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
Abandoned Village~
Phule Kreel~
Abandoned Village~

30 0
0
#ROOMS

#46500
A Muddy Shoreline~
This muddy shoreline is set into the bend of a rapidly-flowing river. 

Although the river's current is swift, the shallow water here is muddy

and calm.  To the east you see a humble fishing dock which has fallen

into a disrepaired mess of half-rotten boards.  A large, iron @Cbell@n

stands here, a rusty chain dangling at its side.

~
~
301465609 3 8 0
D1
~
~
0 -1 46501 10 10 5
D3
~
~
0 -1 46525 10 10 5
E
bell~
This ancient bell has all but rusted away to nothing.  Large and heavy,

it is mounted firmly on an oak pole.  A chain hangs at its side.

~
324 17 1509949540 -2 0
-1
S

#46501
A Shoddy Dock~
You stand on what might have once been called a dock.  There are no

boats, just a diseased-looking pile of wood that might have once been a

vessel.  You can follow a muddy shoreline along the river to the west or

head down a dirt road to the south.  Either way, it appears that not many

have travelled this way in quite some time.

~
no_mob

[Jaime] smacks your hand, then read as a slap.

[Phule] if more than 1500 lbs it collapses

[Phule] d is 46534

~
301465609 3 9 0
D2
~
~
0 -1 46502 10 10 5
D3
~
~
0 -1 46500 10 10 5
D5
~
~
235 -1 46534 10 10 5
E
dock~
A collection of wood which is either mostly rotten, rotting, or already

rotted.

~
A
search~
dock~
act_tochar( "Phule smacks you on your dirty little hand.", ch );

i = 1d20+10;

dam_message( ch, i, "The stinging slap" );

inflict( ch, ch, i, "being slapped by Phule" );

end;

if( !rflag( reset0, room ) )

  act_tochar( #nothing, ch );

else {

  if( random( 0, 30 ) < 3 ) {

    act_tochar( #coin, ch );

    obj_to_char( oload( 2 ), ch );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #grem, ch );

    act_notchar( #rgrem, ch );

    mload( 1022, room );

    mob = mob_in_room( 1022, room );

    attack( mob, ch, 2d5, "springing bite" );

    remove_rflag( reset0, room );

    }

  }

~
E
nothing~
You investigate the remains of the dock, but don't find anything worth

fishing out of the mud.

~
E
coin~
You fish around in the muck and mire beneath the dock and find something

@b@Yshiny@n!!

~
E
grem~
You stir the remains of the dock, and a small green creature bursts forth!!

~
E
rgrem~
$n disturbs a small green creature from beneath the dock!!

~
!
0 0 0
A
~
~
if( is_open( room, down ) )

  end;

if( is_follower( ch ) )

  end;

if( weight( room ) > 2000000 ) {

  act_tochar( #collapse, ch );

  act_notchar( #rcollapse, ch );

  open( room, down );

  transfer_all( room, find_room( 46534 ) );

  }

~
E
collapse~
As you step on the dock, it collapses under the massive weight upon it!

~
E
rcollapse~
As $n steps on the dock, it collapses!!

~
!
1 0 12
-1
S

#46502
South of the Dock~
A shoddy, rotted dock stands just in sight over a slight rise to the

north, its outline visible against the bend of a river just beyond it. 

You stand on a beaten, rut-ridden dirt road which leads north toward the

dock and east away from a large pit to the southwest.

~
~
301465601 3 9 0
D0
~
~
0 -1 46501 10 10 5
D1
~
~
0 -1 46503 10 10 5
E
pit~
Upon closer inspection the pit proves to be a mass burial site.  Luckily,

for the sake of the smell of the air around you, dirt and mud has covered

up the hole for the most part.  Strange, however, is the fact that no

flies are evident in the area.

~
1022 137 1509949540 3 0
1174 9 1509949540 3 0
-1
S

#46503
A Dirt Road~
An odd hollow sound seems to echo along this rut-crossed dirt road which

leads east to west.  To the west you can see more road, while to the east

you can see a few ruined huts, the remnants of what must have been a

fishing village.

