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#AREA
Slime Caves~
Zargon~
~

0 0
0
#ROOMS

#6285
Before a Dark Cave~
You are just inside a cave, where the musty smell of fungus and rotting

meat is blown out to be replaced by fresh cold air.  The bad smell comes

from below where it looks like greenish slime covers the walls.  You can

hear faint sounds coming from somewhere down there.  

~
no_mob

adding newbie protection action.

~
301465613 0 6 0
D3
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0 -1 28060 10 10 5
D5
~
~
0 -1 6286 10 10 5
E
1 down slime~
Looking down and watching closely, you see the slime move!  It's

definitely alive, and could present a danger.  

~
A
~
~
if( find_stat( ch, level ) < 10 )

act_tochar( #warn, ch );

~
E
warn~
From somewhere a voice intones: "The area below is dangerous.  Probably

too dangerous for you." 

~
!
1 0 8
A
~
~
if( is_player( ch ) )

  if( has_obj( 2033, ch ) )

  if( !cflag( 46, ch ) ) {

  act_tochar( #wilt, ch );

  junk_obj( has_obj( 2033, ch ) );

  }

else continue;

  else continue;

  else continue;

~
E
wilt~
A foul stench assaults your senses. It smells like rotten fruit.

~
!
1 0 40
-1
S

#6286
Cave Under Hole~
You have entered into a small, dark, cramped cave with some sort of slime

living on the walls, and you feel something pulling at your mind, calling

you to come deeper.  

~
~
301465604 0 5 0
D2
~
~
0 -1 6287 10 10 5
D4
~
~
0 -1 6285 10 10 5
A
~
~
acode( find_room( 6285 ), 2 );

~
!
1 0 20
21 9 1509949540 3 0
21 9 25 3 0
-1
S

#6287
Filthy Tunnel~
There is a lot of slime covering the floor here.  The breathing is more

of a steady pace now, and you can hear movement further down.  The slime

seems to be sticking to your attire now and is quite disgusting.

~
~
301465604 0 6 0
D0
~
~
0 -1 6286 10 10 5
D2
~
~
0 -1 6288 10 10 5
A
~
~
acode( find_room( 6285 ), 2 );

~
!
1 0 5
-1
S

#6288
The Intersection of Tunnels~
You have now come to an intersection in the cave.  To the east you hear

the strange breathing getting louder as if something might be in the

next room or possibly just down the way.

~
~
301465604 0 6 0
D0
~
~
0 -1 6287 10 10 5
D1
~
~
0 -1 6290 10 10 5
D2
~
~
0 -1 6291 10 10 5
D3
~
~
0 -1 6289 10 10 5
A
~
~
acode( find_room( 6285 ), 2 );

~
!
1 0 15
21 9 1509949540 3 0
21 9 25 3 0
546 9 1509949540 3 0
-1
S

#6289
Filthy Tunnel~
There is nothing here but more slime and crumbled rocks that lie at your

feet.  The breathing grows much fainter now and the air becomes a bit

less musty.  To the west you can see a break in the wall which has been

used for a passage for some time.  

~
~
301465604 0 6 0
D1
~
~
0 -1 6288 10 10 5
D3
~
~
0 -1 6293 10 10 5
546 9 1509949540 3 0
-1
S

#6290
The Entrance to Grunt's Abode~
The walls of this cave tunnel are damp and sticky with slime.  To the

east lies a large room; from what you can tell it looks like a massive

beast resides.  The floor is thin dirt and your feet leave large prints

in it.  

~
~
301465605 0 6 0
D1
~
~
0 -1 6292 10 10 5
D3
~
~
0 -1 6288 10 10 5
E
footprints prints dirt ground floor~
You see other prints in the dirt.  You see one really large pair.  Maybe

a large ogres or a giants.  

