tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Dark Citadel~
Phule~
citadel of the black dragon~

50 0
0
#ROOMS

#40000
Before the Gates of a Dark Keep~
A mighty portcullis stands open to the north, allowing entrance within

the high stone walls of a fortress.  Not quite a castle, it has no

parapets or turrets to speak of.  Rather, it is some sort of massive

square tower, a citadel of some kind.  Dark clouds gather overhead in an

ominously dark storm, almost merging with the upper walls.

~
white wizard warder?

~
301465600 12 9 0
D0
heavy portcullis~
heavy portcullis~
1 -1 40001 10 10 5
D2
~
~
0 -1 23075 10 10 5
E
dark clouds~
They look almost like ordinary storm clouds, complete with lightning and

the occasional torrential downpour of cold rain.  However they seem to be

circling the top of the keep in an ever-building storm which threatens to

explode in tornado and thunder.

~
E
tower keep citadel walls granite fortress~
The walls rise up into the sky, disappearing into massive, dark clouds

overhead.  All in all, though, not a very inviting place.

~
A
~
~
if( find_stat( ch, level ) < 25 )

act_tochar( #fear, ch );

else

continue;

~
E
fear~
You start to approach the dark citadel, but a wave of fear overcomes you. 

You are not ready.

~
!
3 0 1
-1
S

#40001
A Massive Entryway Within a Dark Keep~
To the south is a massive portcullis, while all other directions take you

further into a large dark tower.  A large chandelier hangs from the

ceiling above you, its score or so of candles lighting the room

adequately.  The chandelier is the only reprise from the dark granite of

the walls.  The room is very cold, as not even a simple fireplace offers

warmth.  Open archways lead north, east, and west, heading further into

the keep.

~
nomob

[Merior] is the human hair gonna be used for something?

~
301465613 0 7 0
D0
~
~
0 -1 40002 10 10 5
D1
~
~
0 -1 40003 10 10 5
D2
~
~
1 -1 40000 10 10 5
D3
~
~
0 -1 40004 10 10 5
E
chandelier~
Made of gold and crystal, the chandelier is obviously of no small value. 

About twenty or so candles form a circle around it, lighting the room.

~
E
north east west archway~
What is beyond the archways is concealed in shadow.

~
A
count~
candles~
act_tochar( #dizzy, ch );

act_notchar( #rdizz, ch );

interpret( ch, "sit" );

~
E
dizzy~
Trying to count the candles, you get disoriented and fall to the ground.

~
E
rdizz~
$n loses his balance and....

~
!
0 0 0
A
~
~
if( mob_in_room( 1309, room ) ) {

  if( find_skill( ch, sneak ) > 0 ) {

    act_tochar( #sneak, ch );

    continue;

    }

  act_tochar( #halt, ch );

  act_notchar( #rhalt, ch );

  }

else

  continue;

~
E
halt~
You try to step past the dark pikeman, but he deftly maneuvers himself in

front of you.

~
E
rhalt~
$n tries to step past the dark pikeman, but the pikeman deftly steps in

$s way.

~
E
sneak~
You sneak past the pikeman.

~
!
3 0 11
1309 9 1509949540 3 0
-1
S

#40002
A Dark Hallway Within a Dark Keep~
This dark hallway connects a well-lit room to the south with another

chamber to the north.  Something glows in the room to the north, but what

exactly it is you cannot tell from here.  The walls of this hall are made

of dark black granite, and feel chill to the touch.

~
~
301465604 0 6 0
D0
~
~
0 -1 40005 10 10 5
D2
~
~
0 -1 40001 10 10 5
-1
S

#40003
A Dark Hallway Within a Dark Keep~
This dark hallway is barely illuminated, the only light source being to

the west of here.  The black granite which makes up the walls seems to

absorb what light there is in the area.  The hallway runs to the east and

west.

~
~
301465604 0 6 0
D1
~
~
0 -1 40008 10 10 5
D3
~
~
0 -1 40001 10 10 5
-1
S

#40004
A Dark Hallway Within a Dark Keep~
The dark grey granite of the walls is cast in dark shadow, making it

appear almost black.  This hallway leads east toward an intersection, and

west into darkness.  The granite is cold, even chill to the touch, and

each footstep echoes down the dark hall, seemingly endlessly.

~
~
301465604 0 6 0
D1
~
~
0 -1 40001 10 10 5
D3
~
~
0 -1 40009 10 10 5
-1
S

#40005
A Chamber Bathed in Pale White Light~
The dark granite walls of this circular chamber are bathed in a pale

white light coming from a glowing white section of the north wall.  The

light pulsates and fills the room.  A dark hallway leads away from the

strange chamber to the south.

~
[Merior] how do we know the chamber to the south is strange if we came from the north?

[Phule] THIS is the strange changer. the dark hall leads away from it to the south

[Merior] then re-word last sentence like a dark hallways leads south away from this strange chamber

~
301465604 0 6 0
D0
glowing granite wall~
glowing granite wall~
203 -1 40006 10 10 5
D2
~
~
0 -1 40002 10 10 5
E
white glow section north wall light~
The light grows dim, then intensely bright in a cycle of white

fluorescence.  You can see a small handprint in the center of the wall.

~
A
~
~
if( mob_in_room( 1309, room ) ) {

  if( find_skill( ch, sneak ) > 0 ) {

    act_tochar( #sneak, ch );

    continue;

    }

  act_tochar( #halt, ch );

  act_notchar( #rhalt, ch );

  }

else

  continue;

~
E
halt~
You try to step past the dark pikeman, but he deftly maneuvers himself in

front of you.

~
E
rhalt~
$n tries to step past the dark pikeman, but the pikeman deftly maneuvers

himself in front of $m.

~
E
sneak~
You sneak past the pikeman.