~
~
301465601 3 9 0
D1
~
~
0 -1 46504 10 10 5
D3
~
~
0 -1 46502 10 10 5
1022 9 1509949540 3 0
-1
S

#46504
Before A Fishing Village~
You stand at the end of a dirt road which leads west away from a nearly

destroyed fishing village.  The fishermen's huts are mostly decayed,

crumbling hovels now, their once proud thatch roofs having long since

been claimed by some mysterious disaster.  The Elhanni River has long

been known to provide a good source of fish, making the apparent

desertion of the village seem quite strange.

~
~
301465601 3 9 0
D1
~
~
0 -1 46505 10 10 5
D3
~
~
0 -1 46503 10 10 5
1174 9 1509949540 3 0
-1
S

#46505
Just Inside a Fishing Village~
To the north and south a pair of simple huts stand quietly in the still,

hollow air.  Well, they lean, actually, as time, weather, and rot have

all started to lay waste to the small structures.  No door remains on

either hut, leaving an open doorway into their dark interiors.  A dirt

road leads east into the village or west out of the village.

~
~
301465601 3 9 0
D0
~
~
0 -1 46506 10 10 5
D1
~
~
0 -1 46508 10 10 5
D2
~
~
0 -1 46507 10 10 5
D3
~
~
0 -1 46504 10 10 5
-1
S

#46506
A Fisherman's Hut~
The thatch in this hut's roof is blackened with decay and threatens to

fall at any moment.  The once solid wooden frame has started to lean and

it is only a matter of time before the entire structure collapses.

Scattered about the floor are several pages torn from a book.

~
[Vorex] lam inmprove hands

~
301465601 3 5 0
D2
~
~
0 -1 46505 10 10 5
E
pages book page~
They seem to be diary entries.  Most of the pages are ruined, but a

couple are legible.  One reads, "Ryld came in last night talking about

the noises in the forest again.  Don't know what's wrong with that boy."

  

Another reads, "There seems to be some shouting and commotion outside. 

At last, some excitement in this boring little sh..." 

~
1022 9 1509949540 3 0
-1
S

#46507
A Fisherman's Hut~
Miraculously, this hut is still standing.  Its roof and walls are in

shambles, the thatch scorched in some places.  Long, deep slashes mark

the walls, slashes too sharp and narrow to have been caused by the

weather.  On the layer of scattered straw that covers the floor there are

a few dark patches.

~
[Merior] gremlins look like they do too much damage for their 'level'

[Merior] why is dagger anti-good? just because?

[Danni] glmory ungroup vorex next time he does that

~
301465601 3 5 0
D0
~
~
0 -1 46505 10 10 5
E
patches stains~
A dark liquid has stained the straw here.  There is one large patch of

it, surrounded by a splatter of several small drops.

~
1022 9 1509949540 3 0
-1
S

#46508
Road Through a Fishing Village~
This stretch of road heads north and south to the splintered remains of a

of simple huts, standing in ruin.  Blackened, waterlogged, slashed and

scattered, the huts seem not just decayed, but purposely torn down.  The

road leads east toward a large, stone hut.  To the west, the road runs

between two smaller dwellings.

~
Tcezhak is east of here. -Talis

~
301465601 3 9 0
D0
~
~
0 -1 46510 10 10 5
D1
~
~
0 -1 46509 10 10 5
D2
~
~
0 -1 46517 10 10 5
D3
~
~
0 -1 46505 10 10 5
-1
S

#46509
Inside a Stone Hut~
This hut is strangely open - a pall of silence clinging to the walls and

cloaking the room in a still, enveloping lassitude.  The thatch ceiling

is high and well-maintained, which seems odd given the state of disrepair

of the rest of the village.  To the west, an arched doorway leads into the

heart of the abandoned fishing village.  Decaying straw clutters the

ground.