~
A
~
~
acode( find_room( 6285 ), 2 );

~
!
1 0 10
546 9 1509949540 3 0
-1
S

#6291
Dingy Cavern~
This room appears to be inhabited by someone, or something.  There is a

small bed of dirty straw in the far corner, and the only other furniture

is a small wooden table.  Torches that are mounted upon the walls cast

eerie shadows which dance and flicker about the room.  

~
~
301465605 0 6 0
D0
~
~
0 -1 6288 10 10 5
24 9 1509949540 3 0
26 17 1509949445 -2 0
-1
S

#6292
Grunt's Abode~
This large area shows signs that it is inhabited by some large beast. 

There are corpses of animals and humans a like strewn in one corner, with

blood stains on the floor.  A firepit gives heat and light to the room.  

~
||Tr||

[Starshine] what is acode 1?

~
301465605 5 6 0
D3
~
~
0 -1 6290 10 10 5
D5
trapdoor covered in skins~
trapdoor covered in skins~
235 -1 6300 10 10 5
A
~
~
if( mob_in_room( 2185, find_room( 6300 ) ) ) {

  act_room( #getsout, ch );

  junk_mob( mob_in_room( 2185, find_room( 6300 ) ) );

  send_to_room( #out, find_room( 6300 ) );

  }

else

  continue;

~
E
getsout~
A dirty, robed cleric rushes past you once she frees herself from the pit.

~
E
out~
The dirty, mud-streaked cleric finally manages to climb up out of the pit!

~
!
1 0 32
A
cast~
summon~
act_tochar( "An unusual force prevents you from doing that.", ch );

~
!
0 0 0
30 9 1509949540 3 0
246 17 1509949465 -2 0
246 17 1509949465 -2 0
-1
S

#6293
Clean Tunnel~
The slime is gone for the most part and the rock has become more

refined.  The air here is much cleaner and the passage seems to be

getting much larger.  To the west you can see some light.  

~
~
301465604 0 6 0
D1
~
~
0 -1 6289 10 10 5
D3
~
~
0 -1 6294 10 10 5
21 9 1509949540 3 0
-1
S

#6294
Clean Intersection~
There is a well lit room just to the west where you can see at least one

figure.  To the north the passage becomes dimmer and the slime seems to

be gathering again.  

~
[Lansharra] well-lit

~
301465604 0 6 0
D0
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0 -1 6296 10 10 5
D1
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0 -1 6293 10 10 5
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0 -1 6295 10 10 5
21 9 100 3 0
546 9 1509949540 3 0
-1
S

#6295
Large Cavern~
This area is much different than any of the others.  The room is almost

spotless, and has a pleasent odor.  There are a couple piles of furs, and

a fire which lights the room.  

~
~
301465605 0 6 0
D1
~
~
0 -1 6294 10 10 5
23 9 1509949540 3 0
23 9 1509949540 3 0
357 17 1509949540 -2 0
23 9 1509949490 3 0
23 9 1509949490 3 0
246 17 1509949450 -2 0
-1
S

#6296
Filthy Tunnel~
There is a lot of slime this direction, and the smell is getting worse. 

The walls and ceiling drip with disgusting matter, and the air is putrid

and foul.

~
~
301465604 0 6 0
D0
~
~
0 -1 6297 10 10 5
D2
~
~
0 -1 6294 10 10 5
21 9 1509949540 3 0
-1
S

#6297
Filthy Intersection~
The smell is becoming so horrible that you start feeling ill.  The

passage is getting narrower to the north and the slime is becoming

almost too difficult to walk through.  To the east you can see a dark

crevice.  

~
~
301465604 0 6 0
D0
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~
0 -1 6299 10 10 5
D1
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~
0 -1 6298 10 10 5
D2
~
~
0 -1 6296 10 10 5
-1
S

#6298
Clean Crevice~
There is a natural vent in the center of this room.  The walls are clean

and dry with no signs of slime.  In the corner you find a pile uncured

furs which look like they make a crude bed, and across from that are a

pile of bones.  

