#AREA Monestary~ Earthstone Sadis Kiian~ ~ 0 0 0 #ROOMS #12500 Inner Temple of the Monk Order~ This is the inner temple of the monks. Here, monks reach complete communion with their deity. The holy symbols of the monks lie on shelves around the room, neatly arranged on shelves and pedestals. The shelves are extensions from the pure redwood walls. A peculiar text lies upon a dark table in the corner. The floor is pure marble, and amazingly is a single piece. There is a staircase leading down. ~ [Orb] I spruced this dude up. He had funky, hokey attacks. He acts like a real monk, now. ~ 301465605 1 7 0 D5 ~ ~ 0 -1 12501 10 10 5 E symbols~ These are obviously the most prized possesions of the monks of this Order. They are centuries old, but have been kept in perfect condition. In fact, they look brand new. ~ E book~ This ancient text details the banishing of a group of the order who became entangled in necromancy. Several hundred years ago, a small group of monks began studying black magic. After several years of study, the High Council noticed strange things happening in their peaceful monestary. Slowly, evidence of the corruption of the group became too much, and the Council banished them to the caves below. ~ 128 9 1509949540 3 0 -1 S #12501 Stairway to the Inner Temple~ The stairway leading up looks as if it was crafted yesterday. There is no indication as to its age, as it is not worn. Redwood walls surround the staircase. Gazing upward, the staircase continues up a single flight to the next floor, while looking down reveals the back of the altar. ~ ~ 301465605 1 5 0 D4 ~ ~ 0 -1 12500 10 10 5 D5 ~ ~ 0 -1 12502 10 10 5 -1 S #12502 Passage Behind the Altar~ From your first look, you can tell that this passage is a completely different part of the monestary. The walls are made of much nicer materials, and the decor has much more class to it. Looking around, you are overcome by a feeling of peace and tranquility. To the south stands a large altar. ~ [Malissin] action always reads as male pronoun ~ 301465605 1 5 0 D1 wall~ wall~ 235 -1 12503 10 10 5 D2 altar~ altar~ 235 -1 12504 10 10 5 D4 ~ ~ 0 -1 12501 10 10 5 E 1 east~ You see nothing of interest in that direction.~ E south altar~ The altar looks to be made of some kind of oak wood. Upon closer examination it looks like the altar can open. ~ E wall fist~ The wall has a large imprint of a fist on it. It looks worn down as if many have placed their fists there. ~ A press push place~ fist~ if( is_open( room, east ) ) { send_to_char( #to_char_nothing, ch ); act_notchar( #to_room_nothing,ch ); } else { send_to_char( #to_char, ch ); act_notchar( #to_room,ch ); open( room, east ); } ~ E to_room_nothing~ $n tries to press the outline of a fist in, but is shocked to discover that it has already been pushed in. ~ E to_char_nothing~ You press your clenched fist into the outline on the wall only to discover that it has already been pushed in. ~ E to_room~ $n clenches $s fist and presses it into the outline on the wall. A panel in the east wall slides open. ~ E to_char~ You place your clench your hand into a fist and push it into the wall. A panel in the east wall slowly slides open. ~ ! 0 900 0 A ~ ~ if( is_open( room, east ) ) { act_room( #to_all, ch ); close( room, east ); }; ~ E to_all~ A panel on the east wall slides closed. ~ ! 3 1000 8 A ~ ~ if( is_open( room, east ) ) { close( room, east ); send_to_room( #to_room, room ); } ~ E to_room~ The wall to the east slowly closes. ~ ! 4 1000 0 A push ~ altar~ if( is_open( room, south ) ){ send_To_char( #nada, ch ); act_notchar( #nada2, ch ); } else { send_to_char( #algo, ch ); act_notchar( #algo2, ch ); open( room, south ); } ~ E algo2~ $n pushes the altar, opening the way to the south. ~ E algo~ You push the altar, opening the way to the south. ~ E nada2~ $n tries to open the way to the south, and finds it already open. ~ E nada~ The way to the south is open. ~ ! 0 -1 0 A ~ ~ send_to_room( #message, room ); ~ E message~ A chilly breeze blows through from the east. ~ ! 4 100 0 -1 S #12503 Beginning of the Dark Passage~ Stepping through the wall, you see a long dark passageway heading north. You are convinced that you hear screaming coming from ahead. You are suddenly offended by the horrible stench of decaying bodies, and dried blood. ~ no_mob ~ 301465613 1 5 0 D0 ~ ~ 0 -1 12505 10 10 5 D3 secret door~ secret door~ 235 -1 12502 10 10 5 E dried blood~ There are spots of dried blood covering the room. You can identify that it is indeed blood from a humanoid. There is a darkish tinge to the blood, as if the evil of this area has corrupted the very essence of life here. ~ E fist wall~ The indentation on the west wall looks well worn from many people placing their fists there. ~ A push press place~ fist~ if( is_open( room, west ) ) act_tochar( #no, ch ); else { act_tochar( #char, ch ); act_notchar( #room, ch ); open( room, west ); } ~ E no~ The wall is already open. ~ E room~ $n pushes $s fist into the indentation and the wall slides open. ~ E char~ You push your fist into the indentation and the wall slides open to the west. ~ ! 