~
~
301465605 0 6 0
D3
~
~
0 -1 46508 10 10 5
E
straw~
Not quite as random as the natural pattern of decay around it.  It seems

to have been physically placed here.

~
A
move clear search~
straw~
mob = mob_in_room( 1172, room );

if( mob ) {

act_tochar( #mob, ch );

  end;

}

if( !rflag( reset0, room ) )

  act_tochar( #already, ch );

else {

  remove_rflag( reset0, room );

  act_tochar( #move, ch );

  act_notchar( #rmove, ch );

  }

~
E
already~
The straw has already been cleared, revealing a small false trapdoor.

~
E
move~
You push the straw out of the way, revealing a small false trapdoor.

~
E
rmove~
$n messes with the small pile of decaying straw.

~
E
mob~
You can't do that with the imp watching over you.

~
!
0 0 0
A
look~
a closed false trapdoor~
if( rflag( reset0, room ) )

  act_tochar( #nope, ch );

else

  continue;

~
E
nope~
You don't see that here.

~
!
0 0 0
A
pick unlock open get~
a closed false trapdoor~
if( rflag( reset0, room ) ) {

  act_tochar( #nope, ch );

  end;

  }

else {

  mob = mob_in_room( 1172, room );

  if( mob ) {

    act_tochar( #mob, ch );

    end;

    }

  else

    continue;

  }

~
E
mob~
You can't do that with Tcezhak watching you.

~
E
nope~
You don't see that container.

~
!
0 0 0
1172 9 1509949540 3 0
1503 49 1509949540 -2 0
16 81 1509949460 -2 0
16 81 1509949460 -2 0
16 81 1509949460 -2 0
16 81 1509949460 -2 0
16 81 1509949460 -2 0
1501 81 1509949500 -2 0
1501 81 1509949460 -2 0
-1
S

#46510
Road Around Central Hut~
This cobble-strewn dirt road circles around the large, circular hut to

the southeast.  Collapsing huts of desiccated thatch lie pitifully along

the north side of the road.  Insides of the huts are dark - devoid even

of candlelight.  An eerie, enveloping silence holds this entire village.

~
~
301465601 12 9 0
D0
~
~
0 -1 46511 10 10 5
D1
~
~
0 -1 46512 10 10 5
D2
~
~
0 -1 46508 10 10 5
1022 9 1509949540 3 0
-1
S

#46511
A Ruined Hut~
This hut has almost returned to the grass from which it was built.  The

brittle thatch is all but eaten by the passage of time; the walls are

torn with holes and slashes, letting the wind that comes from the river

drift through unabated.  To the south, the hut leads toward a simple dirt

road.

~
~
301465601 12 5 0
D2
~
~
0 -1 46510 10 10 5
1022 9 1509949540 3 0
-1
S

#46512
Road Around Central Hut~
Directly to the south is a stout hut - larger than those that surround it

it and, unlike the others, made of stone.  Small, pitiful huts lie to the

north, east, and northwest, huddling alongside the road in the useless

day, and trembling with the slightest breath of wind.

~
~
301465601 12 9 0
D0
~
~
0 -1 46524 10 10 5
D1
~
~
0 -1 46513 10 10 5
D3
~
~
0 -1 46510 10 10 5
-1
S

#46513
Northeast of a Large Hut~
The simple dirt road turns south and west here on its path around a

large, stone-and-thatch hut at the center of this abandoned village.  To

the east is an empty, rotted hut.  Similar huts lie along the roadside to

the south.

~
~
301465601 12 9 0
D1
~
~
0 -1 46523 10 10 5
D2
~
~
0 -1 46514 10 10 5
D3
~
~
0 -1 46512 10 10 5
-1
S

#46514
Dirt Road - East of a Stone Hut~
To the west, a stone hut sits massively in the center of the abandoned

village.  To the east huddles a sadly decayed hut, its door gaping.  This

rock-strewn dirt path heads east and south on its circular path through

the village.