~
~
301465604 0 6 0
D3
~
~
0 -1 6297 10 10 5
E
bed 3 furs~
The fur skins look uncured, which means they have not been made soft, and

cleaned properly.  They smell, and are coarse to the touch.  You cannot

find anything interesting in them.

~
E
pile~
Which pile? Bones or fur?

~
E
4 bones~
The bones look like they have been collecting for some time.  A few look

fresh.  Rummaging around in them you find some human, and dwarven ones,

possibly a few elven and a goblins or two.  You find nothing else of

interest.  

~
E
floor vent~
The vent is a raised hole with sloping sides, about a foot high.  It's

about the size of your head, and from it rises hot dry air.  All you see

down it is a dark hole twisting away.

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

~
E
char~
It's too small, by far.

~
!
0 0 0
25 9 1509949540 3 0
-1
S

#6299
Dead End of Filthy Tunnel~
The slime has grown so thick here you cannot pass any farther.  There is

a large amount of rotting flesh here, with humans, couple orcs, and a

giant even.  You wonder how the slime attracts prey so successfully.  But

you now see why the smell is so terrible around here.  

~
fist mold

~
301465604 0 6 0
D2
~
~
0 -1 6297 10 10 5
E
pile flesh humans orcs giants~
It really looks gruesome, you wouldn't wanna put your hands in it.

~
A
search examine~
pile flesh humans orcs giants~
i = random( 1, 50 );

if( rflag( reset0, room ) ) {

  if( i == 1 ) { 

    act_tochar( #char, ch );

    act_notchar( #room, ch );

    obj_to_char( oload( 377 ), ch );

    remove_rflag( reset0, room );

    }

  if( i > 1 ) { 

    remove_rflag( reset0, room );

    act_tochar( #nothing, ch );

    }

  }

else

  act_tochar( #nothing, ch );

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

~
E
room~
$n digs through the pile of rotting flesh and finds a fist mold.

~
E
char~
Digging through the piles of rotting flesh you discover a fist mold.

~
!
0 0 0
22 9 1509949540 3 0
-1
S

#6300
Pit Beneath Grunt's Abode~
The edges of this pit are coarse and uneven, as if it has been dug by

hand.  Thin trails of slime cover parts of the walls, making a climb up

out of it more than difficult.  Some thirty feet deep, the earthen pit is

extremely damp and muddy.  The markings along the lower portion of the

pit make it look as if someone has been trying to climb out of here.

~
~
301465613 5 9 0
D4
~
~
235 -1 6292 10 10 5
A
~
~
mob = mob_in_room( 2185, room );

tell( mob, ch, #no );

wait( 1 );

if( mob_in_room( 30, find_room( 6292 ) ) ) {

  if( !rflag( reset0, room ) ) {

    act_room( #bellow, ch );

    set_rflag( reset0, room );

    close( room, up );

    send_to_room( #close, find_room( 6292 ) );

    }

  }

~
E
no~
No, don't come down here. He'll trap you too!

~
E
bellow~
You hear a beastly voice bellowing in laughter from up above.

~
E
close~
Grunt kicks the trapdoor shut and bellows in laughter.

~
!
1 0 16
A
climb~
1 up side pit~
if( is_open( room, up ) ) {

  if( find_skill( ch, climb ) > random( 4, 10 ) ) {

    act_tochar( #up, ch );

    act_notchar( #rup, ch );

    continue;

    }

  else {

    act_tochar( #slip, ch );

    act_notchar( #rslip, ch );

    }

  }

else

  act_tochar( #noway, ch );

~
E
up~
You scramble up the side of the pit and reach the top.

~
E
rup~
$n scrambles up the side of the pit with great skill.

~
E
slip~
You try climbing out of the pit but slip and fall in the mud.

~
E
rslip~
$n tries climbing out of the pit but slips and falls in the mud.

~
E
noway~
Climbing up the pit is pointless. There is no way out.

~
E
cleric~
The mud-covered cleric jumps up out of the pit in a last desperate move

and disappears.

~
!
3 0 16
2185 9 1509949540 3 0
-1
S

#0