0 0 0 -1 S #12504 The Altar of the White Order~ You are standing at the altar of the monk church of the White Oak Order. There is a small pulpit, which is made of a pure white, solid birch wood. There a small bench for the bishop of the order to sit on during sermons, and meditations. There is a strong aura of goodness, and kindness about this place. You see an altar along the north wall, and confessionals to either side. To the south is the large meditation mat, where monks gather to worship. ~ [Fyli] 'There a small bench' should have an is in it. ~ 301465741 1 6 0 D0 altar~ altar~ 235 -1 12502 10 10 5 D1 ~ ~ 0 -1 12549 10 10 5 D2 ~ ~ 0 -1 12552 10 10 5 D3 ~ ~ 0 -1 12548 10 10 5 E mat meditation~ This is used by the monks during times of prayer and meditation. ~ E bench~ The bench's simple lines and construction reflect its spartan surroundings. ~ E altar~ Bookmarked by a pair of confessionals, the altar is a thing of beauty. Mounted on the north wall, it is covered with simple but elegant carvings and tapestries. It is the focus of the monk's existence. ~ E 5 confessionals~ A pair of confessionals stand off to the east and west. ~ E pulpit birch wood~ Looming high above the room, next to the altar, is the white birchwood pulpit. Spare but attractive, it is just large enough for one person to occupy at a time, to deliver a sermon or speech to the faithful. ~ E up~ The ceiling is plain, except for a small ventilation grate. ~ A push move~ altar~ if( !is_open( room, north ) ) { act_tochar( #open, ch ); act_notchar( #opens, ch ); open( room, north ); } else act_tochar( #nada, ch ); ~ E opens~ $n pushes the altar aside, revealing a secret passage. ~ E open~ You push the altar aside, revealing a secret passage. ~ E nada~ The altar has already been pushed aside. ~ ! 0 0 0 A ~ ~ act_room( #chanting, ch ); ~ E chanting~ You hear chanting off in the distance, perhaps somewhere above you. ~ ! 2 25 0 818 9 1509949540 3 0 -1 S #12505 In the Dark Passage~ Walking down the passage, you are overcome with nausea, and feel like you are going to puke. The smell is getting worse, and there are decaying bodies on the ground. You notice that you are no longer in a room but rather, in a cavern of some sort. The walls of the cavern are jagged stone, with wooden support beams. You see a dim light ahead, and the screams are much louder. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12506 10 10 5 D2 ~ ~ 0 -1 12503 10 10 5 E bodies decaying~ There are some slightly decayed bodies on the floor here. They look to have been dead for a little more than a week, and the smell is getting strong. There are horrible looks of terror on the faces of the victims. ~ A ~ ~ send_to_char(#to_char, ch ); act_notchar(#to_room, ch ); ~ E to_room~ $n leans forward, and pukes. ~ E to_char~ You lurch forward, hurling the contents of your stomach out onto the floor. ~ ! 2 100 0 -1 S #12506 Intersection in the Dark Passage~ You come to an intersection in the passage. The main corridor leads north, with a smaller path to the west. You hear the screams from the west, but can see nothing in that direction. To the north, you see the dim light. From the corner of your eye, you notice a small snake slither into a crack in the wall. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12508 10 10 5 D2 ~ ~ 0 -1 12505 10 10 5 D3 ~ ~ 0 -1 12507 10 10 5 E crack~ You see a small snake slither into a tiny crack in the wall. The crack is about 2 inches wide, and 6 inches tall. You can only guess how deep it goes. ~ E snake~ You barely see a glimpse of a small snake, no more than 3 feet long, slithering into a small crack in the wall. You couldn't make out the snake's colors. ~ 160 9 1509949540 3 0 160 9 1509949540 3 0 135 9 1509949540 3 0 -1 S #12507 A Dark Passage~ As you continue down the passage, you notice a foul odor, and a dim light coming from ahead. The cavern is strewn with rotting corpses, and the smell is appalling. The passage continues west, where there are piles of bodies strewn about. You wonder if the monks know of these caves surrounding their monestary. ~ ~ 301465605 1 6 0 D1 ~ ~ 0 -1 12506 10 10 5 D3 ~ ~ 0 -1 12512 10 10 5 E rotting corpses corpse~ Looking down, you see many corpses in various stages of decomposition. There is a mass of jellied flesh sitting in a puddle underneath the first corpse you see -- somebody has been here for a while. There is a common thread to all of the corpses, their facial expressions. You imagine that you would make a face like that if you were being sawed in half by a rusted nail. ~ 160 9 1509949540 3 0 -1 S #12508 In the Dark Passage~ As you continue down the cavern, the light ahead grows brighter. The smell of the decaying corpses makes you want to puke , and the farther you go down the passage, the stronger the smell is growing. There is a little smoke here, and it seems to be coming from the north. On the east wall, you see what looks like human claw marks, and below the marks, you see a skeleton. ~ make smell a random action [Rastralcaz] 2nd line, there should be no space before the comma. ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12509 10 10 5 D2 ~ ~ 0 -1 12506 10 10 5 E wall marks~ Perhaps the person was crazy, but he or she seemed to have tried hard to write something on the wall. Probably as they were dying here. ~ E skeleton~ The only reason you take note of this particuar skeleton, is because it looks to have been the one that tried so hard to mark the wall here. ~ 160 9 1509949540 3 0 160 9 1509949540 3 0 -1 S #12509 End of the Dark Passage~ Ahead you can see the path broaden, and the light appears to be immediately to the north now. The smell almost chokes you, and the smoke is much thicker. You guess that there must be a fire to the north, and that it is the cause of the light. Along the sides of the cavern, you see that the stone gradually melds into the wood, and becomes a sort of mixture of the two. To the east is a small door. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12511 10 10 5 D1 door~ door~ 131 -1 12510 10 10 5 D2 ~ ~ 0 -1 12508 10 10 5 E wall wood stone~ It is quite amazing. You have never seen such a fluid transformation between solid stone, and wood. It looks as if the best craftsman in the world performed the act. ~ -1 S #12510 A Small Alcove~ Stepping into this alcove, you are amazed to discover that it is clean. There are no decaying bodies, and somehow, no smoke. There is a desk in the center of the room, upon which many papers are strewn. ~ ~ 301465604 1 6 0 D3 door~ door~ 131 -1 12509 10 10 5 E desk~ The desk is made out of nice oak and looks quite sturdy. Upon it lies many piles of papers. ~ E papers~ A quick glance through the papers reveals a set of notes detailing work done in the arts of performing the black art of summoning demons. A rough sketch can be seen on one of the pages. ~ E sketch~ It appears to be a demon rising from a fire. ~ E notes~ Entailed in the notes is a detailed plan for both creating, and controlling demons. There is a brief suggestion that perhaps an army of undead monsters could be raised to take control of the monastery. ~ 131 9 1509949540 3 0 -1 S #12511 South End of the Smoky Hall~ The hall is a mess, filled with smoke and grime from the fires to the north. Through them, you can barely make out the northern end of the hall. With burning eyes, irritated from the stinging smoke, you can see the cavernous entrance to the south. ~ r/w ~ 301465604 1 9 0 D0 ~ ~ 0 -1 12550 10 10 5 D2 ~ ~ 0 -1 12509 10 10 5 A ~ ~ send_to_char( #char_eyes, ch ); act_notchar( #to_room, ch ); ~ E to_room~ $n rubs his eyes. ~ E char_eyes~ You can't stop yourself from rubbing your eyes to alleviate the burning. ~ ! 2 100 0 -1 S #12512 An Intersection in the Dark Hallway~ You have reached an intersection in the path. Looking south, you notice a small room carved in the stone. There appears to be a dim light coming from the room. To the west, the path continues and it is from here that you hear the perpetual screams. ~ ~ 301465605 1 6 0 D1 ~ ~ 0 -1 12507 10 10 5 D2 ~ ~ 0 -1 12513 10 10 5 D3 ~ ~ 0 -1 12514 10 10 5 -1 S #12513 Room Carved into the Passage Wall~ The room is simple and lit by a low burning lantern hung near the entrance. Six cots take up most of the room. There is not much else of interest here. ~ ~ 301465605 1 7 0 D0 ~ ~ 0 -1 12512 10 10 5 135 9 1509949540 3 0 135 9 1509949540 3 0 135 9 1509949540 3 0 -1 S #12514 A Curve in the Dark Hallway~ You come across an abrupt curve in the passagway. The path now heads north and east. You notice that the screaming is coming from the north, and you wonder why it is so loud. The walls are evenly coated with what looks to be dried blood, and you note the fresh bodies lining the walls. ~ need to rewrite rdescs so screams can be random actions [Callum] passagway should be passagway. [Moxie] ditorted should be distorted ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12515 10 10 5 D1 ~ ~ 0 -1 12512 10 10 5 E blood walls~ Looking closer, you notice that the blood dried in clots. It is almost as if it was burned to the walls of the cavern immediately after the death of the men. You also notice that it has an unnaturally dark tinge, as if the evil in this place has corrupted it. ~ E bodies~ You examine one of the bodies more carefully, and discover that someone had riped some of the bones right through the skin. As your stomach lurches, you notice that there is a disgustingly ditorted face on each of the bodies. ~ -1 S #12515 A Long Dark Hallway~ Skeletons litter the ground. Some of them have obviously been tortured, as bones are lying in positions you didn't think possible. Many of the bones have been broken or shattered. You are beginning to suspect the sources of the screams that are even now coming up from the north. The passage slopes downward in that direction, and the bones make footing a little less stable. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12517 10 10 5 D2 ~ ~ 0 -1 12514 10 10 5 E bones~ There appear to be bones from elves, dwarves, and humans. Many are shattered, and others have been broken and left at odd angles. ~ E skeletons~ Upon closer inspection, you see that the bones are dry and brittle. You figure that they must have been here for years. The thought of the people in the monestary not knowing of these years of killing, revolts you. ~ 160 9 1509949540 3 0 160 9 1509949540 3 0 -1 S #12516 Plateau in the Long Dark Hallway~ You have reached a plateau in the cavern. The corpses are piled almost to the ceiling here. There must have been some person who has noticed all these people missing. The acts which must have been performed look almost ritualistic. The passage slants upward here. ~ rewrite rdescs [Callum] There's two spaces between people and missing. ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12518 10 10 5 D4 ~ ~ 0 -1 12517 10 10 5 -1 S #12517 A Long Dark Hallway~ The passage continues sloping downward. The footing is much worse, since there are many shattered bones lining the floor. You can see that you must be careful if you wish to continue, since there is a sharp decline in the passage. Ahead, you can see an abnormally high pile of bodies... even for this cavern. You are amazed at what has been done. You can hardly imagine how many have died in this horrible cave. ~ rewrite this rdesc. ~ 301465605 1 6 0 D2 ~ ~ 0 -1 12515 10 10 5 D5 ~ ~ 0 -1 12516 10 10 5 E skeletons bones bodies~ There are many bodies lining the floor. There is virtually no flesh on any of the corpses, indicating that they have been here for a very long time. Many of the bones on these skeletons are shattered, making a very ugly mess of the floor. The shattered bones making footing tough. ~ -1 S #12518 A Long Dark Hallway~ Continuing down the passage, you notice that there is a dim light ahead. You