~
eventually down and west is basement to hell

~
301465601 12 9 0
D0
~
~
0 -1 46513 10 10 5
D1
~
~
0 -1 46522 10 10 5
D2
~
~
0 -1 46515 10 10 5
1022 9 1509949540 3 0
-1
S

#46515
Dirt Road Through an Abandoned Village~
This is the southeastern corner of the dirt road that winds through this

empty village.  To the northwest is a large cabin, standing out because

it is hewn of stone, unlike the other huts, which are made of thatch. 

Lying off the road to the east is a fallen thatch hut, its dark opening

empty and cavernous.

~
~
301465601 12 9 0
D0
~
~
0 -1 46514 10 10 5
D1
~
~
0 -1 46521 10 10 5
D3
~
~
0 -1 46516 10 10 5
1174 9 1509949540 3 0
-1
S

#46516
South of A Stone Cabin~
This sad, forgotten stretch of road is littered with the debris of

wrecked thatch huts, the straw that once was the wall of a family's

dwelling now lying mud-soaked and buried in rock.  A heavy stone cabin

stands to the north, to the south is another of the many huts.

~
~
301465601 12 9 0
D1
~
~
0 -1 46515 10 10 5
D2
~
~
0 -1 46520 10 10 5
D3
~
~
0 -1 46517 10 10 5
-1
S

#46517
Southwest of a Large Hut~
The dirt road that circles the heavy stone hut turns north and east here,

rimmed by a sad lot of rotted thatch huts.  A stirring wind rises from

the west, carrying the scent of the Elhanni along with the thick, musky

odor of mildew.  The hut to the south falls in on itself, sagging with

age and water damage.

~
~
301465601 12 9 0
D0
~
~
0 -1 46508 10 10 5
D1
~
~
0 -1 46516 10 10 5
D2
~
~
0 -1 46519 10 10 5
-1
S

#46518
A road in a fishing village~
Under Construction.

~
~
301465601 3 9 0
-1
S

#46519
Rotted Thatch Hut~
The slightest, rustling whisper of a breeze floats through the

intertwining reeds that form the walls of this sagging hut.  Mounds of

mildewy straw lie piled on the muddy floor, their thick stench filling

their air and the lungs alike.  A precariously leaning doorway to the

north leads to a dirt road through the village.

~
~
301465601 3 5 0
D0
~
~
0 -1 46517 10 10 5
E
straw~
This straw once formed the walls and ceiling of this long-ruined hut. 

The straw is now a rotten pile of mildew.

~
1022 9 1509949540 3 0
1174 9 1509949540 3 0
-1
S

#46520
Tumbling Shack~
Sticks, leaves and fragments of old, broken bamboo fishing poles lie

tossed among the remains of this hut.  A soft wind stirs from the north,

rustling like a whisper in the remnants of the thatch walls.  Sparkling

motes of dust float in the the air, stirred by the wind that comes

through holes in the sagging, age-eaten roof.  A low doorway heads north

into the village.

~
~
301465601 12 5 0
D0
~
~
0 -1 46516 10 10 5
E
fishing poles~
The poles were of simple design - shafts of bamboo fixed at one end with

heavy string.  The poles are now broken, lying scattered about, buried in

rancid, decaying straw.

~
1022 9 1509949540 3 0
-1
S

#46521
Decayed Thatch Hut~
The walls and roof of this hut lie in shambles.  The only thing that

remains of the inhabitants are several water-stained fragments of

drawings, which lie strewn across the rocks and straw.  A low, fallen

doorway leads west to a dirt road.

~
~
301465601 12 5 0
D3
~
~
0 -1 46515 10 10 5
E
fragments drawings papers~
Small, ageworn fragments are all that remain of what once were charcoal

drawings on sailcloth.  Smeared beyond recognition, the drawings might

have been done by a master, or they might have been done by a child.

~
A
get take~
fragments papers drawings~
send_to_char( #waste, ch );

act_notchar( #waster, ch );

~
E
waste~
As you lift one of the tattered drawings, it crumbles to dust.

