~
"door"~
131 -1 9075 10 10 5
E
pile ashes floor~
The pile in the middle of the floor contains some bits of burnt pages and

bindings that survived the fire, but none look to be readable by cursory

examination.

~
E
table reading corner~
The table in the corner is made of wood and has a fine finish.  It has

ashes all over the tabletop but remains undamaged.

~
A
----XXX~
pile ashes~
if( !is_player( ch ) )

  end;

if( random( 1, 50 ) == 1 ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #ch, ch );

    act_notchar( #room, ch );

    i = random( 1005, 1013 );

    obj_to_char( oload( i ), ch );

    }

  }

else {

  act_tochar( #nope, ch );

  act_notchar( #not, ch );

  remove_rflag( reset0, room );

  }

~
E
nope~
You rummage through the pile of ashes but find nothing intact.

~
E
not~
You see $n kneel and rummage through the pile of ashes on the floor.

~
E
room~
$n rummages through the pile of ashes and finds a scroll.

~
E
ch~
You rummage through the pile and find a scroll still intact.

~
!
0 0 0
-1
S

#9078
Center Hallway~
You are standing at an intersection in the stone hallways.  To the east,

a small, dark corridor extends away between narrow rock walls.  A great

hall lined with painting and murals extends to the south.  To the north,

a shimmering curtain of magic hangs across the doorway.  A door lies in

the west wall.

~
~
335020036 1 6 0
D0
~
~
0 -1 9080 10 10 5
D1
~
~
0 -1 9079 10 10 5
D2
~
~
0 -1 9076 10 10 5
D3
"door"~
"door"~
131 -1 9150 10 10 5
E
shimmering curtain magic~
You can see a shimmering blue curtain of magic covering the doorway to

the north.  Placing your hand on it, you get a tingling sensation.  The

curtain doesn't appear to be harmful.

~
A
~
~
if( is_player( ch ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  continue;

  }

~
E
room~
$n disappears into the curtain to the north.

~
E
char~
You feel a slight tingle as you pass through the curtain.  Suddenly, you

find yourself in a criss-crossing of stone passages.  


~
!
3 0 1
-1
S

#9079
Small Passage~
Walking along this small, dank corridor, you pause momentarily to listen

to a scraping sound echoing from somewhere to the west.  To the east, you

can see a spiraling staircase.  To the west, you can see an intersection.

~
~
335020036 1 6 0
D1
~
~
0 -1 9085 10 10 5
D3
~
~
0 -1 9078 10 10 5
-1
S

#9080
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9081 10 10 5
D1
~
~
0 -1 9103 10 10 5
D2
~
~
0 -1 9082 10 10 5
D3
~
~
0 -1 9128 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
173 9 1509949540 3 0
-1
S

#9081
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9082 10 10 5
D1
~
~
0 -1 9102 10 10 5
D2
~
~
0 -1 9080 10 10 5
D3
~
~
0 -1 9127 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9082
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9080 10 10 5
D1
~
~
0 -1 9101 10 10 5
D2
~
~
0 -1 9081 10 10 5
D3
~
~
0 -1 9083 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9083
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9128 10 10 5
D1
~
~
0 -1 9082 10 10 5
D2
~
~
0 -1 9127 10 10 5
D3
~
~
0 -1 9084 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9084
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9129 10 10 5
D1
~
~
0 -1 9083 10 10 5
D2
~
~
0 -1 9126 10 10 5
D3
~
~
0 -1 9090 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9085
Small Passage~
You see a spiral staircase rising into the ceiling.  The same staircase

also descends through the floor.  To the east and west, you see a narrow

corridor disappearing into the darkness.  The halls are dank, and smell

like rotting flesh.

~
~
335020044 1 6 0
D1
~
~
0 -1 9093 10 10 5
D3
~
~
0 -1 9079 10 10 5
D4
~
~
227 -1 33406 10 10 5
D5
~
~
0 -1 9056 10 10 5
E
staircase~
The staircase spirals both up and down, although the passage up seems to

be somewhat blocked.  As you look down the staircase, you can make out

very little of the lower floor.

~
A
u up~
~
if( is_open( room, up ) ) {

  send_to_char( #open, ch );

  act_notchar( #room, ch );

  continue;

  end;

  }

send_to_char( #char, ch );

act_notchar( #room, ch );

open( room, up );

continue;

~
E
room~
$n climbs the spiral stairs, and disappears through a hole in the

ceiling.  

~
E
char~
Climbing the spiral stairs, you enter a hole in the ceiling and find

yourself in a small room.  

 

~
E
open~
Climbing the spiral stairs, you enter a hole in the ceiling and find

yourself in a small room.  

 

~
!
0 0 0
-1
S

#9090
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9092 10 10 5
D1
~
~
0 -1 9084 10 10 5
D2
~
~
0 -1 9091 10 10 5
D3
~
~
0 -1 9073 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9091
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9090 10 10 5
D1
~
~
0 -1 9126 10 10 5
D2
~
~
0 -1 9092 10 10 5
D3
~
~
0 -1 9130 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9092
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9091 10 10 5
D1
~
~
0 -1 9129 10 10 5
D2
~
~
0 -1 9090 10 10 5
D3
~
~
0 -1 9104 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
E
marking markings odd east~
The markings appear to be little niches starting about two feet off the

ground and rising towards the ceiling.  

~
-1
S

#9093
Small Passage~
The hallway comes to a corner here, its passages leading off to the west

and south.  To the west, you can make out a spiraling staircase in the

dark recesses of the hallway.  To the south, a large hallway bearing a

number of paintings and murals opens up invitingly.

~
~
335020036 1 6 0
D2
~
~
0 -1 9094 10 10 5
D3
~
~
0 -1 9085 10 10 5
-1
S

#9094
Chapel Hall~
Smiling men and women gesture toward the entrance to the chapel to the

west in paintings on the walls here.  The stone walls and floor are

pitted with holes.  It seems as if acid was splashed about here.  The

hall continues to the north and south.

~
~
335020036 1 6 0
D0
~
~
0 -1 9093 10 10 5
D2
~
~
0 -1 9095 10 10 5
D3
~
~
0 -1 9140 10 10 5
E
paintings pictures walls murals scenes~
Angels float above the heads of the masses playing instruments and

shining with light.  Saints lead the people in guiding the guests to the

hallway to the chapel to the west.

~
E
holes pits walls floor~
The walls and floor are pitted with holes made from a VERY strong acid.

~
550 9 1509949540 3 0
-1
S

#9095
Chapel Hall~
The walls are painted in rich colors with scenes of benevolent angels and

smiling saints teaching the masses, healing their wounds, and feeding the

hungry.  The hallway continues to the north and south from here.  Dried

blood and cracked bones sit on the floor, testament to the fallen

condition of the castle.

~
~
335020044 1 6 0
D0
~
~
0 -1 9094 10 10 5
D2
~
~
0 -1 9096 10 10 5
E
paintings pictures murals scenes walls~
The pictures show the kindler, gentler side of the church, and encourage

you to attend the chapel to the north in this hall.

~
E
bones blood~
Dried blood coats an area of the floor and wall to the east.  Gnawed

bones of an unrecognizable source sit by the stains.

~
A
search examine take steal get grab~
bones~
send_to_char( #ch, ch );

~
E
ch~
You see nothing of value to take.

~
!
0 0 0
-1
S

#9096
Chapel Hall~
There are paintings on the walls here showing evil demons and wicked

devils being chased away by avenging angels.  The hallway continues to

the north and south from here.  Although to the south, you can see a bend

in the hallway.

~
~
335020036 1 6 0
D0
~
~
0 -1 9095 10 10 5
D2
~
~
0 -1 9097 10 10 5
E
paintings walls murals pictures scenes.~
The angels of vengeance are chasing the corruption of evil right off the

ends of the earth in these pictures.  The devils are shown with faces

displaying complete and utter terror as the jump into the fires of hell.

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

~
E
room~
Somewhere in the distance, you can hear water dripping.

~
!
2 0 0
-1
S

#9097
Side Hall~
The walls depict a few lead hounds bringing to bay some horrid creatures. 

The stone hallway extends to the north and west from here.  The darkness

closes in around you and you hear scraping noises echo down the halls. 

Maybe you shouldn't stay here long...