can't estimate the distance, but you feel that it must be close. There are countless bodies, all lying naked on the ground. You feel that you must avenge their deaths, or face the same fate. To your left, you can see an opening in the wall which you hadn't initially noticed. ~ ~ 301465605 1 6 0 D2 ~ ~ 0 -1 12516 10 10 5 D3 ~ ~ 0 -1 12519 10 10 5 E bodies corpses skeletons~ You notice that the bodies are in various stages of decomposition. Many have little or no skin, while a few look to be fresh. Those that have faces look horrified. ~ -1 S #12519 Crack in the Cavern Wall~ Entering the crack, you are amazed at how clean it is. With the exception of the blood stained floor, it doesn't fit at all. There are torches afixed to the walls, which keep the area bright. The walls have lost the jagged look, and now appear to be polished quite nicely. Several screams remind you of the tortured bodies. Remebering the horified looks on their faces, you think it might be a good idea to keep going. ~ rewrite ~ 301465606 1 6 0 D1 ~ ~ 0 -1 12518 10 10 5 D3 ~ ~ 0 -1 12520 10 10 5 -1 S #12520 The Crack in the Cavern Wall~ The crack grows wider here. The walls are still adorned with torches, providing a steady light along the path. The screaming is loud enough that you have to stop and hold your ears. You imagine that it must be coming from straight ahead. Your mind pictures the hideous acts being performed ahead, and you are filled with rage. Something must be done. ~ rewrite - lame - 'something must be done.' ~ 301465604 1 6 0 D1 ~ ~ 0 -1 12519 10 10 5 D3 ~ ~ 0 -1 12521 10 10 5 -1 S #12521 The Cells Begin~ You see what look like prison cell doors to the north and south. You can only imagine what happens behind these doors. To the west, the hall continues, with doors on both sides. ~ ~ 301465604 1 6 0 D0 door~ door~ 131 -1 12522 10 10 5 D1 ~ ~ 0 -1 12520 10 10 5 D2 door~ door~ 131 -1 12523 10 10 5 D3 ~ ~ 0 -1 12524 10 10 5 137 9 1509949540 3 0 -1 S #12522 A Cell in the Monk Prison~ You enter a cell in the prison. It looks like nobody has ever had a chance to settle in. ~ ~ 301465604 1 6 0 D2 door~ door~ 131 -1 12521 10 10 5 140 9 1509949540 3 0 -1 S #12523 A Cell in the Monk Prison~ You enter a cell in the prison. It doesn't look like there is any furniture here, just the remains of rats and other rodents. All about the floor lay bones from past tenants and even more dried blood from them. ~ [Nezzim] fix mob ~ 301465604 1 6 0 D0 ~ ~ 131 -1 12521 10 10 5 138 9 1509949540 3 0 -1 S #12524 More Prison Cells~ You go farther down the hall, and come across two more cell doors. Screams come from behind the north door. It sounds like there are several people being tortured, and several more bearing witness. From the south door, you hear only moaning, and an occasional snore -- obviously badly beaten men and women. ~ ~ 301465604 1 6 0 D0 door~ door~ 131 -1 12525 10 10 5 D1 ~ ~ 0 -1 12521 10 10 5 D2 door~ door~ 131 -1 12526 10 10 5 D3 ~ ~ 0 -1 12527 10 10 5 -1 S #12525 A Torture Cell in a Monk Prison~ This room is filled with devices of torture and pain. There is a rack, several coffins with spikes lining the inner wall and in the corner you even see the equipment for quartering someone. The lack of corpes give you the feeling that this is one portion where they clean them out. ~ ~ 301465605 1 6 0 D2 door south~ door south~ 131 -1 12524 10 10 5 140 9 1509949540 3 0 138 9 1509949540 3 0 141 9 1509949540 3 0 141 9 1509949540 3 0 142 9 1509949540 3 0 274 9 1509949540 3 0 -1 S #12526 Another Cell in the Monk Prison~ Walking into the room, you see a man lying on a bed, who looks like he is nearly dead. His head looks like it has been beaten against a brick wall for hours, and he has bones sticking through his skin. You hear him moan, and it looks like he tries to open his eyes. You notice that he stops moving, and doesn't breath, just lies there. He must have died. You wonder how anyone can survive the solitude in these cells. There are no windows, and no light. Somehow you know that you wouldn't survive a single night here, much less the days, and weeks some of these people must have been here. ~ ~ 301465604 1 6 0 D0 ~ ~ 131 -1 12524 10 10 5 -1 S #12527 The End of the Cell Block in the Monk Prison~ You come to the end of the prison cell block. There are three cells left, one to the left, one to the right and one straight ahead. The door at the end is unusual in that it has a small window in it. Looking around, you notice a hatch in the ceiling. You assume that this must be where the prison master sleeps. ~ ~ 301465604 1 6 0 D0 door~ door~ 131 -1 12530 10 10 5 D1 ~ ~ 0 -1 12524 10 10 5 D2 door~ door~ 131 -1 12531 10 10 5 D3 door~ door~ 131 -1 12528 10 10 5 D4 hatch~ hatch~ 139 -1 12539 10 10 5 -1 S #12528 The End Cell in the Monk Prison~ This is the final cell in the prison block. It is filled with broken chairs and beds. All of the wood has human flesh stuck to it. It looks like the furniture was used to beat the prisoners. You wonder if the monks in the monestary even know about the inhumanity which pervades this place. The only exit is the door through which you entered. ~ ~ 301465604 1 6 0 D1 ~ ~ 131 -1 12527 10 10 5 E broken furniture~ Taking a closer look, you notice that there is flesh from many people stuck to the wood. It looks like this was used to beat the person who used it. There must be a really sick person to have skinned people with broken wood. ~ -1 S #12530 Another Cell in the Monk Prison~ Before you lies one of the cleanest cells you have seen here. There is a small bed, and although it is covered in blood, it is in better shape than anything you have seen