~
E
waster~
$n bends to take one of the tattered drawings.  The paper crumbles to

dust in $s hands.

~
!
0 0 0
1022 9 1509949540 3 0
-1
S

#46522
A Decayed Thatch Hut~
The thatch roof of this hut has been sheared away by wind, the walls left

torn and worthless.  The broken remains of lanterns and candles litter

the floor, their presence a harrowing testament to the sad emptiness of

this village.  A rotted door to the west leads to a dirt road.

~
~
301465601 12 5 0
D3
~
~
0 -1 46514 10 10 5
E
candles lanterns remains~
What was once a brass lantern of simple design is now a creased slab of

worthless metal, tarnished beyond usefullness.  Fragments of wax lie

here, held together only by the wicks that run through them.

~
-1
S

#46523
A Decayed Thatch Hut~
A six-inch layer of rotted, stinking straw litters the floor of this

fallen hut.  The east wall is more or less gone, having been torn away by

age and elements.  What might have been a simple wooden table is now a

mount of dry rot and splinters, scattered through the straw.  To the

west, the hut leads to a dirt road.

~
~
301465601 12 5 0
D3
~
~
0 -1 46513 10 10 5
D5
trapdoor~
~
171 -1 46532 10 10 5
E
table~
The splitered wood lying tangled amidst the straw might have been a table

- it is hard to tell.  The wood is old and eaten by dry rot and termites.

~
E
straw~
A heavy layer of straw covers the floor.  An old rug shows through part

of the straw.

~
E
rug~
A heavy rug lies here beneath the straw.  The rug is rotted and worthless

beyond usefullness.

~
A
move lift~
rug~
if( is_open( room, down ) )

  send_to_char( #already, ch );

else {

  send_to_char( #hole, ch );

  act_notchar( #holer, ch );

  open( room, down );

  }

~
E
already~
The rug has already been pulled aside, revealing a hole in the floor.

~
E
hole~
You pull aside the tattered rug, revealing a hole in the floor.

~
E
holer~
$n pulls aside an old rug, revealing a hole in the floor.

~
!
0 0 0
1022 9 1509949540 3 0
-1
S

#46524
A Thatch Hut~
Straw litters the muddy floor and lies in thick clumps in what must have

been simple beds.  Now, this hut is empty, and more than empty.  The roof

has long since collapsed, letting in the elements, and deep gashes in the

walls circumvent any protection the shoddy thatch would have provided.

~
~
301465601 12 5 0
D2
~
~
0 -1 46512 10 10 5
E
beds~
A family might have slept here once, but now the straw beds are scattered

across the floor, abandoned and forgotten.

~
1022 9 1509949540 3 0
-1
S

#46525
South of a Still Village~
Coming around the large bend, you see a small fishing village huddled

alongside the muddy riverbank to the east.  The village looks empty, and

this stretch of river is very quiet.  A broken dock lies to the west.

~
~
301465609 8 9 0
D1
~
~
0 -1 46500 10 10 5
D3
~
~
0 -1 46529 10 10 5
324 17 1509949540 -2 0
-1
S

#46526
Quiet Bend in the River~
The boat moves slowly, silently through the still river around a broad,

sweeping bend.  This stretch of woods is quiet.  The sounds of birds

seems far, far away.  The heavy, overhanging curtain of leaves crowds in,

forming a dark, leafy tunnel.

~
~
301465641 3 9 0
-1
S

#46527
On the Elhanni~
Water laps the sides of the boat and the old boatman poles upriver.  The

surrounding woods are alive with the sounds of birds and frogs.  A large

bullfrog leaps into the water from a treeroot with a resounding splash. 

Pennan disappears to the south, replaced by the heavy, primieval woods.