~
!
3 0 1
A
press touch push~
section wall north~
if( is_open( room, north ) )

  act_tochar( #already, ch );

else {

  act_tochar( #press, ch );

  act_notchar( #rpress, ch );

  send_to_room( #melt, room );

  open( room, north );

  send_to_room( #opens, find_room( 40006 ) );

  }

~
E
already~
The glowing section of wall is already open.

~
E
opens~
The glowing section of wall to the south melts away...

~
E
press~
You press your hand to the glowing surface of the wall...

~
E
rpress~
$n presses $s hand against the glowing wall...

~
E
melt~
the wall melts away, revealing a passage to the north.

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

if( is_open( room, north ) ) {

  close( room, north );

  send_to_room( #closes, room );

  send_to_room( #rcloses, find_room( 40006 ) );

  }

~
E
closes~
The wall to the north flows together in a sea of light, closing the

passageway.

~
E
rcloses~
The wall to the south flows together in a sea of light, closing the

passageway.

~
!
1 0 1
1309 9 1509949540 3 0
-1
S

#40006
At the South End of a Small Chapel~
Rows of pews stretch before you to the north, leading toward a small

pulpit at the north end of the room.  Windows of coloured glass are inset

into the dark granite walls, letting light filter in.  The wall to the

south glows with a pale white light.

~
[Merior] pew action?

[Phule] is a kneel social

[Stile] l south - the  is open

~
301465605 0 7 0
D0
~
~
0 -1 40007 10 10 5
D2
~
~
203 -1 40005 10 10 5
E
white glow section south wall light~
The light grows dim, then intensely bright in a cycle of white

fluorescence.  You can see a small handprint in the center of the wall.

~
E
windows coloured glass~
While not cut into any particular shape, the windows are nonetheless of

intricate design.  A great artist was at work when the stained glass was

made into the patterns you see.

~
E
pews rows north~
The pews are wooden, yet appear to have no seats.  Perhaps they are meant

to be knelt at, not seated in.

~
A
~
~
wait( 1 );

if( is_open( room, south ) ) {

  close( room, south );

  send_to_room( #closes, room );

  send_to_room( #rcloses, find_room( 40005 ) );

  }

~
E
closes~
The wall to the south flows together in a sea of light, closing the

passageway.

~
E
rcloses~
The wall to the north flows together in a sea of light, closing the

passageway.

~
!
1 0 4
A
press touch push~
south wall section~
if( is_open( room, south ) )

  act_tochar( #already, ch );

else {

  act_tochar( #press, ch );

  act_notchar( #rpress, ch );

  send_to_room( #melt, room );

  open( room, south );

  send_to_room( #opens, find_room( 40005 ) );

  }

~
E
already~
The glowing section of wall is already open.

~
E
opens~
The glowing section of wall to the north melts away...

~
E
press~
You press your hand to the glowing surface of the wall...

~
E
rpress~
$n presses $s hand to the glowing surface of the wall...

~
E
melt~
the wall melts away, revealing a passage to the south.

~
!
0 0 0
A
break smash~
windows glass~
act_tochar( #no, ch );

~
E
no~
You can't seem to break the glass!?

~
!
0 0 0
-1
S

#40007
At the North End of a Small Chapel~
You are on a small dais overlooking a dark, granite-walled room.  A small

side door leads east, and an open archway leads off of the dais to the

west.  Rows of pews approach the dais, stretching from its edge to the

far end of the chapel to the south.

~
[Merior] first sentence makes it sound like the chapel IS in the south, but you're in it

~
301465605 0 7 0
D1
small side door~
small side door east~
391 1262 40015 10 10 5
D2
~
~
0 -1 40006 10 10 5
D3
~
~
0 -1 40014 10 10 5
E
pews rows south~
The pews are wooden, yet appear to have no seats.  Perhaps they are meant

to be knelt at, not seated in.

~
1310 9 1509949540 3 0
-1
S

#40008
A Dark Hallway Within a Dark Keep~
The hallway bends to the north and west here.  To the north the hallway

continues into utter darkness offering no hints as to what lies in here. 

The walls are quite bare being nothing more than black granite with the

occasional crack in the stonework.  Off to the west a dim light faintly

illuminates the hallway.

~
nomob

~
301465612 0 6 0
D0
~
~
0 -1 40016 10 10 5
D3
~
~
0 -1 40003 10 10 5
A
~
~
if( mob_in_room( 1309, room ) ) {

  if( find_skill( ch, sneak ) > 0 ) {

    act_tochar( #sneak, ch );

    continue;

    }

  act_tochar( #halt, ch );

  act_notchar( #rhalt, ch );

  }

else

  continue;

~
E
halt~
You try to step past the pikeman, but he deftly maneuvers himself in

front of you.

~
E
rhalt~
$n tries to step past the pikeman, but the pikeman deftly maneuvers

himself in front of $m.

~
E
sneak~
You sneak past the pikeman.

~
!
3 0 1
1309 9 1509949540 3 0
-1
S

#40009
A Dark Hallway Within a Dark Keep~
The hall bends to the north and east here, disappearing into shadow in

either direction.  The cold granite walls are dark grey and lifeless,

seeming to drain both the light and the heat from the room.  A small

statue of some kind stands in the southwest corner.  Something is just

not right about it.

~
nomob

~
301465612 0 6 0
D0
~
~
0 -1 40010 10 10 5
D1
~
~
0 -1 40004 10 10 5
A
~
~
if( mob_in_room( 1309, room ) ) {

  if( find_skill( ch, sneak ) > 0 ) {

    act_tochar( #sneak, ch );

    continue;

    }

  act_tochar( #halt, ch );

  act_notchar( #rhalt, ch );

  }

else

  continue;

~
E
halt~
You try to step past the dark pikeman, but he deftly maneuvers himself in

front of you.

~
E
rhalt~
$n tries to step past the dark pikeman, but the pikeman deftly maneuvers

himself in front of $m.