~
~
335020036 1 6 0
D0
~
~
0 -1 9096 10 10 5
D3
~
~
0 -1 9098 10 10 5
E
paintings murals pictures walls scenes~
The dogs fiercely snarl at and savage the frightened beasts, forcing them

to take to the trees.  More dogs seem to be streaming in from the west. 

You think you recognise the creatures though.  Maybe something you have

seen inside the castle...  Maybe something right behind you...

~
A
~
~
i = random( 0,3);

if( i == 0 )

  send_to_room( #scrape1, room );

else {

  if( i == 1)

    send_to_room( #scrape2, room );

  else

    send_to_room( #scrape3, room );

  }

~
E
scrape3~
You hear rocks tumbling as if something knocked them over to the south.

~
E
scrape2~
Something to the north breathes heavily as it slithers toward you in the

dark.

~
E
scrape1~
You hear a scratching noise from the west, sounding like a very large

creature's nails on the stone floor.

~
!
2 100 0
547 9 1509949540 3 0
-1
S

#9098
Side Hall~
The walls here display painted hunting dogs in pursuit of something to

the east.  The hallway splits to the east, west, and south from here. 

The floor is littered with trash and the remains of bodies.  It seems

that this area is the favored dumping ground of the current residents.

~
~
335020044 1 6 0
D1
~
~
0 -1 9097 10 10 5
D2
~
~
0 -1 9100 10 10 5
D3
~
~
0 -1 9099 10 10 5
E
murals paintings walls pictures scenes~
The dogs in the painting here flolic happily and dash in pursuit of

something to the east further down the hall.

~
E
trash remains~
Bits of rusted metal and rotted leather mix with the bones of the former

wearers of the ruined armor.

~
A
search examine~
trash remains bodies~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  obj_to_char( oload( 12 ), ch );

  }

else {

  send_to_char( #char2, ch );

  act_notchar( #room2, ch );

  }

~
E
room2~
$n scrounges through the trash, but finds nothing of interest.

~
E
char2~
Digging through the trash, you find nothing of interest.

~
E
room~
$n digs through the trash and finds a single copper coin.

~
E
char~
You find one lousy copper coin in all of this trash.

~
!
0 0 0
-1
S

#9099
Side Hall~
This part of the hallway is decorated with the figures of a hunting party

painted on the wall.  The ceiling is not very high, in comparison to the

hallway to the west, nor are the pictures as intricate.  The small

hallway continues to the east and west.

~
~
335020036 1 6 0
D1
~
~
0 -1 9098 10 10 5
D3
~
~
0 -1 9071 10 10 5
E
paintings walls murals scenes pictures~
The hunting party is decked out in antique clothing and displaying odd,

old style weapons.  They ride down the hall to the east, and are all

looking that way toward something out of your view.

~
-1
S

#9100
Side Hall~
The main hallway lies to the north from here, but to the south, the

ceiling has crumbled and the way is blocked by rubble.  However, a small

wooden door lies half open in the west wall.  The rubble has almost

completely covered it up.

~
~
335020044 1 6 0
D0
~
~
0 -1 9098 10 10 5
D3
~
~
0 -1 9139 10 10 5
E
rubble~
The blocks of stone are jumbled in a pile that extends up to the ceiling. 

Something seems strange about the stones but you can't seem to place the

irregularity.

~
A
1 look examine search~
stones rubble pile~
if( !is_fighting( ch )){

  if( rflag( reset0, room )){

    junk_mob( mob_in_room( 541, room ));

    send_to_char( #real, ch );

    act_notchar( #real2, ch );

    wait( 2 );

    mob = mload( 541, room );

    remove_rflag( reset0, room );

    if( find_stat( ch, level )< 90 )

      attack( mob, ch, 2d10+1, "corrosive saliva");

    }

  }

~
E
real2~
You see something strange happening in the rubble.

~
E
real~
You realize that in the dark a black pudding has crept across the stone

toward you.

~
!
0 0 0
-1
S

#9101
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9103 10 10 5
D1
~
~
0 -1 9073 10 10 5
D2
~
~
0 -1 9102 10 10 5
D3
~
~
0 -1 9082 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9102
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9101 10 10 5
D1
~
~
0 -1 9130 10 10 5
D2
~
~
0 -1 9103 10 10 5
D3
~
~
0 -1 9081 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9103
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9102 10 10 5
D1
~
~
0 -1 9104 10 10 5
D2
~
~
0 -1 9101 10 10 5
D3
~
~
0 -1 9080 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9104
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 6 0
D0
~
~
0 -1 9130 10 10 5
D1
~
~
0 -1 9092 10 10 5
D2
~
~
0 -1 9073 10 10 5
D3
~
~
0 -1 9103 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9105
Castle Graveyard~
The fog seems to be much lighter around this grave and further to the

north.  Looking down, you notice that the headstone which used to stand

here has been smashed to thousands of pieces.  However, the tombstones to

the east and south appear be in good shape despite their years.  To the

west, a wrought iron fence extends to the north and south.  

~
~
335020036 1 6 0
D0
~
~
0 -1 9006 10 10 5
D1
~
~
0 -1 9017 10 10 5
D2
~
~
0 -1 9005 10 10 5
E
headstone pieces~
The headstone has been smashed by a great force.  Pieces of it lie

scattered on the ground.  Some pieces also appear to have been ground

into powder.  It will be impossible to tell what, if anything, was

inscribed on it.

~
E
fog~
The fog swirls about, obscuring your vision.

~
-1
S

#9119
Tomb of the Castle~
The walls of this east-west corridor are rougher than the large hall to

the east.  In fact, everything about this corridor is different when

compared to the main corridor to the east.  The torches are more scarce,

and the jewels are all but vanguished from here.  Instead, large veins of

gold decorate the walls, and huge grooves lie embedded in the floor.

~
~
335020036 1 6 0
D1
~
~
0 -1 9056 10 10 5
D3
~
~
0 -1 9120 10 10 5
E
grooves~
The grooves are depp scores in the wall, revealing more of the gold veins

in the walls.  However, the grooves do not appear to have been made by

any tools you know of...

~
E
gold veins~
The veins of gold run throughout the rocks walls.  Although the raw gold

ore is very valuable, there is no apparent way to retrieve it.

~
A
get take steal pry~
5 jewels 3 gems~
act_tochar( #get, ch );

act_notchar( #get_room, ch );

~
E
get_room~
$n tries to pry some of the gems out of the walls.

~
E
get~
You try to pry gems out of the wall, but they are too firmly embedded.

~
!
0 0 0
-1
S

#9120
Tomb of the Castle~
This golden bespeckled corridor continues to the east and west beneath

the heavy rocks.  To the west, a golden glow eminates from what appears

to be an extremely large door set within a large cavern.  To the east,

the dark corridor continues through the rough hewn rock.  The grooves are

more prominent here before the entrance to the cavern.

~
~
335020044 1 6 0
D1
~
~
0 -1 9119 10 10 5
D3
~
~
0 -1 9121 10 10 5
E
glow~
The glow comes from under the door, and it impossible, at least on this

side of the door, to tell what is causing it.

~
E
grooves~
The grooves are quite deep here, perhaps going as far as a foot into the

wall.  Still, they do not seem to be man made...

~
E
door~
The door itself is very nondescript, save for its huge size.  Under a

door, a soft golden glow eminates.

~
-1
S

#9121
Tomb of the Castle~
You are standing before a large golden door set into the back wall of a

large cavern.  Although narrow, the ceiling of the large cavern rises high

above you.  Desperately, you strain to see the top of it in this dark and

uninhabited area.  The door appears to glow despite the darkness which

permeates this area.  To the east, the corridor extends back through the

rock walls.

~
~
335020036 1 6 0
D1
~
~
0 -1 9120 10 10 5
D3
"golden door"~
"golden door"~
391 102 9122 10 10 5
-1
S

#9122
Tomb of the Castle~
Piles of gold and treasure lie scattered about this cavern.  The walls

themselves appear to be laden with veins of gold.  All around you, the

shimmer of gold is almost blinding.  To the east, a large golden door

lies embedded in the wall.  The only other exit appears to be a large

hole high up in the ceiling.  Huge columns rise to support that ceiling.