~
~
301465641 3 9 0
-1
S

#46528
In The Boat~
The old boatman poles the rickety longboat through the grassy marsh, the

grass whisking the boat's hull.  At the far side of the lake, he lands

the boat on dry land.  The Elhanni River flows to the east.  He orders

you out of the boat, then climbs out himself.  He pulls the boat from the

water, then drags it across the small tract of land that separates this

pond from the river.  He sets the boat down in the river, you climb back

in, and the journey continues.

~
~
301465641 0 6 0
-1
S

#46529
The Broken Pier~
Once, this pier stretched far into the marshlands to the east.  Now most

of it has fallen into the water, leaving only the poles that once

supported it jutting up through the surface of the water.  In the distant

east the Elhanni River flows quietly, feeding the damp marshlands that

surround it.  To the west is the battered shell of an old boathouse.

~
~
301465609 12 6 0
D1
~
~
0 -1 46525 10 10 5
D3
~
~
0 -1 46530 10 10 5
A
~
~
send_to_char( #sigh, mob );

~
E
sigh~
The gnarled boatman twists to look at you, then turns back to watch the

soft, rolling waves of the marshland.  Quiet, elusive words tumble from

his lips.  You pick up the word 'brother'.

~
!
1 0 8
-1
S

#46530
Rickety Boathouse~
This tumble-down shack stands only because its hideously warped walls and

roof are leaning together at just the right angle to keep the whole

structure erect.  The knotted wood is gray with age; the windows are

broken; the old, useless door rocks limply on a single hinge.  The shack

stands on the north side of a broken pier that runs east into the boggy

marshlands.  To the west, several bent, rickety wood planks lead to dry

land.

~
climbing action to 37092

~
301465609 12 6 0
D0
bent wooden door~
~
131 -1 46531 10 10 5
D1
~
~
0 -1 46529 10 10 5
E
pier~
At one time, this pier stretched more than a hundred feet into the

surrounding marshland.  Now, most of it has fallen away, and what remains

is a sad, rickety pile of rotting wood that creaks with the slightest

shift of weight.  The pier heads off to the east.

~
E
planks~
Several wooden planks lie between the dock and the soft land to the east. 

They lead to the mainland of Pennan.

~
A
climb walk cross~
west planks across~
send_to_char( #cross, ch );

act_notchar( #rcross, ch );

transfer( ch, find_room( 37092 ) );

act_notchar( #arrive, ch );

~
E
cross~
The planks creak and bend as you cross to land to the west.

~
E
rcross~
$n crosses the warped planks to the west.

~
E
arrive~
$n crosses over from the warped planks to the east.

~
!
0 0 0
-1
S

#46531
Inside the Boathouse~
The putrid stenches of mildew and dry-rot hang in the dank air of this

ruined boathouse.  Broken boards, rocks, and shards of glass litter the

rotting old floor.  The passage of time has eaten several holes in the

floor, giving a clear view of the grassy marshlands below, water slowly

lapping the gnarled poles on which this shack rests.  To the south, a

falling door leads to an old, broken pier.

~
[Szen] says 'You close the  to the south." when I close the door.

[Danni] you open the  to the south

~
301465609 0 5 0
D2
bent wooden door~
bent wooden door~
131 -1 46530 10 10 5
E
boards rocks glass~
Broken boards, rocks and glass lie here, lying in jumbled piles in the

corners and scattered across the floor.

~
E
holes floor~
Time and weather have eaten gaping holes in the floor, holes wide enough

that the water beneath the shack is visible.

~
210 17 1509949540 -2 0
-1
S

#46532
Hole Under a Decayed Hut~
This hole is large enough to hold several people.  It seems hastily

constructed, the walls having tumbled under the weight of the rain that

seeps in from above.  Skeletons lie sprawled across the floor, their

skulls bashed, their limbs broken.  Above, an opening leads up into a

ruined hut.

~
[Jocelyn] When you tell the fisherman yes he says  "I will be ever gratefully if you can help me find a bone whistle, so   that I might be with my wife even in death." Not ever so grateful.