~
E
sneak~
You sneak past the pikeman.

~
!
3 0 1
1309 9 1509949540 3 0
1709 17 1509949540 -2 0
-1
S

#40010
A Dark Hallway Within a Dark Keep~
The air within the hall is not still or stifling, yet something about it

is very oppressive.  The dark grey granite of the walls are made even

darker by the lack of torches in the wall.  In fact, there aren't even

any sconces on the walls at all.  Apparently whomever built the citadel

did not think that light was necessary.  The hall continues north and

south, while a small wooden door leads east.

~
~
301465604 0 6 0
D0
~
~
0 -1 40011 10 10 5
D1
small wooden door~
small wooden door~
391 1262 40025 10 10 5
D2
~
~
0 -1 40009 10 10 5
A
knock~
door~
if( !rflag( reset0, room ) ) {

  act_tochar( #none, ch );

  end;

  }

remove_rflag( reset0, room );

if( is_open( room, east ) ) {

  act_tochar( #already, ch );

  end;

  }

act_tochar( #knock, ch );

act_notchar( #rnock, ch );

if( mob_in_room( 1316, find_room( 40025 ) ) ) {

  if( random( 0, 2 ) == 2 ) {

    send_to_room( #come, room );

    unlock( room, east );

    }

  else

    send_to_room( #away, room );

  }

else

  send_to_room( #none, room );

~
E
knock~
You knock on the door.

~
E
rnock~
$n knocks on the door.

~
E
come~
From beyond the door you hear a click as the door is unlocked.

~
E
away~
From beyond the door you hear only silence.

~
E
none~
It seems as if no one is home.

~
E
already~
The door is open.

~
!
0 0 0
-1
S

#40011
A Dark Hallway Within a Dark Keep~
Eyeslits in the west wall offer a view of the outside world beyond the

walls of the dark keep.  While the dark granite walls of the hall

continue to the north and south, a small wooden door beckons to the east. 

No torches hang upon the walls of the hall, strange somehow, yet fitting

to the somber mood of the citadel.

~
~
301465604 0 6 0
D0
~
~
0 -1 40012 10 10 5
D1
small iron door~
small iron door~
391 1262 40026 10 10 5
D2
~
~
0 -1 40010 10 10 5
E
eyeslits~
The odd angle of the eyeslits, very nearly straight up, offers a view

only of the dark clouds hanging outside the citadel.

~
A
knock~
door~
if( !rflag( reset0, room ) ) {

  act_tochar( #none, ch );

  end;

  }

remove_rflag( reset0, room );

if( is_open( room, east ) ) {

  act_tochar( #already, ch );

  end;

  }

act_tochar( #knock, ch );

act_notchar( #rnock, ch );

if( mob_in_room( 1312, find_room( 40026 ) ) ) {

  if( random( 0, 2 ) == 2 ) {

    send_to_room( #come, room );

    unlock( room, east );

    }

  else

    send_to_room( #away, room );

  }

else

  send_to_room( #none, room );

~
E
knock~
You knock on the door.

~
E
rnock~
$n knocks on the door.

~
E
come~
From beyond the door you hear a click as the door is unlocked.

~
E
away~
From beyond the door you hear only silence.

~
E
none~
It seems as if no one is home.

~
E
already~
The door is open.

~
!
0 0 0
1308 9 1509949540 3 0
-1
S

#40012
A Dark Hallway Within a Dark Keep~
This long hall of dark grey granite heads north and south.  A door inset

in the east wall offers entrance to a small private chamber of some kind. 

The stones of the hall's floor are worn smooth, yet feel strangely cool

beneath your feet.  A narrow eyeslit in the west wall offers a view out

of the citadel.

~
~
301465604 0 6 0
D0
~
~
0 -1 40013 10 10 5
D1
small wooden door~
small wooden door~
391 1262 40021 10 10 5
D2
~
~
0 -1 40011 10 10 5
E
eyeslit~
The odd angle of the eyeslit, very nearly straight up, offers a view only

of the dark clouds hanging outside the citadel.

~
A
knock~
door~
if( !rflag( reset0, room ) ) {

  act_tochar( #none, ch );

  end;

  }

remove_rflag( reset0, room );

if( is_open( room, east ) ) {

  act_tochar( #already, ch );

  end;

  }

act_tochar( #knock, ch );

act_notchar( #rnock, ch );

if( mob_in_room( 1310, find_room( 40021 ) ) ) {

  if( random( 0, 2 ) == 2 ) {

    send_to_room( #come, room );

    unlock( room, east );

    }

  else

    send_to_room( #away, room );

  }

else

  send_to_room( #none, room );

~
E
knock~
You knock on the door.

~
E
rnock~
$n knocks on the door.

~
E
come~
From beyond the door you hear a click as the door is unlocked.

~
E
away~
From beyond the door you hear only silence.

~
E
none~
It seems as if no one is home.

~
E
already~
The door is open.

~
!
0 0 0
-1
S

#40013
The End of a Dark Hall Within a Dark Keep~
The long granite hall comes to a dead end here.  Where the hall should

seemingly continue to the north, a candlestick is set into the stone wall. 

The stone of the north wall is somewhat different than the dark grey

granite of the hall, but only slightly, as if there was supposed to be a

match.  The hall continues for some distance to the south.

~
pull candle

[Phule] nomob

~
301465612 0 6 0
D0
north wall~
wall~
234 1262 40047 10 10 5
D2
~
~
0 -1 40012 10 10 5
D5
~
~
235 -1 40020 10 10 5
E
candlestick north wall~
The candlestick is attached to some kind of swivel.  Maybe it acts as a

lever??  In any case further inspection is probably warranted.