~
keep this reset low.

at max 5%

[Loxus] can't climb columns with level 7 climb

~
335020036 1 6 0
D1
"golden door"~
"golden door"~
391 102 9121 10 10 5
E
column columns~
The huge marble columns rise from the floor to the celing.  One of the

columns touches the ceiling very close to the large hole in the cavern

roof.

~
E
hole~
The hole is at the top of the cavern, but there only seems to be one

possible way to reach it.  You would have to climb the columns supporting

the ceiling to get to the hole.

~
E
treasure~
Gems, weapons, and suits of armor lie around the cavern.  On the walls of

the cavern are tapestries depicting battle scenes.  But, when you take a

second look, you notice that many of the weapon are fused to the floor,

and all but one suit of armor is at least partially melted.

~
E
gold coins~
Although many coins are stacked up in parts of the cavern, many more lie

scattered and piled about.  Looking closer, you notice that many of them

have been melted together.

~
A
climb~
columns hole~
act_tochar( #climb, ch );

act_notchar( #climb_room, ch );

~
E
climb_room~
$n starts to climb the columns, but slips and lands on the ground!

~
E
climb~
You find the columns too slippery to climb.

~
!
0 0 0
A
jump reach~
hole~
act_tochar( #reach, ch );

act_notchar( #reach2, ch );

~
E
reach2~
$n looks up at the hole in the cavern ceiling.

~
E
reach~
Other than climbing the columns, you see no way of reaching the hole.

~
!
0 0 0
A
steal take get grab~
all treasure gold piles coin coins~
mob = mob_in_room( 543, find_room( 9122 ) );

if( mob ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  attack( mob, ch, 6d9+3, "swinging tail" );

  do_spell( blinding light, mob, ch );

  }

else {

  send_to_char( #char2, ch );

  act_notchar( #room2, ch );

  remove_rflag( reset1, room );

  wait( 1 );

  if( char_in_room( ch, find_room( 9122 ) ) ) {

    send_to_room( #room3, room );

    dam_message( ch, 3d3+1, "A cursed spirit's wail" );

    inflict( ch, mob, 3d3+1, "cursed spirit" );

    wait( 1 );

    if( char_in_room( ch, find_room( 9122 ) ) ) {

      send_to_room( #room4, room );

      set_rflag( reset1, room );

      }

    else

      set_rflag( reset1, room );

    }

  else {

    send_to_room( #room4, room );

    set_rflag( reset1, room );

    }

  }

~
E
room4~
The cursed spirit vanishes before your eyes.

~
E
room3~
The cursed spirit opens its mouth and emits a startling wail which

reverberates through the cavern.

~
E
room2~
As $n reaches toward the piles of treasure, a cursed spirit rises before

$n and prepares to attack.

~
E
char2~
As you reach toward the piles of treasure, a cursed spirit rises before

you and prepares to attack.

~
E
room~
As $n reaches to grab some of the treasure, the golden dragon shifts its

weight and smashes $n with its tail.

~
E
char~
As you reach to grab some of the treasure, the golden dragon shifts its

weight and smashes you with its tail.

~
!
0 0 0
A
1 kill~
cursed spirit~
if( !rflag( reset1, room ) )

  send_to_char( #char, ch );

else

  send_to_char( #char2, ch );

~
E
char2~
The cursed spirit is no longer before you.

~
E
char~
Surprisingly, you are unable to raise your hand to attack.

~
!
0 0 0
A
~
~
mob = mob_in_room( 543, find_room( 9122 ) );

if( is_fighting( ch ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  junk_mob( mob );

  }

continue;

~
E
room~
As $n flees, the dragon takes the opportunity to flee itself through the

hole in the top of the cavern.

~
E
char~
As you flee the room, the dragon makes a quick get away through the hole

at the top of cavern.

  

~
!
3 -1 2
-1
S

#9123
Tomb of the Castle~
You are standing within a cavern which has been carved into the rock of

the earth.  Judging by the markings on the wall, it would appear that a

monstrous beast dug out this unnatural cavern.  Surprisingly, despite the

grand nature of the jade door, the interior of this cavern is absolutely

scarce.  It would appear that the inhabitant of this cavern doesn't need

anything on which to sleep, does it leave remains of its "guests" lying

about.  Looking up, you can see another rudimentary entrance to this lair.

~
why give a mob's type and size in the appearance?  might as well give

it's ss # 

mob needs a better desc -this is a dragon after all-

an intelligent mob like this would have a better lair

and its xp would be protected 

[Loxus] can't climb wall even with level 7 climb

~
335020036 1 6 0
D0
"green door"~
"green door"~
407 491 9062 10 10 5
E
jade door~
The door to the north is made completely of jade stone.  It is a very

rich color and sends a sense of awe to you.  For a door, it is quite

impressive.

~
E
4 cavern interior 1 up~
The cavern is very large, with a wide, flat, stone floor and smooth walls

extending up to a ceiling far above.  You can barely see it for the gloom. 

A darker patch appears in the wall next to the ceiling, a hole to a cave,

probably for the resident to exit the cavern.

~
A
2 climb~
rock wall cavern hole 1 up~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n attempts to climb the cavern wall.

~
E
char~
You are unable to find a grip on the smooth surface of the cavern wall.

~
!
0 0 0
-1
S

#9124
Tomb of the Castle.~
This room is lit by several torches which line the walls.  Upon the table

in this room, which contains no other furniture, lies a stack of coins

which shimmer invitingly in the glow of the torches.  To the south lies

what looks to be a burial chamber.  From the inscription on wall, you can

guess that the person buried there is of some importance.

~
too much gold here

~
335020045 1 6 0
D2
~
~
0 -1 9067 10 10 5
D3
~
~
0 -1 9053 10 10 5
E
chamber~
From what you can make out of the burial chamber, it seems to fit the

rest of this place.  Time has been cruel to it, and its glory has long

passed.

~
E
inscription~
The inscription, which has been worn away in some parts, says that the

Prince of the land is interred in the burial chamber.  Furthermore, it

states that because of his bravery, the land was saved, even though it

cost the Prince his life.

~
E
table~
The table is made from a stout wood, perhaps ironwood.  Upon it sits a

stack of coins.

~
E
torches~
The torches, which provide the only light here, are securely mounted to

the wall.  They seem to be made of some kind of wood covered in a resin,

perhaps so they will burn longer.

~
A
l lo loo look~
coin coins stack~
if( rflag( reset2, room ) )

  send_to_char( #look, ch );

else

  send_to_char( #none, ch );

~
E
none~
You see a couple of cheap, imitation coins stacked on the table.  They

aren't worth the metal in which they are carved.

~
E
look~
The stack of coins, strangely, does not have any dust on them, although

the rest of the table is thick with it.  The coins themselves are fairly

nondescriptive.


The stack of coins seems to shine as you look at them.

~
!
0 0 0
A
2 get take~
4 coins stack all~
if( rflag( reset2, room ) ) {

  if( !rflag( reset1, room ) ) {

    set_rflag( reset1, room );

    remove_rflag( reset2, room );

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    obj_to_char( oload( 2 ), ch );

    }

  else {

    remove_rflag( reset2, room );

    send_to_char( #oops, ch );

    set_rflag( status2, room );

    act_notchar( #room_oops, ch );

    do_spell( curse, ch, ch );

    wait( 1 );

    send_to_room( #vanish, room );

    }

  }

else {

  act_tochar( #none, ch );

  act_notchar( #none_room, ch );

  }

~
E
vanish~
All of the valuable coins shimmer and fade away, leaving only worthless coins.

~
E
room_oops~
As $n reaches for the pile of coins, an ethereal growl erupts from the

room to the south, enveloping $m in a cloud of darkness.

~
E
oops~
As you reach for the pile of coins, an ethereal growl erupts from the

room to the south, enveloping you in a cloud of darkness.

~
E
none_room~
$n says, "These coins are worthless!" pointing at the coins on the table.

~
E
none~
The pile of coins aren't even worth the effort of taking them off the

table.

~
E
room~
$n gets a pile of gold coins from the table.

~
E
char~
You get a pile of gold coins from the table.

~
!
0 0 0
A
~
~
if( is_follower( ch ) )

  end;

remove_rflag( status2, room );

wait( 1 );

if( !cflag( 19, ch ) )

  send_to_room( #cry, room );

else

  continue;

~
E
cry~
You hear a cry for help come from the room to the south!