~
301465601 12 5 0
D4
trapdoor~
~
171 -1 46523 10 10 5
E
skeletons~
These skeletons are broken and scattered, their bones lying around like

sticks in a forest.  They are dirty, mud-caked, and mostly buried in the

soft loam.

~
A
move open push~
u up rug hole~
if( is_open( room, up ) ) {

  send_to_char( #already, ch );

  end;

  }

send_to_char( #open, ch );

act_notchar( #openr, ch );

open( room, up );

~
E
already~
The rug has already been pushed aside.

~
E
open~
You push aside the old rug, opening a hole above you.

~
E
openr~
$n pushes aside an old rug, opening the hole above you.

~
!
0 0 0
1175 137 1509949540 3 0
1174 137 1509949540 3 0
1793 17 1509949443 -2 0
-1
S

#46533
Within an Underground Grave~
Dug from the earth, this hole smells of death and decay mixed in with a

lingering scent of lilacs.  Though not very large, this earthen chamber

is easily as big as the room to the north that lies just under the

decayed hut.  In the center of the room is a large mound of dirt that has

hardened and become packed over time.  Dried flower petals are sprinkled

over the surface of the mound.

~
~
301465604 12 9 0
D0
~
~
0 -1 46532 10 10 5
E
mound dirt grave~
The mound of dirt looks very much like a grave, though it must be very

old.  Sprinkled on its hard, packed surface are the dried petals of some

purple flower.  Next to the head of the mound is a small wooden sign

stuck in the ground.

~
E
flower petals purple lilacs~
Dried petals with just a hint of violet color left to them have been

sprinkled over the top of a grave.  A faint odor of lilacs wafts up from

the dried petals.

~
E
sign small wooden~
Hammered into the ground, at the head of the grave, is a small wooden

sign.  Termites and worms cling to the sign, eatting away at much of it. 

However, there are a few words still legible on its grainy surface.  It

reads: 


     ...my wife find the peace .he ..erves in deat...

       .hat she didn;t find .. life.

~
A
get take~
dried flower petals lilacs~
if( mob_in_room( 2188, room ) ) 

act_tochar( #get, ch );

else

act_tochar( #get2, ch );

~
E
get~
As you reach for the dried petals, the ghost of the fisherman's wife

prevents you.

~
E
get2~
Something stops you from getting the petals.  A chill runs down your

spine.

~
!
0 0 0
A
dig search move~
dirt grave mound earth~
if( mob_in_room( 2188, room ) )

  act_tochar( #dig, ch );

else

  act_tochar( #dig2, ch );

~
E
dig~
The ghost of the fisherman's wife prevents you from defiling her grave.

~
E
dig2~
A strange, unseen force protects the grave from your defilement.

~
!
0 0 0
2188 9 1509949540 3 0
-1
S

#46534
Beneath a Shoddy Dock~
The dock's planks above you have shattered, crumbled away by time and at

last broken.  It is damp, muddy, and dark down here.  Your feet stick in

the dark mud, which is much like clay.

~
[Phule] up is 46501

~
301465609 11 5 0
D4
~
~
235 -1 46501 10 10 5
A
~
~
act_tochar( "There are no stairs, nor a ladder, perhaps you should try to climb.", ch );

~
!
3 0 16
A
1 climb~
1 up~
act_tochar( "You climb up to the dock with ease.", ch );

act_notchar( "$n climbs up to the dock with ease.", ch );

transfer( ch, find_room( 46501 ) );

act_notchar( "$n climbs up from below.", ch );

~
!
0 0 17
A
1 open 1 break 1 smash~
1 up 1 docks~
if( is_open( room, up ) ) {

act_tochar( "The way is clear already.", ch );

end;

}

else {

act_tochar( "You smash a hole in the docks above.", ch );

act_notchar( "$n smashes a hole in the docks above.", ch );

open( room, up );

}

~
!
0 0 0
1022 9 1509949530 3 0
1022 9 1509949510 3 0
1022 9 1509949500 3 0
1022 9 1509949490 3 0
-1
S

#0