~
A
pull twist turn push yank~
candlestick lever~
act_tochar( #pull, ch );

act_notchar( #rpull, ch );

if( rflag( reset0, room ) ) {

  send_to_room( #trap, room );

  transfer_all( room, find_room( 40020 ) );

  send_to_room( #falls, find_room( 40020 ) );

  }

else {

  send_to_room( #opens, room );

  send_to_room( #south, find_room( 40047 ) );

  open( room, north );

  }

~
E
pull~
You pull the candlestick.

~
E
rpull~
$n pulls the candlestick.

~
E
trap~
The candlestick was trapped!!  A pit opens below you and you are sent

hurtling downard...

~
E
falls~
Someone falls in from above.

~
E
opens~
The wall to the north swings open.

~
E
south~
The wall to the south swings open.

~
!
0 0 0
A
inspect~
candlestick~
i = random( 1, 4 );

j = find_skill( ch, inspect );

if( j > i )

  act_tochar( #notice, ch );

else

  act_tochar( #bah, ch );

~
E
bah~
Bah, there isn't anything suspicious about the candlestick.  Pulling it

probably opens the north wall or something.

~
E
notice~
The candlestick is a trap!!  Pulling it as it is will open a giant pit

below you, but if untrapped it should open the wall to the north.

~
!
0 0 0
A
untrap~
candlestick~
if( !rflag( reset0, room ) )

  act_tochar( #already, ch );

else {

  act_tochar( #try, ch );

  act_notchar( #rtry, ch );

  if( find_skill( ch, untrap ) < 1 ) {

    act_tochar( #fail, ch );

    act_notchar( #rfail, ch );

    acode( room, 1 );

    end;

    }

  else {

    act_tochar( #succ, ch );

    act_notchar( #rsucc, ch );

    remove_rflag( reset0, room );

    }

  }

~
E
already~
The candlestick has already been untrapped.

~
E
try~
You try to untrap the candlestick...

~
E
rtry~
$n tries to untrap the candlestick...

~
E
fail~
You clumsy oaf!!  Your arm catches on the candlestick...

~
E
rfail~
$n's expression becomes blank and $e seems very surprised...

~
E
succ~
You disarm the trap, you clever thief you.

~
E
rsucc~
$n successfully disarms the trap on the candlestick!!

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

close( room, north );

send_to_room( #closes, find_room( 40047 ) );

~
E
close~
The stone wall to the north swings shut.

~
E
closes~
The stone wall to the south swings shut.

~
!
1 0 1
-1
S

#40014
Above a Granite Stairwell~
A large set of granite stairs descends down and into a damp hallway.  An

open archway leads east onto a small dais of some sort.  What exactly the

purpose of the dais is or the nature of the room in which it is set

cannot be determined from this vantage.  From below you can hear the

sound of dripping water.

~
~
301465604 0 6 0
D1
~
~
0 -1 40007 10 10 5
D5
~
~
0 -1 40024 10 10 5
-1
S

#40015
A Small Side Room~
The north and east walls of this small room are made of cold, dark

granite, while the south and west walls are wooden.  This room is bare,

completely devoid of furnishings.  A small wooden door leads west, out of

the side room.

~
[Merior] anything on the wooden walls?

[Phule] "This room is bare, completely devoid of funishings"

[Merior] furnishings dont include walls to me :P

~
301465605 0 6 0
D1
secret door~
secret~
399 1262 40019 10 10 5
D3
door~
~
391 -1 40007 10 10 5
E
east wall~
You barely detect the outlines of a secret door.

~
1311 9 1509949540 3 0
-1
S

#40016
A Dark Hallway Within a Dark Keep~
Darkness covers the hallway like a blanket, allowing very little of your

own light source to illuminate your path.  An archway in the dark granite

wall to the west leads toward a small alcove, shrouded in shadows.  The

hall continues to the north and south.

~
~
301465604 0 6 0
D0
~
~
0 -1 40017 10 10 5
D2
~
~
0 -1 40008 10 10 5
D3
alcove~
~
0 -1 40027 10 10 5
-1
S

#40017
A Dark Hallway Within a Dark Keep~
A dead silence covers the area only broken by the echoing sound of your

own footsteps.  A small gust of winds blows down the hallway every few

moments chilling you to the bone, yet no visible source of where it

could emanate from are within sight.  Off to the west lies a small alcove

while the hallway continues to the north and south.

~
~
301465604 0 6 0
D0
~
~
0 -1 40018 10 10 5
D2
~
~
0 -1 40016 10 10 5
D3
~
~
0 -1 40028 10 10 5
-1
S

#40018
A Dark Hallway Within a Dark Keep~
The dark hall comes to its seeming end here, approaching the base of a

massive spiral staircase to the north.  A small wooden door lies in the

grey granite wall to the west, leading into what appears to be a small

room of some kind.  The hall continues in cold darkness to the south.

~
~
301465604 0 6 0
D0
~
~
0 -1 40019 10 10 5
D2
~
~
0 -1 40017 10 10 5
D3
small wooden door~
small wooden door~
391 1262 40029 10 10 5
A
knock~
door~
if( !rflag( reset0, room ) ) {

  act_tochar( #none, ch );

  end;

  }

remove_rflag( reset0, room );

if( is_open( room, west ) ) {

  act_tochar( #already, ch );

  end;

  }

act_tochar( #knock, ch );

act_notchar( #rnock, ch );

if( mob_in_room( 1317, find_room( 40029 ) ) ) {

  if( random( 0, 2 ) == 2 ) {

    send_to_room( #come, room );

    unlock( room, west );

    }

  else

    send_to_room( #away, room );

  }

else

  send_to_room( #none, room );

~
E
knock~
You knock on the door.

~
E
rnock~
$n knocks on the door.

~
E
come~
From beyond the door you hear a click as the door is unlocked.

~
E
away~
From beyond the door you hear only silence.

~
E
none~
It seems as if no one is home.

~
E
already~
The door is open.