~
!
1 1 8
-1
S

#9125
Tomb of the Castle~
This small corridor extends from the main corridor to the west.  The hall

appears to have been made rather hastily.  Jewels and torches line the

walls at varying intervals.  Above you, wooden beams support the rock

ceiling.  A wooden door with steel bands lies in the east wall.

~
I make the door reset locked and added the Imm Skeleton Key.  We need

more uses for thieves, and I doubt that a castle's back door, to a tomb

no less, would be left open.

Kiian.

~
335020045 1 6 0
D1
'steel-banded door'~
'steel-banded door'~
391 62 9070 10 10 5
D3
~
~
0 -1 9056 10 10 5
E
jewels~
The jewels in the walls are quite small, with only an occasional one of

medium size.  The jewels sparkle a bit in the light.

~
E
torches~
The torches are securely mounted on the wall, and provide most of the

light in this corridor.

~
E
door~
The door is steel banded, and looks to be quite tough.  The wood is of

some tough oak, and very well could be as tough as the steel bands.

~
E
beams~
The wooden beams might be supports of some kind, but they do not look to

be large enough to handle the job.  Although made out of the same tough

oak as the door, the beams are only a few inches square.

~
A
pry get steal take~
5 jewels 3 gems~
act_tochar( #get, ch );

act_notchar( #get_room, ch );

~
E
get_room~
$n tries to pry some of the gems out of the walls.

~
E
get~
You try to pry gems out of the wall, but they are too firmly embedded.

~
!
0 0 0
-1
S

#9126
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 9 0
D0
~
~
0 -1 9084 10 10 5
D1
~
~
0 -1 9127 10 10 5
D2
~
~
0 -1 9129 10 10 5
D3
~
~
0 -1 9091 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9127
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
One of the exits is in here.  (please don't remove this rbug) 

~
335020036 1 9 0
D0
~
~
0 -1 9083 10 10 5
D1
~
~
0 -1 9081 10 10 5
D2
~
~
0 -1 9128 10 10 5
D3
~
~
0 -1 9126 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
A
~
~
if( mob_in_room( 173, room ) ) {

  send_to_char( #sorry, ch );

  end;

  }

if( is_player( ch ) ) {

  send_to_char( #char, ch );

  transfer( ch, find_room( 9078 ) );

  act_notchar( #arr, ch );

  loop( followers ) {

    act_notchar( #f_leave, rch );

    transfer( rch, find_room( 9078 ) );

    act_notchar( #f_arr, rch );

    }

  }

~
E
sorry~
A mythical force prevents you from going in that direction.

~
E
f_arr~
$n arrives from the north.

~
E
f_leave~
$n also goes south.

~
E
char~
You feel a tingling sensation as you walk south.

~
E
arr~
$n arrives from the north.

~
!
3 2 4
-1
S

#9128
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 9 0
D0
~
~
0 -1 9127 10 10 5
D1
~
~
0 -1 9080 10 10 5
D2
~
~
0 -1 9083 10 10 5
D3
~
~
0 -1 9129 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9129
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 9 0
D0
~
~
0 -1 9126 10 10 5
D1
~
~
0 -1 9128 10 10 5
D2
~
~
0 -1 9084 10 10 5
D3
~
~
0 -1 9092 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9130
Stone Maze~
The walls of the maze seem to close in about you.  Although the walls and

ceiling are solid stone, the room seems cramped.  Tunnels lead off in all

directions.  You feel like you are traveling in circles through these

winding halls.

~
~
335020036 1 9 0
D0
~
~
0 -1 9073 10 10 5
D1
~
~
0 -1 9091 10 10 5
D2
~
~
0 -1 9104 10 10 5
D3
~
~
0 -1 9102 10 10 5
E
solid stone wall tunnel~
The stone walls themselves offer no means of escape, as the joints

between the blocks are barely visible.  No matter which room you are in,

all of the walls are indistinguishable from eachother.

~
-1
S

#9131
Hall of Codes.~
Under Construction.

~
~
335020036 1 9 0
D1
~
~
0 -1 9096 10 10 5
-1
S

#9132
Rough Cave~
The cave behind the crack is rough hewn and the floors are uneven in many

places.  Surprisingly, the floor has not succumbed to the wear of time. 

It is possible that the cave has opened up recently due to several

earthquakes which seem to be happening quite often in these parts.  The

cave continues to the west, and a fissure in the wall leads back out to

the hallway to the east.

~
crack/fissure, floor

cave behind the crack makes sense if you're coming from the hallway but

what about the other direction?

seem to be happening or which have occured

~
335020044 1 9 0
D1
~
~
0 -1 9055 10 10 5
D3
~
~
0 -1 9133 10 10 5
-1
S

#9133
Rough Cave~
The cave splits here to the north, east, and west.  Rank smells come

wafting out of the western exit, and insectlike chittering emanates from

the north.  Perhaps you didn't want to explore here after all.

~
~
335020036 1 9 0
D0
~
~
0 -1 9134 10 10 5
D1
~
~
0 -1 9132 10 10 5
D3
~
~
0 -1 9137 10 10 5
A
listen smell~
~
act_tochar( #sm, ch );

~
E
sm~
You smell the sickly smell of rotting meat and sweat coming from the

west, and hear something chittering like an insect to the north.

~
!
0 0 0
-1
S

#9134
Rough Cave~
The cave bends to the west and south from here.  The floor is very uneven

through this cave and the rock walls lean over you ominously.  Sticky

gobs of white stringy stuff hang from the walls and ceiling.  Listening

carefully, you can hear clicking sounds coming from the west.

~
~
335020036 1 9 0
D2
~
~
0 -1 9133 10 10 5
D3
~
~
0 -1 9136 10 10 5
E
gobs stringy stuff sticky~
It appears to be webbing from a spider, though it is much larger in scale

than your average arachnid.

~
81 17 1509949540 -2 0
-1
S

#9135
Hall of Codes.~
Under Construction.

~
~
335020036 1 9 0
D2
~
~
0 -1 9134 10 10 5
-1
S

#9136
Webbed Room~
The cave comes to an end here.  The stone walls and floor are very rough

and some places seem as if they might fall in.  The stringy masses come

together here to form a massive web.  Bundles of webbing hang in the web

containing the future meals of the creature that makes its home here.

~
aedit for getting what is inside the bundles

~
335020036 1 9 0
D1
~
~
0 -1 9134 10 10 5
E
bundles victims~
Well wrapped packages of webbing hang about in the web or rest on the

floor.  One of them seems to wiggle briefly as you look at it.

~
E
web~
The web is a complex twisting of strands of sticky strings.  The strings

cross each other and connect to the wall in no apparent pattern.

~
434 9 1509949540 3 0
-1
S

#9137
Rough Cave~
The rock walls bend here, extending away to the east and south.  Bones

and trash from the bodies of unfortunate victims of this cave's resident

litter the floor.  A dank lair lies to the south of here.  Perhaps the

resident would like to have you in for a visit...

~
~
335020036 1 9 0
D1
~
~
0 -1 9133 10 10 5
D2
~
~
0 -1 9138 10 10 5
E
trash bodies bones~
Bodies and bones of what might or might not have been humans lie on the

floor.  Bits of ruined clothing and scraps of metal are scattered between

the rotting remains.

~
-1
S

#9138
Lair~
The lair of the drachna is clean of all the mess of the entrance to the

north, except for his latest meal which still lies on the floor.  A nest

made of twisted cloth lies in the corner.  Rudimentary paintings decorate

the rock walls, depicting some truly bizarre creatures.  The only exit is

to the north.

~
~
335020036 1 9 0
D0
~
~
0 -1 9137 10 10 5
E
paintings~
Simple paintings cover the walls around the nest of rags.  They are

painted using crushed colored rock, and a brown colored die.  Could it be

dried blood?

~
E
meal~
The drachna's meal is the half munched up corpse at its feet.

~
E
nest~
A nest made of rags lies in the corner.

~
A
get~
all corpse plate~
if( mob_in_room( 630, room ) ) { 

  send_to_room( #attack, room );

  attack( mob, ch, 3d5+5, "sharp claws" );

  }

else

  continue;

~
E
attack~
The drachna snarls and attacks!!!