in the other cells. You notice that there are no marks on the wall. It can only be assumed that horribly wounded prisoners are kept here. You can here the screaming from other cells as you stand here. On the floor lies a large board in one corner. ~ [Nezzim] no extras here, like bed ~ 301465604 1 6 0 D2 ~ ~ 131 -1 12527 10 10 5 155 9 1509949540 3 0 -1 S #12531 Another Cell in the Monk Prison~ Entering this cell you are shocked. It is completely empty, and void of life. It looks like there used to be someone here , in fact he still is. His bones are in little shards all over the room. It is really quit repulsive seeing shards of bone sticking out of the wall. It actually looks like he exploded. ~ [Draynath] quit should be quite ~ 301465604 1 6 0 D0 ~ ~ 131 -1 12527 10 10 5 E bones shards~ Looking closely at the shards, you notice that there is no meat left on any of them. The victim must have been around a long time after his accident. You can see that the shards of bone are still quite sharp. ~ -1 S #12539 Bedroom of the Monk Prison-Master~ This is by far the nicest room you have seen since you entered the caves. There is a large bed, with a nice plump pillow. Just looking around here makes you want to have a rest on a real bed. You see only the bare necessities are stored here. There is a closet, and a small chest both against the north wall. ~ If players have been killing guards to get here, why would they fear not taking the gems? Players will want to look at the chest here. And is the master supposed to be out wandering around? It says he's resting. hatch extra renamed zoom - needs finishing - action to take gems ~ 301465604 1 6 0 D5 hatch~ hatch~ 139 -1 12527 10 10 5 E closet~ You look closer at the closet and notice that it is made from a fine ash. There are some ragged clothes lying in the bottom, and a ragged shirt hanging from a hook. There is absolutely nothing of interest. Feeling around, you notice a small latch at the back. ~ E zoom~ A small hatch is revealed in the bottom of the closet. Close examination reveals a small hoard of gems. You decide out of fear of the prison guards to let them be. ~ E small chest~ This small chest is filled with useless junk. Amongst the junk are a couple of rags, some old shirts, and a couple pair of torn pants. ~ A get take steal~ gems~ if( rflag( reset0, room ) ) { i = random( 1, 10 ); if( i == 1 ) { obj_to_char( oload( 182 ), ch ); act_tochar( #to_high_ch, ch, obj, mob ); remove_rflag( reset0, room ); } else send_to_char( #no, ch ); } ~ E to_low_ch~ You pull 3 shiny gems from the hidden compartment. ~ E to_high_ch~ You pull a shiny gem from the hidden compartment. ~ E already~ The hidden compartment is already empty. ~ E to_no~ You see no such thing here. ~ E no~ You try and try, but cannot reach the gems in the small crack at the bottom of the closet. ~ ! 0 0 0 A pull tug open~ latch~ if( rflag( reset1, room ) ) { act_tochar( #to_open, ch ); act_notchar( #nc_open, ch ); remove_rflag( reset1, room ); } else act_tochar( #to_already, ch ); ~ E to_open~ You pull the latch, to reveal a hidden compartment. ~ E nc_open~ $n pulls the latch, to reveal a hidden compartment. ~ E to_already~ But it is open already! ~ ! 0 0 0 A l look~ latch~ if( rflag( reset1, room ) ) send_to_char( #closed, ch ); else { if( rflag( reset0, room ) ) send_to_char( #op_with, ch ); else send_to_char( #op_none, ch ); } ~ E closed~ This small latch is connected to a small door on the floor. ~ E op_with~ This compartment is quite small, allowing room for only a few valuable posessions. It seems that someone has left a few gems inside. ~ E op_none~ This hidden compartment is quite small. Someone, at some time, must have left some valuable possessions in this very place. ~ ! 0 0 0 -1 S #12548 Confessional of the White Oak Order~ You are in a solid white oak confessional. The walls are made of solid white oak, as is the bench along the south wall. There is a small window to the north, where the high monk listens to the confessions of the order's followers. Amazingly, there isn't a scar on any of the walls, or bench. The oak is kept unstained, and untarnished. There must be a reverance for the Oak structures. ~ ~ 301465741 1 6 0 D1 ~ ~ 0 -1 12504 10 10 5 E bench~ This bench is made completely of oak. There are oak pegs which hold the legs to the body. The bench is very simple, but it serves its purpose. The bench has absolutely no flaws. ~ -1 S #12549 An Oaken Confessional~ You are in a rather plain booth. In the north wall you see a small window through which confessions are given. Below the window lies a small bench on which to kneel. All of the walls are crafted from smooth, knotless white oak. ~ ~ 301465741 1 6 0 D3 ~ ~ 0 -1 12504 10 10 5 E bench~ This is a oak bench. It is made of pure oak, and is completely flawless. It is very simple, having only a few wooden pegs holding the legs to the top. ~ A kneel~ bench~ act_notchar( #watch_confess, ch ); send_to_char(#confess, ch ); ~ E confess~ You kneel on a small oak bench. A voice comes from the window, saying 'Good day my son, what has brought you here?' ~ E watch_confess~ $n kneels on the oak bench. Before long, you notice quiet talking coming from behind the window. ~ ! 