~
!
0 0 0
-1
S

#40019
A Dark Hallway - Below The Spiral Stair~
Lying in the center of the room is a large, greyish colored stone

staircase that spirals up and out of view.  Two torches hang on the

eastern wall shedding barely enough light to make out the outline of the

walls.  To the south the hallway continues into darkness.

~
nomob

~
301465612 0 6 0
D2
~
~
0 -1 40018 10 10 5
D3
secret door~
secret door~
399 1262 40015 10 10 5
D4
~
~
0 -1 40030 10 10 5
E
wall west~
You barely detect the outlines of a secret door.

~
A
~
~
if( mob_in_room( 1309, room ) ) {

  if( find_skill( ch, sneak ) > 0 ) {

    act_tochar( #sneak, ch );

    continue;

    }

  act_tochar( #halt, ch );

  act_notchar( #rhalt, ch );

  }

else

  continue;

~
E
halt~
You try to step past the pikeman, but he deftly blocks your path.

~
E
rhalt~
$n tries to step past the pikeman, but the pikeman deftly blocks $s path.

~
E
sneak~
You sneak past the pikeman.

~
!
3 0 24
1309 9 1509949540 3 0
-1
S

#40020
A Small Prison Cell Within a Dark Keep~
Lit by torchlight from the adjoining guard room to the south, this small

cell could almost be called cozy if it were not for the thick iron bars

locking you in.  Piles of hay lay scattered about, offering places to

rest, suggesting your wait could be a long one indeed.  Inscribed into

the wall by some long forgotten hand is the phrase: "welcome home." The

bars are wide enough set that you can probably look through it and see

what lies in the guard room beyond.

~
taunt guard

~
301465653 0 6 0
D2
gate of iron bars~
gate iron bars~
391 1262 40022 10 10 5
D4
~
~
235 -1 40013 10 10 5
A
l lo loo look~
south through bars room next beyond guard room~
if( mob_in_room( 1309, find_room( 40022 ) ) )

  act_tochar( #see, ch );

else

  act_tochar( #noth, ch );

~
E
see~
You see a guard sitting in the next room, eyeing you cautiously.

~
E
noth~
You don't see anyone in the guard room.

~
!
0 0 0
A
taunt~
guard~
if( mob_in_room( 1309, find_room( 40022 ) ) ) {

  act_tochar( #taunt, ch );

  act_notchar( #rtaunt, ch );

  open( room, south );

  send_to_room( #yell, room );

  }

else

  act_tochar( #noth, ch );

~
E
noth~
There is no guard to taunt!!

~
E
taunt~
You taunt the guard mercilessly, and in a rage he throws open your cell.

~
E
rtaunt~
$n taunts the guard, and in a rage the guard opens the cell!!

~
E
yell~
@b@W"Oh yeah!?  Come out here and get what's coming to ya!!"@n you hear

the guard yell.

~
!
0 0 0
-1
S

#40021
A Small Private Room Within a Dark Keep~
A small fireplace to the east offers light and a small amount of warmth

to this small room.  However the heat from the crackling flames seems to

disippate all too fast, absorbed by the cold granite walls of the room. 

The floor, on the other hand, is carpeted with a thick, plush velvet

material.  A small, circular altar stands in the center of the room, but

does not look to be sacrificial in nature.  To the west, a small wooden

door offers an exit to the room.

~
cleric

[Merior] should there be some kind of action here?

[Phule] can sacrifice things, don't know what else to do

~
301466628 0 5 0
D3
small wooden door~
small wooden door~
391 1262 40012 10 10 5
E
fireplace~
The fire crackles, but it appears to have no fuel.  As if by some strange

magic, it burns clean on the granite floor of the fireplace.

~
1768 49 1509949540 -2 0
1282 81 1509949500 -2 0
1310 9 1509949540 3 0
-1
S

#40022
The Guard Room~
A half-burnt torch lights the room with its flickering glow.  A row of

iron bars marks a prison cell door to the north.  A small table is here,

along with a rickety old chair.  To the north and west are small prison

cells.  Also, a dank hallway leads away from the cells to the east.

~
table (w/ cheese), chair

~
301465605 0 6 0
D0
gate of iron bars~
gate iron bars~
391 1262 40020 10 10 5
D1
~
~
0 -1 40023 10 10 5
D3
cell door~
cell door~
407 3322 40037 10 10 5
E
torch~
It is set in a lever of some kind.

~
A
pull~
torch~
if( is_open( room, north ) )

  act_tochar( #noth, ch );

else {

  send_to_room( #opens, find_room( 40020 ) );

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, north );

  }

~
E
noth~
You pull the torch, but as the prison cell is already open nothing

happens.

~
E
opens~
The prison door swings open!

~
E
pull~
You pull on the torch, and the prison door swings open.

~
E
rpull~
$n pulls on the torch, and the prison door swings open.

~
!
0 0 0
1309 9 1509949540 3 0
1700 49 1509949540 -2 0
1584 81 1509949540 -2 0
1754 17 1509949540 -2 0
-1
S

#40023
A Dank, Dark Hall Within a Dark Keep~
Water drips down and runs along the dark granite walls of this dank

hallway.  To the west, a flicker of torchlight signals the presence of a

small room.  To the north, you can see the base of a massive stairway

leading up and out of the damp hall.

~
~
301465604 0 6 0
D0
~
~
0 -1 40024 10 10 5
D3
~
~
0 -1 40022 10 10 5
-1
S

#40024
Below a Granite Stairwell~
A large set of granite stairs ascends up and out of this damp hall.  To

the south, you can make out only darkness and the sound of dripping water. 

An old shattered bottle lies in the corner, perhaps the last remnants of

a vast wine collection, or perhaps just a mess not yet cleaned up.

~
~
301465604 0 9 0
D2
~
~
0 -1 40023 10 10 5
D4
~
~
0 -1 40014 10 10 5
E
bottle~
The pieces are tiny and sharp.