~
!
0 0 0
630 9 1509949540 3 0
567 17 1509949460 -2 0
607 17 1509949445 -2 0
567 16 1509949520 -2 0
-1
S

#9139
Castle Garden~
The first thing to strike you about this garden is the wonderful aroma of

many flowers which appear to be in full bloom.  The flowers and bushes

grow in rows along the edges.  A large tree grows in the center of the

garden.  Green grass fills every available spot on the ground.  The

chirping of birds can be heard coming from the west.

~
~
335020045 1 9 0
D1
~
~
0 -1 9100 10 10 5
D3
~
~
0 -1 9148 10 10 5
E
flower flowers bush bushes~
Flowers and bushes of all types, makes and sizes grow within this small

garden.  The bushes appear to make an enclosure about you.

~
E
tree~
A singular, large tree appears to be growing in the center of the garden.

~
A
touch examine search~
oak tree~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n examines the oak tree.

~
E
char~
Reaching out to touch the tree, your hand passes right through the bark

and encounters a wooden ladder.

~
!
0 0 0
A
cli climb~
ladder oak tree wooden~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 33395 ) );

act_notchar( #arr, ch ); 

~
E
arr~
$n climbs up through a hidden door in the floor.

~
E
room~
$n climbs up the oak tree and disappears into the thick foliage.

~
E
char~
You climb up the tree and disappear through a hole in the ceiling.

~
!
0 0 0
A
touch examine search~
flower flowers bush bushes~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n bends over to examine the bushes and flowers.

~
E
char~
You attempt to examine some of the objects in the garden, but your hands

pass right through everything.

~
!
0 0 0
-1
S

#9140
Chapel~
The walls of this place are of white granite, unlike any of the other

stone which makes up this castle.  The floor resembles a gray and white

checkerboard mosaic.  A large white altar is set into the north wall,

adorned with candleholders, a holy symbol and a large book.  Behind the

altar, a large tapestry covers the entire north wall.  To the south are

several long benches and pews.  The chapel continues to the south, and

the exit is to the east.

~
[Seltha] The tapestry thinks everyone is a 'he'.

~
335020428 1 9 0
D1
~
~
0 -1 9094 10 10 5
D2
~
~
0 -1 9141 10 10 5
E
altar~
Clean and smooth, this altar appears to have been untouched by human

hands.  Adorned with relics and religious items, you can sense a feeling

of great power guarding the altar.

~
E
candleholder candleholders holy symbol book~
You try to examine the items on the altar closer, but a strange force

prevents you.

~
E
tapestry 1 north~
The tapestry along the north wall behind the altar depicts a dazzling

portrayal of a powerful cleric shrouded in heavy white robes with his

arms raised to the sky.

~
A
touch feel examine get take steal grab~
altar candleholder candleholders book holy symbol~
send_to_char( #char, ch );

act_notchar( #room, ch );

inflict( ch, mob, 0d0+5, "A small spark from the altar" );

dam_message( ch, 0d0+5, "A small spark from the altar" );

~
E
room~
$n gets shocked by a small spark which comes from the altar.

~
E
char~
As you reach to touch the altar, you are shocked by a small spark.

  

~
!
0 0 0
A
move touch push~
tapestry~
act_tochar( #ch, ch );

act_notchar( #not, ch );

transfer( ch, find_room( 9149 ) );

act_notchar( #ent, ch );

~
E
ent~
$n steps out from the mirror looking somewhat bewildered.

~
E
not~
$n disappears from the room after messing with the tapestry.

~
E
ch~
You feel a tugging sensation and you are surrounded by a grey mist.

~
!
0 0 0
A
sacrifice meditate pray kneel~
~
if( !find_stat( ch, align ) == 0 ) 

  end;

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_room( #call, ch );

  wait( 1 );

  act_room( #enter, ch );

  mob = mload( 13, room );

  wait( 1 );

  act_notchar( #not, ch );

  act_tochar( #bless, ch );

  do_spell( bless, mob, ch );

  wait( 1 );

  act_room( #leave, ch );

  junk_mob( mob );

  }

continue;

~
E
leave~
The angel smiles at you and dissappears.

The room suddenly goes dim and becomes silent.

~
E
not~
You see the angel touch $n lightly on the head.

~
E
enter~
An angel with a kind smile suddenly appears.

The angel glows with a bright light.

~
E
call~
A bright light fills the room, and music seems to course about in the air.

~
E
bless~
You feel the blessing of the god that is worshipped here.

The angel casts a blessing on you.

~
!
0 0 0
-1
S

#9141
Chapel~
This portion of the chapel has a huge domed ceiling which is supported by

four large pillars at each corner.  Long, wooden pews and benches lie in

perfect rows along the checkered floor.  At the back of the chapel, a

raised dias extends from the south wall with a large throne sitting upon

its upper tier.  The lower tier of the raised dias contains two smaller

thrones.  Each throne is also made of white marble.  The thrones stand

facing the altar which lies to the north.

~
[Arathorn] it would be sacriliuge to sit in the temple but i have mo problem sitting on the floor

~
335020300 1 9 0
D0
~
~
0 -1 9140 10 10 5
E
wooden pew pews bench benches~
The wooden benches and pews which line the center of the room appear to

bely their actual age.  You are amazed at their excellent condition.

~
E
ceiling dome~
Far above you, the domed ceiling is adorned with a painting depicting the

heavens.  Angels float serenely within the clouds.

~
E
6 pillars~
Huge marble pillars support the heavy domed ceiling.  The pillars appear

to be unmarred.

~
E
dias thrones smaller throne~
All three thrones appear to be made of the finest granite.  Their

surfaces are smooth to the touch.

~
A
touch feel~
throne thrones~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n reaches out and feels the surface of the throne.

~
E
char~
You reach out and touch the smooth surface of the throne.

~
!
0 0 0
A
sit~
wooden pew pews bench benches throne thrones~
send_to_char( #char, ch );

~
E
char~
It would be a sacrilege to sit down in the temple.

~
!
0 0 0
542 9 1509949540 3 0
-1
S

#9142
Banquet Hall~
This room is a large hall, continuing on to the north.  Long tables run

down the length of the room, with a smaller table sitting across the room

on this end.  The smaller table is probably the head table, where the

host of the banquet would sit with his honored guests and family. 

Between the long tables is a smaller table to place the meal while the

servants serve food from it.  This room is richly decorated with

paintings on the walls and a high ceiling gilded and painted.  A curtain

leading to a room to the east and the exit to the west are the only exits

from this large room.

~
~
335020044 1 9 0
D0
~
~
0 -1 9144 10 10 5
D1
~
~
0 -1 9143 10 10 5
D3
~
~
0 -1 9074 10 10 5
E
tables~
Two long tables run north-south along the length of the hall with room

between them in the center.  A head table sits east-west in the southern

end of the room.  The tables are bare of settings, though a few goblets

are abandoned on the head table.

~
E
walls ceiling~
The walls are covered in a brightly colored mural of a fine feast, with

ejugglers and actors entertaining the feasters.  The ceiling is painted

to resemble ta blue sky with puffy clouds and beautiful birds sporting

about.

~
-1
S

#9143
Dumbwaiter alcove~
Behind the curtain from the hall is this small room.  By the east wall,

a table rests with a large platter sitting on it.  Rotten meat and

vegetables sit on the platter, leavings from a huge meal. A small

opening is set in the south wall, and beside it is a rope pull.

~
~
335020036 1 9 0
D3
~
~
0 -1 9142 10 10 5
E
meat vegetables table platter~
There is a small table with a large platter sitting on it.  Rotting food

sits on the platter.

~
E
rope dumbwaiter north opening~
The small opening opens to a tiny platform.  Looking up, there is no

visible ceiling above the platform.  It appears the platform is a

dumbwaiter, an elevator to shuttle food between floors. 

~
A
l look~
opening dumbwaiter~
act_tochar( #look, ch );

if( rflag( reset0, room ) )

  act_tochar( #up, ch );

else

  act_tochar( #down, ch );

~
E
down~
The dumbwaiter is on this level.

~
E
up~
The dumbwaiter is up.