0 0 0 -1 S #12550 North End of the Smokey Hall~ The northern end of the hall is a mess much like the southern portion. Smoke from a large fire directly to the north of you burns your eyes and makes it hard to see. To the east and west you can make out the rough hewn walls of the stone cavern. To the north, however, you are unable to see the wall due to the immense amount of smoke filling the room and the glare from the large fire. The feeling of danger now grips at your soul, causing your stomach to turn and body to shake. ~ ~ 301465613 1 6 0 D2 ~ ~ 0 -1 12511 10 10 5 E smoke~ The smoke curls and twists to form strange patterns and at times you even think you see it form the shape of a man. ~ E log~ The log sticking out of the fire is smaller than all the rest and you could probably move it. ~ E fire~ The fire appears to be fueled by large logs that must have been drug here by the monks. You notice that one log is sticking out of the fire, it looks small enough to grab. ~ A move grab get take~ log branch target~ act_tochar( #char, ch ); act_notchar( #room, ch ); if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); remove_rflag( status0, room ); wait( 4 ); act_room( #all, ch ); wait( 4 ); act_room( #all2, ch ); mload( 285, room ); set_rflag( status0, room ); } else act_tochar( #char2, ch ); ~ E char2~ After removing the log from the fire you feel that you have wronged and replace it just how you found it. ~ E all2~ @b@WSuddenly the smoke in the rooms curls and twists to form a demon! ~ E all~ The fire suddenly flares up and you hear screams of tortured souls eminate from within the fire. ~ E room~ $n reaches down near the fire and grabs a log that is sticking out of it. ~ E char~ You reach down near the fire and grab the log that is sticking out of the fire. ~ ! 0 0 0 A ~ ~ if( !rflag( status0, room ) ) { act_tochar( #char, ch ); act_notchar( #room, ch ); } else continue; ~ E room~ $n attemps to leave the room but is unable to because of the smoke. ~ E char~ You attempt to leave the room but the smoke has made it far too hard for you to find your way. ~ ! 3 2 4 872 17 1509949445 -2 0 -1 S #12552 Meditation Mat~ A large, dark brown mat fills the entire room. Multiple meditating monks rest here searching for inner peace. From the north you feel a great goodness. ~ [Orb] This dude used to be a 'meditating monk' now he's a neophyte. [Kriptik] @CMonk@n, isnt colored.. ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12504 10 10 5 D2 ~ ~ 0 -1 12553 10 10 5 558 9 1509949540 3 0 -1 S #12553 Main Hallway~ This hallway has nicely, but modestly, finished white oak walls. The light of this room comes from an indeterminant light source, indirectly coming from above. There are four exits from this room, south is the hallway, north is a meditation mat, and east and west are doors. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12552 10 10 5 D1 ~ ~ 0 -1 12566 10 10 5 D2 ~ ~ 0 -1 12554 10 10 5 D3 door~ door~ 407 3195 12564 10 10 5 E west door~ To the west stands a massive door with a giant lightning bolt rune on it. A large lock is set into the door to firmly hold it in place. The lock which bars the western door is made of bone. The bone lock is intricately carved and polished. Engraved upon its surface, just below the keyhole, is a stylized 'E'. The lock is so intricate and impressive, only an experienced locksmith could have fashioned it. ~ -1 S #12554 Main Hallway~ This hallway has nicely, but modestly, finished white oak walls. The light of this room comes form an indeterminant light source, indirectly coming from above. There are five exits from this room, north and south are in a hallway, and a door to the west. There is a set of stone stairs that lead down below the floor. A ladder also leads up to a watchtower. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12553 10 10 5 D2 ~ ~ 0 -1 12555 10 10 5 D3 door~ door~ 131 -1 12561 10 10 5 D4 ~ ~ 0 -1 12571 10 10 5 D5 ~ ~ 0 -1 12597 10 10 5 -1 S #12555 Front Hallway~ Light filters through the large stained glass window over the arched oaken doors, splashing across the floor in multicolored array. The faint murmur of quiet voices and rustling robes echoes down the northern hallway. To the west you see a dimly lit room with a broad counter, and from the east comes the warm smell of fresh bread and roasting meats. ~ Progressing. --Caer ~ 335032333 1 6 0 D0 ~ ~ 0 -1 12554 10 10 5 D1 ~ ~ 0 -1 12559 10 10 5 D2 set of dark-stained oaken doors~ set dark-stained oaken doors double~ 131 -1 12558 10 10 5 D3 ~ ~ 0 -1 12556 10 10 5 497 137 1509949540 3 0 -1 S #12556 A Small Shop~ This is a small shop that contains various odds and ends that the monks produce. Hanging from the ceiling just a little above your head is a small pull chain hanging from a bell. ~ [Caer] action trigger: ring pull target: bell pull chain [Caer] Monk storekeeper? Let's be daring and make it appear he's a laymen leathersmith who lives nearby, since this isn't even *in* the monastery yet. [Caer] Offer more monk-friendly gear, as well. Perhaps a runed necklace of + .somethinglittle mana or such. ~ 301469703 1 6 0 D1 ~ ~ 0 -1 12555 10 10 5 E chain~ This chain hangs from a small bell. Perhaps if you pulled on it, someone would come to help. ~ A pull~ chain~ act_tochar( #pull, ch ); act_notchar( #r_pull, ch ); if( mob_in_room( 495, find_room( 12556 ) ) ) { act_room( #here, ch ); end; } else { mob = mob_in_room( 495, find_room( 12567 ) ); wait( 3 ); transfer( mob, room ); if( mob_in_room( 495, find_room( 12556 ) ) ) act_room( #arrive, ch ); else act_room( #nostore, ch ); } ~ E r_pull~ $n pulls on the pull chain, making a dinging noise. ~ E here~ The monk says, "Now stop that. That is annoying." ~ E arrive~ The monk storetender arrives to help you with your business. ~ E pull~ You hear a slight dinging noise. ~ E nostore~ The shopkeeper is unable to help you at this time. ~ ! 0 0 0 A ~ ~ if( rand_player( room ) ) end; mob = mob_in_room( 495, room ); if( mob ) transfer( mob, find_room( 12567 ) ); ~ ! 