~
1308 137 1509949540 3 0
-1
S

#40025
A Small Private Chamber Filled With Incense~
This room is dark, but filled with a light, sweet-smelling incense.  A

large, thick mat offers a place to rest or meditate in comfort, inhaling

the relaxing mists of the incense.  A small wooden door leads west and

out of the chamber.

~
~
301465604 0 9 0
D3
small wooden door~
~
391 1262 40010 10 10 5
1316 9 1509949540 3 0
1691 17 1509949540 -2 0
-1
S

#40026
A Small, Dark Private Chamber~
No light fills this room with its glow, no fire warms the chill of the

granite stone from which it is made.  The walls are covered with scorch

marks, as if someone has been practicing fireball spells in this room.  A

small iron door to the west offers an exit to the room.  A dark mirror

swirls with purple mists.

~
~
301465604 0 9 0
D3
small iron door~
small iron door~
391 1262 40011 10 10 5
E
mirror~
The mirror's dark surface is dark, and purple mists swirl within them. 

Perhaps it was a portal or link to another dimension, forgetfully and

foolishly left open...

~
A
touch~
mirror~
act_tochar( #touch, ch );

act_notchar( #rtouch, ch );

if( rflag( reset0, room ) ) {

  if( random( 0, 5 ) < 3 ) {

    send_to_room( #shatter, room );

    i = 3d50+30;

    dam_message( ch, i, "the shower of glass" );

    inflict( ch, ch, i, "a shattering mirror" );

    }

  else {

    send_to_room( #swirl, room );

    mload( 616, room );

    }

  }

~
E
touch~
You touch a tentative hand to the surface of the mirror...

~
E
rtouch~
$n touches a tentative hand to the surface of the mirror...

~
E
shatter~
@b@YThe mirror shatters in a shower of crystalline shards!!@n

~
E
swirl~
@b@GThe mists of the mirror begin to swirl...

~
E
noth~
Nothing happens.

~
!
0 0 0
1312 9 1509949540 3 0
-1
S

#40027
A Dark Alcove Within a Dark Citadel~
This small alcove is bare except for the ever-present black granite walls. 

Looking around the room you notice that the walls absorb the light,

providing only about a foot of visibility.  The room is incredibly cold.

~
~
301465604 0 6 0
D1
~
~
0 -1 40016 10 10 5
1308 9 1509949540 3 0
-1
S

#40028
A Dark Alcove Within a Dark Citadel~
The alcove is empty, filled only with the still, chill air of the citadel. 

The dark granite stones seem almost alive, inhaling light and warmth,

exhaling darkness and cold.  To the east you can see a hall, but no

torchlight flickers to light its somber lengths.

~
~
301465604 0 9 0
D1
~
~
0 -1 40017 10 10 5
1308 9 1509949540 3 0
-1
S

#40029
A Small, Private Room Within a Dark Citadel~
This room does not look as if it were built for comfort. The cold granite

of the walls are oppressively chill, and the hard stone floor does not

give any comfort at all.  A simple wooden cot rests in the corner, with

no blanket or padding in sight.  A small wooden door leads east and into

a long hall.

~
~
301465604 0 9 0
D1
small wooden door~
small wooden door~
391 1262 40018 10 10 5
E
cot~
The cot looks very uncomfortable.

~
1317 9 1509949540 3 0
-1
S

#40030
On The Spiral Stair Within a Dark Keep~
A lone torch hangs upon the northern wall shedding a reddish light which

barely illuminates the stone stair in the center of the room.  The room

is deathly quiet and not even the flicker of the torches flame can be

heard.  Off to the west you can faintly make out a dark passage.

~
~
301465604 0 6 0
D3
~
~
0 -1 40031 10 10 5
D5
~
~
0 -1 40019 10 10 5
-1
S

#40031
On The Spiral Stair Within a Dark Keep~
The stairs twist and wind there way around the darkness of the keep

slanting downwards to the east and heading upwards to the south.  A thick

blanket of darkness covers the area seeming as if some sort of magic is

blocking all forms of light from penetrating this forbidden place.  A

landing leads off the stairway to the west, towards a large, domed

chamber.

~
~
301465604 0 6 0
D1
~
~
0 -1 40030 10 10 5
D2
~
~
0 -1 40032 10 10 5
D3
~
~
0 -1 40043 10 10 5
1308 9 1509949540 3 0
1317 9 1509949515 3 0
-1
S

#40032
On The Spiral Stair Within a Dark Keep~
The black granite walls along the edges of the spiral stair take on a

shiny appearence in the light, seeming as if they were polished to a

glossy, mirrorlike surface Every few moments a loud rumbling sound echoes

down the staircase causing it shake slightly.  A flash of light blinds

you momentarily and it appears to be coming from the east somewhere.

~
[Dalthas] Period after surface

~
301465604 0 6 0
D0
~
~
0 -1 40031 10 10 5
D1
~
~
0 -1 40033 10 10 5
1312 9 1509949540 3 0
-1
S

#40033
On The Spiral Stair Within a Dark Keep~
Flashes of lightning and claps of thunder penetrate the darkness and

silence of the keep coming from somewhere above you.  Looking up you see

the stairs wind up to the outside while stormclouds hover just above the

edge of the stairs.

~
~
301465604 0 6 0
D3
~
~
0 -1 40032 10 10 5
D4
~
~
0 -1 40034 10 10 5
-1
S

#40034
On the Battlements - Above the Spiral Stair~
The roar of thunder here is deafening, causing you to cover your ears in

pain.  Brilliant streaks of lightning arc just above your head

momentarily illuminating the area.  A strong wind rips through the area

almost knocking you over creating a chaotic frenzy.  The battlement

continues to the north and south while the spiral stair leads downwards,

back into the keep itself.