~
E
look~
The small door opens to a tiny platform.  Looking up, there is no visible

ceiling above the platform.  It appears the platform is a dumbwaiter, an

elevator to shuttle food between floors.

~
!
0 0 0
A
pull~
rope~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  send_to_char( #chardown, ch );

  act_notchar( #down, ch );

  }

else {

  set_rflag( reset0, room );

  send_to_char( #charup, ch );

  act_notchar( #up, ch );

  }

send_to_room( #rumble, find_room( 33364 ) );

send_to_room( #moving, find_room( 9151 ) );

~
E
moving~
You feel the dumbwaiter moving all of a sudden.

~
E
charup~
You pull the rope sending the dumbwaiter platform up.

~
E
chardown~
You pull the rope bringing the dumbwaiter platform down.

~
E
rumble~
You hear a rumble from the dumbwaiter opening.

~
E
up~
$n pulls the rope sending the dumbwaiter platform up.

~
E
down~
$n pulls the rope bringing the dumbwaiter platform down.

~
!
0 0 0
A
enter~
opening platform dumbwaiter~
if( rflag( reset0, find_room( 9143 ) ) ) {

  act_tochar( #ch, ch );

  end;

  }

if( !players_room( find_room( 9151 ) ) ) {

  send_to_char( #room, ch );

  act_notchar( #not, ch );

  transfer( ch, find_room( 9151 ) );

  }

else

  send_to_char( #sorry, ch );

~
E
sorry~
Somebody is already filling up the entire dumbwaiter.

~
E
room~
You enter the dumbwaiter.

~
E
not~
You see $n enter the dumbwaiter opening.

~
E
ch~
The dumbwaiter platform is up.

~
!
0 0 0
-1
S

#9144
Banquet Hall~
This is the northern end of the hall.  The long tables come to an end

here, and a small stage is set up for bands or plays.  Two statues of a

man and a woman fill the northwest and northeast corners.  Picked over

bones and scraps of metal and leather lie scattered about, looking to be

the remains of yet another victim of the monsters roaming the castle.

~
[Arathorn] when you type get spear you get the message the statue you bothered slaps you hand away-but when the statue is defeated and you look statue, the one with the spear remains

~
335020036 1 9 0
D2
~
~
0 -1 9142 10 10 5
E
tables~
The long tables from the southern end of the room end here, a short

distance from the stage.

~
E
stage~
The stage is a small platform, set about 2' from the floor, and about 8'

by 10' in size.

~
E
scraps remains metal leather~
Bits of rusted metal and rotten leather lie mixed with the bones of the

unfortunate who used to wear them.

~
A
remove get take steal~
cloth clothes loincloth spear~
if( !is_fighting( ch ) ) {

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_tochar( #ch, ch );

    act_notchar( #not, ch );

    mob = mload( 43, room );

    wait( 1);

    attack( mob, ch, 4d4, "stone fist" );

    }

  }

if( num_mob( 43, room ) < 2 ) {

  if( !rflag( reset0, room ) ) {

    if( rflag( reset1, room ) ) {

      remove_rflag( reset1, room );

      act_tochar( #sec, ch );

      act_notchar( #notsec, ch );

      mob = mload( 826, room );

      wait( 1 );

      attack( mob, ch, 4d4, "stone fist" );

      }

    else

      send_to_char( #nostat, ch );

    }

  }

~
E
nostat~
You see only the base of each statue there.

~
E
notsec~
$n disturbs the other statue, and it comes on swinging.

~
E
sec~
You disturb the other statue, and it lumbers into the fight.

~
E
not~
You see $n reach to remove a statue's clothing, and it slaps his hand.

~
E
ch~
The statue you bothered comes to life and slaps your hand away.

~
!
0 0 0
A
1 look examine search~
4 statues~
if( mob_in_room( 43, room ) ) {

  continue;

  end;

  }

if( mob_in_room( 826, room ) ) {

  continue;

  end;

  }

if( !rflag( reset0, room ) ) {

  if( !rflag( reset1, room ) )

    send_to_char( #none, ch );

  else

    send_to_char( #one, ch );

  }

else

  send_to_char( #char, ch );

~
E
none~
The only thing you see are the remnants of two statue bases.

~
E
one~
A statue of a handsome man, muscular and tall, stands in the northwest

corner.  He wears only a loincloth and carries a spear.  The other statue

is missing, only the base remains.

~
E
char~
A statue of a handsome man, muscular and tall, stands in the northwest

corner.  He wears only a loincloth and carries a spear.  The other statue

is of a beautiful woman with long flowing hair, wearing a scant cloth

about her hips and breasts.

~
!
0 0 0
-1
S

#9145
Guard's Training Room~
The floor in this room is marked off so that the outer area is a

different color than the center.  White lines have been drawn across the

center, marking off sections.  Various weights and dummies are spaced

along the edges going to the south.  Wooden swords and polearms stand in

makeshift wall units at varying intervals.  The only door lies to the

east.

~
~
335020044 1 7 0
D1
"door"~
"door"~
131 -1 9071 10 10 5
D2
~
~
0 -1 9147 10 10 5
E
color~
The area along the outside practice areas is of a dark blue.  The inside

is somewhat lighter in hue.

~
E
floor lines sections markings~
The floor is divided into four areas from the center as practice areas

for fighting.  The white lines separate the floor in 10' by 10' squares

separated by 3' strips of floor between them.

~
E
weights~
Weight benches and racks of barbells are grouped in one corner.  They

seem to have seen some use lately, in contrast to the dust covering 

the other rooms on this floor.

~
E
wooden swords polearms wall units~
Wooden practice weapons rest in racks set about the room in intervals by

the markings in the floor.  They look to be worthless for anything but

instruction and practice.

~
E
dummies~
Punching bags and weighted body shaped dummies fill another corner,

waiting for someone to come along and slap them around.

~
A
punch slap kick~
bag dummy dummies~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
not~
You see $n attack a practice pad with a flurry of blows.

~
E
ch~
You attack a practice pad with a flurry of blows, and feel good about

yourself for the exercise.

~
!
0 0 0
A
take get~
wooden swords weapons~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
not~
You see $n pick up a wooden practice weapon, and drop it in disgust.

~
E
ch~
You pick up a practice weapon, but realize it is not worth the bother. 

It is good for nothing but practicing play fights.

~
!
0 0 0
A
get take lift~
weights barbells~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
not~
You see $n pick up a exercise weight, grunting with the effort, and set

it back down.

~
E
ch~
You pick up a heavy weight and heft it.  It feels too much like

recreational exercise so you put it back down.

~
!
0 0 0
12 9 1509949540 3 0
-1
S

#9146
Guard's Sleeping Quarters~
Two rows of bunks stand across the room, neatly made and untouched.  Dust

an inch thick covers everything in this room.  Footlockers sit on the

floor, some tipped over and the contents rummaged through, but some sit

by the foot of the bunks, unopened.  The walls are unadorned and there is

nothing else of note in the room.  The only exit is the door in the east.

~
[Arathorn] no message when you search footlockers unless they are opened

~
335020036 1 9 0
D1
"door"~
"door"~
131 -1 9074 10 10 5
E
footlocker locker chest~
The footlockers are simple wooden boxes with metal hinges and plain

latches.  Some lay open and show their contents of common personal junk,

while others sit closed by the bunks.

~
E
bunks beds rows~
Two rows of bunks, simple flat beds stacked three high, sit lined up

across the room.  They are covered with a thin blanket and a lumpy pillow.

~
A
search get examine~
footlocker locker chest~
if( rflag( reset0, room ) ) {

  if( !rflag( reset1, room ) ){

    remove_rflag( reset0, room );

    if( random( 1, 10 ) == 1 ) {

      obj_to_char( oload( 3029 ), ch );

      obj_to_char( oload( 14 ), ch );

      act_tochar( #obj, ch );

      act_notchar( #not, ch );

      }

    else {

      act_tochar( #ch, ch );

      act_notchar( #nonot, ch );

      }

    }

  }

else {

  act_tochar( #ch, ch );

  act_notchar( #nonot, ch );

  }

~
E
nonot~
You see $n search through the footlockers but find nothing of value in

them.

~
E
not~
You see $n search through the lockers and find a dagger and some money in

one of them.