4 1000 0 -1 S #12557 A Small Shop~ Under Construction. ~ ~ 301469837 1 6 0 D1 ~ ~ 0 -1 12556 10 10 5 -1 S #12558 Before a Great Monastery~ Vines twine their delicate way up the pale limestone face of this impressive building. Here for centuries, the walls have mellowed in color from the effects of sun and rain. A great stained-glass window, fashioned in rose-shaped panorama of colors, is set above the great oaken door. In the center of the window, surrounded by bold sky-blue glass, is the single, regal image of a wide oak spreading its leafy limbs over a variety of animals. ~ no_mob Done --Caer [Caer] perhaps an 'up' redit to describe buttresses, arches [Orb] Purty. ~ 301465608 5 6 0 D0 set of dark-stained oaken doors~ set dark-stained oaken doors double~ 131 -1 12555 10 10 5 D1 ~ ~ 0 -1 12613 10 10 5 D2 ~ ~ 0 -1 12578 10 10 5 D3 ~ ~ 0 -1 12614 10 10 5 E vines pale limestone face~ Clumps of climbing roses and slender tendrils of ivies pick their green-fingered way up the cool stone walls, bearding the entranceway of the monastery with leaves and greenery. ~ E building walls~ Once a rich, honeyed tan, the limestone walls of this centuries-old building have faded to a pale dun. Sun and rain have etched their marks upon the smooth, cool walls, darkening the seams between the blocks and wearing away at the sharpness of the corners. ~ E stained-glass window oak limbs animals~ Styled in a series of circles, the panes of glass set within the window are brightly-hued and thick. Lead threads can be seen between each pane, their dark metallic shine contrasting with the rainbow of colored glass. The large circle of glass in the center reflects with the sharp azure of a bright summer sky; within it is depicted a great white oak tree, limbs stretched protectively over lambs, children, lions and various birds. ~ E dark-stained oaken doors set n north~ The doors soar up, meeting at the apex of a wide limestone archway set just under the stained-glass window. Shining with the glossy darkness of oil, the doors have been varnished with a smooth finish, enhancing the grain of the lovely wood. ~ A n north~ ~ if( !is_open( room, north ) ) { act_tochar( #bonk, ch ); end; } ; else act_tochar( #char, ch ); act_notchar( #charleave, ch ); transfer( ch, find_room( 12555 ) ); act_notchar( #arrive, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E char~ You pass through the impressive double doors of the White Oak Monastary. ~ E bonk~ Perhaps you should open the double doors before attempting to walk through them. ~ E charleave~ $n passes through the dark-stained oaken doors to the north. ~ E arrive~ $n enters from the south. ~ ! 0 0 0 -1 S #12559 Kitchen~ As you step into this room from the front hallway, you can instantly tell that it is a kitchen. The smells of baked goods and slow cooked meats fill the area. A large stove and fireplace fill the east wall and many cupboards line the southern wall. A small door lead to the north, much like a servant entrance to a dining room. ~ [Caer] Change paprika quest -- either delete it or overhaul it to have them sent to Vaasa for vineyard materials or *something*. [Drag'ros] When looking at spices "Ther" should be "There" [Nezzim] "door lead" -> "door leads" ~ 301469703 1 6 0 D0 door~ door~ 0 -1 12560 10 10 5 D3 ~ ~ 0 -1 12555 10 10 5 D5 ~ ~ 0 -1 12568 10 10 5 E cupboards~ These cupboards are made of a fine white oak, and contain various small ingredients. A few spices and some flour are easily found, as well as a small bag of sugar. ~ E spices~ Ther is salt and pepper, some thyme and a little basil. There also is an unmarked jar. ~ E jar~ This small unmarked jar contains a fine reddish powder. ~ A get 2 take~ jar~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); obj = oload( 430 ); if( has_obj( 430, ch ) ) { send_to_char( #none, ch ); act_notchar( #nomore, ch ); end; } obj_to_char( obj, ch ); send_to_char( #get, ch ); act_notchar( #got, ch ); } else send_to_char( #none, ch ); ~ E nomore~ $n can't find anymore paprika. ~ E none~ There is no more of that in there. ~ E got~ $n gets a jar of paprika. ~ E get~ You get a jar of paprika. ~ ! 0 0 0 8 17 1509949540 -2 0 506 9 1509949540 3 0 35 17 1509949540 -1 0 236 17 1509949490 -1 0 172 17 1509949465 -1 0 743 17 1509949490 -1 0 -1 S #12560 Dining Room~ This room is made from majestic white oak. The walls are lightly accented with a preservative to keep the oak looking fresh. There is a massive oak table in the center of the room, cabable of holding many many people. A monk sits in one of the chairs enjoying a minor meal. ~ [Orb] Updated this mob's pathetically stupid attacks and made the tattered robes a tad better. [Fyli] cabable should be capable [Silas] capable/ cabable.. In room descr ~ 301465605 1 6 0 D2 door~ door~ 0 -1 12559 10 10 5 A sit~ table~ send_to_char( #sit, ch ); act_notchar( #h_sit, ch ); ~ E h_sit~ $n takes a seat at the large table. ~ E sit~ You take a seat at the large table. ~ ! 0 0 0 539 9 1509949540 3 0 -1 S #12561 Guest Quarters~ A rather comfortable guest room, where there are two beds and a large white oak pantry. The floor is a soft, brown dirt which is nice on your feet, when your shoes are off. The only exit is the door back to the hallway. ~ ~ 301465605 1 6 0 D1 door~ door~ 131 -1 12554 10 10 5 432 17 1509949540 -2 0 -1 S #12562 Monk Sleeping Quarters~ Under Construction. ~ ~ 301465741 1 6 0 D3 ~ ~ 0 -1 12552 10 10 5 -1 S #12563 Guest Quarters~ Under Construction. ~ ~ 301465741 1 6 0 D1 ~ ~ 0 -1 12552 10 10 5 -1 S #12564 Guest Quarters~ This rather comfortable room contains two beds made of a natural white oak. The pantry and walls are also of a white oak. The floor is a soft, brown dirt which is often a relief after much travel in hard boots. ~ Earthril resets here. ~ 301465605 1 6 0 D1 door~ door~ 407 3195 12553 10 10 5 A ~ ~ mob = mob_in_room( 502, find_room( 12564 ) ); if( is_fighting( ch ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); junk_mob( mob ); } continue; ~ E room~ As $n flees, strange ripples appear in the air. ~ E char~ As you flee, you see strange ripples in the air. ~ ! 