~
nomob

~
301465608 0 9 0
D0
~
~
0 -1 40035 10 10 5
D2
~
~
0 -1 40038 10 10 5
D5
~
~
0 -1 40033 10 10 5
-1
S

#40035
On the Battlements of a Dark Citadel~
This is the northeast corner of the top of the dark citadel, the dark

granite stones of its construction holding firm against a seige of

lightning, thunder, wind, and rain.  The dark storm rages overhead,

swirling into a frenzy of nature's power.  You can continue along the

battlement to the south and to the west, around a massive dais of

obsidian to the southwest.

~
~
301465600 0 9 0
D2
~
~
0 -1 40034 10 10 5
D3
~
~
0 -1 40041 10 10 5
1311 9 1509949540 3 0
1308 9 1509949515 3 0
-1
S

#40036
In the Eye of the Storm Atop a Dark Citadel~
Dark clouds swirl into a frenzy of lightning and thunder here at the apex

of the dark citadel.  Strong winds whip across you, threatening to lift

and hurl you off the battlements.  A massive dais of obsidian has been

constructed here, high atop the citadel, a gigantic perch for some great

beast.

~
nomob

~
301465608 0 9 0
D3
~
~
0 -1 40044 10 10 5
1320 9 1509949540 3 0
-1
S

#40037
A Small Prison Cell Within a Dark Keep~
The quarters of this prison cell are so close, it seems as if the walls

are pressing in on you.  A thin trickle of water drips continuously from

the cracked stone ceiling and the large, rusty cell door looks like it

might fall off its hinges at any moment.  The cell's floor is covered

with dirt and filth.  Scratched into the floor, beyond the dirt, is an

incomplete diagram.

~
~
301469749 0 9 0
D1
cell door~
cell door~
407 3322 40022 10 10 5
E
incomplete diagram~
The diagram that has been etched into the floor is about two-thirds

complete.  When finished, it looks like it should be a circle inscribed

within a triangle.  Runes and glyphs decorate the rim of the finished

portions of the circle.

~
E
cell door~
Made of iron, the cell door looks about ready to fall off its hinges.  A

large, bluish sigil is drawn on its surface.  The edges of the sigil are

charred and blackened.  The lock on the cell door is fairly complex and

has several runes scratched into its surface.

~
A
2 custom~
belt demonic fortitude~
mob = mob_in_room( 2237, room );

if( mob_in_room( 2237, room ) )

  if( rflag( reset0, room ) )

  if( has_obj( 3322, ch ) ) {

  remove_rflag( reset0, room );

  act_tochar( #take, ch );

  act_notchar( #rtake, ch );

continue;

  }

else

  tell( mob, ch, #tell );

else

  tell( mob, ch, #cant );

else

  continue;

~
E
take~
Donnic the lanky goblin takes the key from you first.

~
E
rtake~
Donnic the lanky goblin takes a key from $n first.

~
E
tell~
Without the cell door key I won't help you!

~
E
cant~
I can't bother with you just now. I'm planning my escape!

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

set_rflag( reset0, room );

act_room( #run, ch );

junk_mob( mob_in_room( 2237, room ) );

continue;

}

else

continue;

~
E
run~
Donnic rushes past you, cackling madly about freedom.

~
!
3 0 2
2237 9 1509949540 3 0
-1
S

#40038
On the Battlements of a Dark Citadel~
Chaos whirls about in the form of dark clouds, bringing lightning and

wind around to bear in a tumultous barrage of nature's bared fury.  The

dark granite of the walls of the citadel stand firm against the assault,

although each thunderclap rocks the keep and threatens to smash it apart.

~
~
301465600 0 9 0
D0
~
~
0 -1 40034 10 10 5
D3
~
~
0 -1 40042 10 10 5
1311 9 1509949540 3 0
1308 9 1509949540 3 0
-1
S

#40041
On the Battlements of a Dark Citadel~
A massive storm rages all about you, centered on the giant obsidian dais

to the south.  You stand on the battlements of a mighty citadel,

overlooking a drop of several hundred feet to the north.  Lightning

crackles and several bolts strike the dark granite walls, but they show

no signs of damage or wear.  You can continue along the battlements to

the east or west.

~
~
301465600 0 9 0
D1
~
~
0 -1 40035 10 10 5
D3
~
~
0 -1 40046 10 10 5
1312 9 1509949515 3 0
-1
S

#40042
On the Battlements of a Dark Citadel~
High atop the dark citadel, the battlements overlook a few hundred feet

of empty air above the hard ground below.  To the north, a massive

obsidian dais rises in the center of the citadel.  Around you and the

rest of the citadel, a raging storm of electricity hurls itself against

the dark granite.

~
~
301465600 0 9 0
D1
~
~
0 -1 40038 10 10 5
D3
~
~
0 -1 40045 10 10 5
1312 9 1509949540 3 0
1308 9 1509949540 3 0
-1
S

#40043
A Large Chamber Within a Dark Citadel~
A grandiose chamber looms around you, stretching far to the west and

south.  Murals are painted with precise detail on the domed marble

ceiling, and bookshelves line the walls.  The floor of the chamber is

also white marble, polished clean and remarkably free from wear.  To the

east, a spiral staircase extends a small arm to offer access up to the

battlements and down onto the ground floor of the citadel.

~
murals, bookshelves

~
301465604 0 8 0
D1
~
~
0 -1 40031 10 10 5
E
murals paintings ceiling~
The paintings are fantastic.  Myriad dragons do battle, both magical and

claw to claw.

~
E
bookshelves bookshelf~
All the books lie out of reach, but many look old, rare, and expensive. 

It is quite a collection.