~
E
obj~
You find a long dagger, and a silver coin in one locker.  None of the

others have anything of value in them.

~
E
ch~
You find nothing worth picking up in the footlockers.

~
!
0 0 0
A
open~
chest footlocker locker~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  }

else

  act_tochar( #open, ch );

~
E
open~
The footlocker is already open.

~
E
not~
You see $n open a footlocker.

~
E
ch~
You open a footlocker.

~
!
0 0 0
534 9 1509949540 3 0
-1
S

#9147
Guard's Training Room~
Several targets and dummies line the wall, as well as other assorted

equipment for hand-to-hand combat training.  This room had all the

necessary amenities to keep the king's guardsmen well trained and ready

for battle.  The room continues to the north.

~
maybe a beholder and a gas spore should have the same mset long so that

players can't tell them apart?  kinda defeats the purpose of a gas spore

if you recognize it as such - k 

~
335020036 1 7 0
D0
~
~
0 -1 9145 10 10 5
E
targets dummies equipment~
Various practice pads and punching bags hang on the wall, waiting to be

bashed about for practice.

~
A
punch kick slap bash~
dummy dummies target punching bag~
act_tochar( #ch, ch );

act_notchar( #not, ch );

continue;

~
E
not~
You see $n attack a practice pad and break it off its teather.  It falls

to the floor with a thud and a faint clinking sound.

~
E
ch~
You send the pad reeling about on its teather, which breaks and sends the

pad crashing to the floor.  You hear the expected thud, but also hear the

clinking of coins.

~
!
0 0 0
551 9 1509949540 3 0
-1
S

#9148
Castle Garden~
A line of bushes encloses this area to the north, south and west.  In the

southwest corner, a small pond ripples back and forth.  To the east, you

can see a large oak tree standing in the center of the garden.  You are

amazed at how peaceful this garden appears with its green grass and

healthy plants.

~
~
335020036 1 9 0
D1
~
~
0 -1 9139 10 10 5
E
flower flowers bush bushes~
Flowers and bushes of all types, makes and sizes grow within this small

garden.  The bushes appear to make an enclosure about you.

~
E
pond~
The pond's surface ripples ever so slightly.

~
A
2 drink~
pond water~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n makes an odd face as $e scoops $s hand under the surface of the water.

~
E
char~
You attempt to dip your hand in the pond, but cannot find any resistance.

~
!
0 0 0
A
touch examine search~
flower flowers bush bushes~
send_to_char( #ch, ch );

act_notchar( #not, ch );

~
E
not~
$n bends over to examine the bushes and flowers.

~
E
ch~
You attempt to examine some of the plants in the garden, but your hands

pass right through everything.

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

~
E
room~
A bird flies down, scoops up some water from the pond with its beak, then

disappears into the bushes.

~
!
2 0 0
36 9 1509949540 3 0
-1
S

#9149
Priest's Quarters~
The priest's quarters are unlike any other room in the castle you have

seen.  The room has a musty odor and everything has a coat of dust on it. 

A spicy scent comes from the shelf full of magical reagents standing

against the southern wall.  Aside from a small, comfortable bed and an

even smaller nightstand, the only other discernable object in this room

is the mirror on the east wall.  The only exit is through the door to the

west.

~
~
335020036 1 5 0
D3
"door"~
"door"~
131 -1 9076 10 10 5
E
mirror~
The mirror is a expensive looking item.  It has a fine silver frame and a

crystal clear image, though a grey cloud seems to swim around the edges.

~
E
bed nightstand~
The bed is covered with quilt made of fine cloth, fashioned to show a

priest worshiping a benovalent god.  Beside the bed is a small wooden

nightstand.

~
E
shelf magical reagents 1 south~
The shelf cabinet is made of fine wood, richly stained and exquisitely

carved.  The three shelves hold jars of magical reagents.  Some of the

jars stand open, exposing their contents to the harsh air, but some are

still sealed and the reagents are still intact.

~
A
get~
jars shelves reagents~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_notchar( #not, ch );

  act_tochar( #ch, ch );

loop( all_in_room ) {

i = random( 1, 3 );

j = random( 1, 2 );

    if( i == 1 ) {

      if( j == 1 )

        obj_to_char( oload( 37 ), ch );

      else

        obj_to_char( oload( 78 ), ch );

      }

    if( i == 2 ) {

      if( j == 1 )

        obj_to_char( oload( 79 ), ch );

      else

        obj_to_char( oload( 81 ), ch );

      }

    else

      if( j == 1 )

      obj_to_char( oload( 280 ), ch );

    else

      obj_to_char( oload( 284 ), ch );

    }

  }

else

act_tochar( #nope, ch );

~
E
nope~
There are no magic reagent of any use in any of the jars.

~
E
ch~
You get some spell components from the shelves.

~
E
not~
$n gets some magic reagents from the shelves.

~
!
0 0 0
A
enter~
mirror~
act_tochar( #ch, ch );

act_notchar( #not, ch );

wait( 2 );

transfer( ch, find_room( 9140 ) );

act_tochar( #tap, ch );

act_notchar( #new, ch );

~
E
new~
$n suddenly appears, pushing the tapestry out of his way.

~
E
tap~
Pushing the tapestry out of the way, you enter a new room.

~
E
not~
You notice $n slide into the mirror.

~
E
ch~
You sink slowly into a grey misty cloud behind the mirror's surface.

~
!
0 0 0
A
touch get break smash~
mirror~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
not~
You notice something wierd about the mirror $n is examining.

~
E
ch~
Your hand or any object you touch to it seems to sink into the mirror's

surface.

~
!
0 0 0
-1
S

#9150
Storage Closet~
The air is damp in this tiny little storage room where, topped by a thin

layer of dust, linen and extra supplies lie scattered about the room. 

Apparently, somebody has raided this room in the recent past in search of

who knows what.  Empty shelves covered with a thin layer of dust line the

walls on all sides.  The only exit is back through the door to the east.

~
~
335020044 1 9 0
D1
"door"~
"door"~
131 -1 9078 10 10 5
E
room~
Although small, this room seems adequate enough to hold a bountiful

supply of extra cots, blankets and cleaning supplies.

~
E
linen cots blankets~
Worn by use and time, these items appear to be worthless and unuseable.

~
E
extra cleaning supplies~
Various cleaning solutions, rags and equipment ranging from brooms to odd

looking contraptions lie scattered on the floor or in broken heaps.

~
A
search examine raid~
shelves room linen cot cots supplies~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  i = random( 1, 20 );

if( i == 1 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    obj_to_char( oload( 64 ), ch );

    end;

    }

  if( i > 18 ) {

    send_to_char( #bucket, ch );

    act_notchar( #roombuck, ch );

    obj_to_char( oload( 762 ), ch );

    end;

    }

  else {

    send_to_char( #char2, ch );

    act_notchar( #room2, ch );

    end;

    }

  }

else {

  send_to_char( #char2, ch );

  act_notchar( #room2, ch );

  }

~
E
hammnot~
$n finds a large hammer among the folds of some linen.

~
E
hammchar~
Digging through the pile of linen and such, you find a hammer hidden as

if hastily thrown in the cloths.

~
E
roombuck~
$n digs through the pile and linen and finds a bucket.

~
E
bucket~
Digging through the pile of linen and such, you find an empty bucket.

~
E
room2~
$n goes through the pile of linen, but doesn't find anything of interest.

~
E
char2~
You find nothing of interest.

~
E
room~
$n digs through the pile and linen and finds a backpack.

~
E
char~
Digging through the pile of linen and such, you find an empty backpack.

~
!
0 0 0
-1
S

#9151
Dumbwaiter~
This small platform is suspended on ropes, which are hooked into a pulley

system.  The platform can be shuttled up and down between the floors to

send food from the kitchen upstairs to the Banquet Hall.  The exit is a

opening to the floor the platform is on.

~
~
335020036 1 3 0
D2
~
~
0 -1 9154 10 10 5
A
~
~
if( rflag( reset0, find_room( 9143 ) ) ) {

  send_to_char( #leave, ch );

  transfer( ch, find_room( 33364 ) );

  }

else {

  send_to_char( #leave, ch );

  transfer( ch, find_room( 9143 ) );

  }

act_notchar( #not, ch );

~
E
leave~
You exit the dumbwaiter.