~
1310 9 1509949490 3 0
1316 9 1509949540 3 0
-1
S

#40044
On the Battlements of a Dark Citadel~
A long ramp leads up to a massive obsidian dais to the east and into the

very eye of the swirling storm which rages around you.  Flashes of

lightning ripple and the deafening crashes of thunder surround you,

amongst the pitch black clouds and powerful winds.  The citadel holds

firm against the storm, as it shows no sign of wear.  Perhaps after all

it is the citadel feeding the storm, not the storm devouring the citadel.

~
no_mob

~
301465608 0 9 0
D0
~
~
0 -1 40046 10 10 5
D1
~
~
0 -1 40036 10 10 5
D2
~
~
0 -1 40045 10 10 5
A
~
~
if( mob_in_room( 1320, room ) ) {

  if( find_skill( ch, sneak ) > 5 ) {

    act_tochar( #sneak, ch );

    continue;

    }

  act_tochar( #halt, ch );

  act_notchar( #rhalt, ch );

  }

else

  continue;

~
E
sneak~
You sneak past the dark lord.

~
E
halt~
The dark lord halts you with an outstretched hand.  You cannot pass him.

~
E
rhalt~
$n tries to pass the dark lord, but is turned back.

~
!
0 0 0
1310 9 1509949540 3 0
-1
S

#40045
On the Battlements of a Dark Citadel~
Darkness and cloud surround you, interrupted by peals of lightning and

crashes of thunder.  The dark granite of the battlements provide support

against the battering winds and rain.  To the northeast rises a dark

obsidian dais, unapproachable from this position.  A walkway leads around

the edge of the battlements to the east and north.

~
~
301465600 0 9 0
D0
~
~
0 -1 40044 10 10 5
D1
~
~
0 -1 40042 10 10 5
1308 9 1509949540 3 0
1310 9 1509949540 3 0
-1
S

#40046
On the Battlements of a Dark Citadel~
Chaos rages in the form of billowing columns of dark clouds which swirl

about on powerful winds.  The dark granite of the battlements stand firm

against the relentless pounding of rain, thunder, and lightning, as sure

a defense against the violent apparition of nature as the citadel's walls

are against those who seek to besiege it.  A walkway leads east and south

along the edge of the top of the citadel, around a massive dias of

obsidian to the southeast.

~
~
301465600 0 9 0
D1
~
~
0 -1 40041 10 10 5
D2
~
~
0 -1 40044 10 10 5
1308 9 1509949490 3 0
1308 9 1509949515 3 0
1310 9 1509949540 3 0
-1
S

#40047
The Room of the Darkgem~
This circular room is focused on a small pedestal in the centre of its

dark embrace.  A small beam of violet light shines down on the top of the

pedestal, illuminating it and casting its obsidian surface with a glow of

mystical qualities.  A small candlestick hangs on the south wall.

~
[Merior] the room is focused?

- i dont like the term - rooms dont focus - they have no eyes

[Phule] but the focus of the room is the pedestal

[Phule] hence the room is focused on the pedestal

[Phule] and cameras don't have eyes yet they focus

~
301465612 0 9 0
D2
south wall~
wall~
234 -1 40013 10 10 5
E
candlestick south wall~
The candlestick is attached to some kind of swivel.  Maybe it acts as a

lever of some kind.

~
A
pull~
candlestick~
if( mob_in_room( 1310, room ) ) {

  act_tochar( #trap, ch );

  end;

  }

if( mob_in_room( 1308, room ) ) {

  act_tochar( #trap, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  act_tochar( #trap, ch );

  end;

  }

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, south );

  send_to_room( #opens, find_room( 40013 ) );

  }

~
E
pull~
You pull the candestick, and the wall to the south swings open.

~
E
rpull~
$n pulls the candlestick, and the wall to the south swings open.

~
E
trap~
A trap has been set off in the failed theft of the darkgem.  The

candlestick does not respond.

~
E
opens~
The wall to the north swings open.

~
!
0 0 0
A
~
~
close( room, south );

send_to_room( #close, room );

send_to_room( #closes, find_room( 40013 ) );

~
E
close~
The wall to the south swings shut.

~
E
closes~
The wall to the north swings open.

~
!
1 0 4
A
steal~
darkgem~
obj = obj_in_room( 1772, room );

if( obj ) {

  act_tochar( #try, ch );

  act_notchar( #rtry, ch );

  i = random( 4, 100 );

  j = find_skill( ch, steal );

  if( j > i ) {

    act_tochar( #success, ch );

    act_notchar( #rsucc, ch );

    junk_obj( obj, 1 );

    obj_to_char( oload( 1772 ), ch );

    }

  else {

    act_tochar( #fail, ch );

    act_notchar( #rfail, ch );

    junk_obj( obj, 1 );

    remove_rflag( reset0, room );

    wait( 2 );

    send_to_room( #arrive, room );

    mload( 1308, room );

    i = random( 1, 5 );

    if( i > 3 )

      mload( 1310, room );

    mob = mob_in_room( 1308, room );

    if( mob )

      attack( mob, ch, 3d20+30, "viscious strike" );

    attack( mob, ch, 3d20+30, "viscious strike" );

    set_rflag( reset0, room );

    }

  }

else

  act_tochar( #dope, ch );

~
E
try~
You sneak up to the pedestal and try to steal the darkgem.

~
E
rtry~
$n sneaks up to the pedestal and tries to steal the darkgem.

~
E
success~
SUCCESS!!!  You grab the darkgem and clutch it greedily to your chest...

~
E
rsucc~
$n SUCCEEDS!!!  He has the darkgem in his clutches!!

~
E
fail~
FAILURE!!!  The darkgem disappears and a loud alarm is sounded...

~
E
rfail~
$n FAILED in his steal attempt, the clumsy oaf!!  The gem disappears and

a loud alarm is sounded...

~
E
dope~
You can't steal something that isn't there!!

~
E
arrive~
Guards arrive to answer the alarms!!!

~
!
0 0 0
1771 17 1509949540 -2 0
1772 17 1509949540 -2 0
-1
S

#0