~
E
not~
You see $n enter the room from the dumbwaiter opening.

~
!
3 -1 15
A
~
~
if( num_in_room( find_room( 9151 ) ) > 1 ) {

  act_tochar( #ch, ch );

  if( rflag( reset0, find_room( 9143 ) ) ) {

    transfer( ch, find_room( 33364 ) );

    act_notchar( #not, ch );

    }

  else {

    transfer( ch, find_room( 9143 ) );

    act_notchar( #not, ch );

    }

  }

~
E
not~
You see $n try to enter the dumbwaiter but realize that only one can fit

at a time.

~
E
ch~
Only one person can fit in the dumbwaiter at a time.

~
!
1 0 5
-1
S

#9152
none~
Under Construction.

~
~
335020036 1 9 0
D3
~
~
0 -1 9143 10 10 5
-1
S

#9153
none~
Under Construction.

~
~
335020036 1 9 0
-1
S

#9154
none~
Under Construction.

~
~
335020036 1 9 0
-1
S

#9155
Tree in the Graveyard~
The tree has two large limbs which makes this a good resting spot for

climbing.  The tree, though not very tall, looks very old.  The bark of

the tree crumbles in your hands as you support yourself.  Hanging on the

limbs and branches are a number of vines.

~
~
335020036 1 9 0
D1
~
~
0 -1 9157 10 10 5
D3
~
~
0 -1 9156 10 10 5
D4
~
~
0 -1 9158 10 10 5
D5
~
~
0 -1 9014 10 10 5
E
4 vines~
Clinging along the trunk and branches of the tree are a number of thick,

leafy vines.  The ends of the vines dangle and sway in the gray mist,

which gives them the haunting appearance of hangman's rope.

~
E
limbs~
Two large limbs extend from the trunk of the tree.  They look large

enough for a person to walk on and sturdy enough to support the weight. 

The bark of the limbs has been worn off by age, weather, and other

distructive forces.

~
E
bark~
The bark of the tree is old and crumbles when touched.  The bark seems to

be unnaturally weak as if the tree was effected by something that is

supernatural.

~
837 8 1509949440 3 0
-1
S

#9156
Tree in the Graveyard~
The limb splits and breaks off into smaller branches that look far to

weak to support your weight.  Vines hanging from the nearby branches sway

gently in the mist.  Looking out into the mist you occasionally see a

glimpse of movement and hear the breaking of a twig.

~
[Lansharra] _too_ weak

~
335020036 1 9 0
D1
~
~
0 -1 9155 10 10 5
E
6 branches~
The branches are not as wide as the limb, and judging from the looks of

them, they would not support your weight.  Some of the branches seem to

be a grayish-black rather than the brown that the limb is.

~
E
4 vines~
Twisting around the branches of the tree are a number of thick, green

vines.  The vines swing hauntingly in the thick, gray mist.  Some of the

vines twist and tangle giving the appearance of nooses ready for a victim.

~
E
mists~
The mist seems to ebb and flow before your eyes, even though you do not

feel any breeze.  Looking through the mist you can barely make out the

silhouette of the tree trunk.

~
E
glimpse movement~
Out of the corner of your eye and saw movement in the mist below. 

Unfortunately it disappeared just a quick as it appeared seemingly

swollowed up in the swirling, gray mist.

~
837 9 1509949540 3 0
-1
S

#9157
Tree in the Graveyard~
The limb does not look as strong as it did near the trunk of the tree. 

The occasional crackling and shifting of the limb makes you think that it

is not use to supporting so much weight.  Twisting around the trunk and

hanging from the branches are a number of large green vines.  The mist

around the tree ebb and flow causing a feeling of vertigo.

~
[Lansharra] _used_ to supporting

[Lansharra] zombie vulture _bony_ talons

~
335020036 1 9 0
D3
~
~
0 -1 9155 10 10 5
E
4 spots~
Looking closer at the branches, you notice deep claw marks in the wood

where the bark is missing.

~
E
4 vines~
The vines twist and twine around the branches.  The thick, green stems

look as if they are crushing the life out of the branches they cling to. 

An occasional vine hangs down from the tree and the leafy end dangles in

the mist.

~
E
mist~
The mist is thick, even up in the tree.  A silhouette of the tree is all

you can see in the dismal, gray mist.  The mist seems to gently flow past

your eyes, sometimes thicker than other times.

~
E
6 branches~
The branches do not look the strongest and could not support your weight;

however, they do look like good support to keep from falling.  Some spots

along the branches seems to have been stripped of its bark.

~
A
~
~
ch = rand_player( room );

send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 9021 ) );

act_notchar( #arr, ch );

inflict( ch, mob, 5d5+5, "the fall" );

~
E
arr~
$n falls from above and lands with a thud.

~
E
room~
Suddenly, the limb shifts beneath your feet.  Luckily, you grab a branch

and regain your balance unlike $n, who not so gracefully falls to the

ground below.

~
E
char~
Suddenly, the limb shifts beneath your feet, and you fall to the

graveyard floor below.

~
!
2 50 8
837 9 1509949540 3 0
-1
S

#9158
Tree in the Graveyard~
The trunk of the tree has gotten considerably smaller and also much

weaker.  There are some branches extending out that help give you support.

The trunk is weathered and the bark crumbles in your hands.  There seems

to be some carvings etched into the wood.

~
[Lansharra] extra bark: disintegrates

~
335020036 1 9 0
D5
~
~
0 -1 9155 10 10 5
E
6 branches~
The branches are much smaller than the lower branches.  They also look

much older and more weatherbeaten.  Towards the ends it almost looks as

if the wood is decaying.  Though the branches don't look very strong,

they do seem to give extra support which helps you keep your balance.

~
E
trunk 7 carvings~
The trunk of the tree is weathered and in areas large chunks of the bark

is missing.  In one of those gaps there are some carvings.  Looking

closer at the carvings most of the markings are gone, smoothed away by

weather and nature.

~
E
bark~
Examining the bark closer, you notice that not only is the bark old and

taken much abuse from the weather, but it is also grayish-black. 

The bark crumbles and disintigrates as you touch it.

~
837 9 1509949540 3 0
-1
S

#9159
Castle Graveyard~
Under Construction.

~
~
335020036 1 9 0
D4
~
~
98 -1 9006 10 10 5
-1
S

#9160
Small Passage~
Under Construction.

~
~
335020044 1 9 0
-1
S

#9163
Tomb of the Exarch~
Under Construction.

~
~
335020044 1 9 0
-1
S

#9164
Dark Shaft~
The shaft appears to be about 5 meters across, but there is only a single

ladder which allows a person to climb up and down.  Dark and dank, the

shaft continues into shear darkness in both directions.  You can just

make out the upper ledge of the shaft above you.

~
[Calliope] Would like to see the size of this room and the one below changed to no larger than horse size. Anything dinosaur size that climbed up it, couldn't get through the sarcophagus anyway.

[Calliope] would prefer ogre sized rather than horse

~
335020044 1 9 0
D4
sarcophagus~
sarcophagus~
423 -1 9061 10 10 5
D5
~
~
0 -1 9165 10 10 5
A
open~
1 up sarcophagus~
if( !is_open( room, up ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, up );

  }

else

  send_to_char( #char_open, ch );

~
E
char~
You shove the lid off the opening above you.

~
E
room~
$n shoves the lid off the opening above you.

~
E
char_open~
It's already open.

~
!
0 0 0
-1
S

#9165
Dark Shaft~
The shaft appears to be about 5 meters across, but there is only a single

ladder which allows a person to climb up and down.  Dark and dank, the

shaft continues into shear darkness in both directions.

~
[Loxus] 'open door' and 'open trap' tell you its locked, only 'open down' works correctly

~
335020044 1 9 0
D4
~
~
0 -1 9164 10 10 5
D5
trap door~
~
423 -1 3500 10 10 5
A
open~
1 down~
if( !is_open( room, down ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, down );

  }

else

  send_to_char( #char_open, ch );

~
E
char~
You shove the trap door open below you.

~
E
room~
$n shoves the trap door open below you.

~
E
char_open~
It's already open.

~
!
0 0 0
-1
S

#9166
Tomb of the Exarch~
Under Construction.

~
~
335020044 1 9 0
-1
S

#0