3 -1 15 A ~ ~ mob = mob_in_room( 538, find_room( 12564 ) ); if( is_fighting( ch ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); junk_mob( mob ); } continue; ~ E room~ A brilliant flash of light floods the room as $n flees! ~ E char~ A brilliant flash floods the room as you flee! ~ ! 3 -1 15 432 17 1509949520 -2 0 432 16 1509949460 -2 0 538 9 1509949540 3 0 -1 S #12565 The Altar of the White Oak Order~ Under Construction. ~ ~ 301465741 1 6 0 D1 ~ ~ 0 -1 12553 10 10 5 -1 S #12566 Monk Sleeping Quarters~ Very sparse furniture adorn this room as monks must sleep on the floor. The white oak from the rest of the monastary is absent here as dirt walls line the room. There are a few sleeping mats here, and one seems to be rather lumpy. ~ [Seltha] There's a lumpy mat but no way to search the lump. *serpent 80%, knuckles 20% - danger added, no more freebies ~ 301465605 1 6 0 D3 ~ ~ 0 -1 12553 10 10 5 E mat~ A large eight foot long mat and about 4 feet wide. This mat looks rather heavy and quite lumpy. ~ A lift~ mat~ if( mob_in_room( 2224, room ) ) { act_tochar( #end, ch ); end; } i = random( 1, 5 ); if( find_stat( ch, str ) > 14 ) { if( rflag( reset0, room ) ) { if( i == 1 ) { remove_rflag( reset0, room ); act_notchar( #finds, ch ); send_to_char( #find, ch ); obj_to_char( oload( 139 ), ch ); } else { act_tochar( #jump, ch ); act_notchar( #rjump, ch ); mload( 2224, room ); remove_rflag( reset0, room ); } } else send_to_char( #none, ch ); } else { send_to_char( #cant, ch ); act_notchar( #isnt, ch ); } ~ E none~ You find nothing. ~ E isnt~ $n isnt strong enough to lift the mat. ~ E cant~ You aren't strong enough to lift the mat. ~ E finds~ $n finds a pair of brass knuckles. ~ E find~ You find a pair of brass knuckles. ~ E jump~ A black serpent, lying in wait beneath the meditation mat, strikes for your heart like an arrow! ~ E rjump~ As $n moves the mat, a black serpent strikes out at $m from beneath it, flying towards $m like an arrow! ~ E end~ A black serpent with arrow-like fangs rests atop the mat. It wouldn't be a good idea to disturb it just now. ~ ! 0 0 0 -1 S #12567 A Small Shop~ This is just where paul hangs out waiting for people to pull the chain in his shop. ~ need to add the runic bracer custom ~ 301469831 1 6 0 495 9 1509949540 3 0 2002 17 1509949450 -1 0 2022 17 1509949490 -1 0 2042 17 1509949490 -1 0 2081 17 1509949490 -1 0 2102 17 1509949490 -1 0 2125 17 1509949490 -1 0 2181 17 1509949490 -1 0 488 17 1509949540 -1 0 2001 17 1509949540 -1 0 2021 17 1509949540 -1 0 2041 17 1509949540 -1 0 2080 17 1509949540 -1 0 -1 S #12568 Bottom Of Stairs~ As you step down the stairs, a cold shiver runs through your body. It is very dark and damp down here, it appears to be the cellar. The floor is a soft dirt and the walls are a cold stone. You get the soft scent of must and an aroma of a fine brew. Light hardly seems to penetrate the darkness, so you must proceed carefully. A sconce is on the wall here with a torch. It seems that the monks also need to keep a light handy. The last step on the stairs makes a funny sound when you step on it. ~ [Lansharra] i came in here and the step was already opened. only it hadn't been and everyone else reset right. so i closed the step and opened it again, and got a small key *boggle* ~ 301465612 1 5 0 D0 ~ ~ 0 -1 12569 10 10 5 D1 ~ ~ 0 -1 12575 10 10 5 D3 ~ ~ 0 -1 12574 10 10 5 D4 ~ ~ 0 -1 12559 10 10 5 E sconce torch~ This crudely fashioned sconce holds a torch. The torch can be easily removed to carry about. ~ E step~ You notice that this step has hinges on the backside of it. You think it might be able to be opened. ~ A get take remove~ torch~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); send_to_char( #get, ch ); act_notchar( #gets, ch ); obj_to_char( oload( 26 ), ch ); end; } send_to_char( #none, ch ); act_notchar( #nones, ch ); ~ E nones~ $n searches the sconce for more torches. ~ E none~ The torch has already been taken. ~ E gets~ $n gets the torch from the wall. ~ E get~ You get a torch. ~ ! 0 0 0 A open~ step~ if( !rflag( reset1, room ) ) { remove_rflag( reset0, room ); act_notchar( #keys, ch ); send_to_char( #key, ch ); end; } if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); remove_rflag( reset1, room ); send_to_char( #open, ch ); act_notchar( #opens, ch ); obj_to_room( oload( 477 ), room ); end; } send_to_char( #close, ch ); act_notchar( #closed, ch ); ~ E keys~ $n tries to look for the key, but it has already been taken. ~ E key~ The key has already been taken. ~ E closed~ $n tries to open the open step. ~ E close~ The step is already open. ~ E opens~ $n opens the step, revealing a small key. ~ E open~ You open the step, revealing a small key. ~ ! 0 0 0 A close~ step~ if( !rflag( reset0, room ) ) { set_rflag( reset0, room ); send_to_char( #close, ch ); act_notchar( #closes, ch ); end; } send_to_char( #open, ch ); act_notchar( #opens, ch ); ~ E opens~ $n tries to close the closed step. ~ E open~ The step is already closed. ~ E closes~ $n closes the step. ~ E close~ You close the step. ~ ! 0 0 0 -1 S #12569 Cellar~ While proceeding northward, you pass by many racks to both sides. A very powerful aroma eminates from these racks. Above you is a bit of mold growing on the ceiling. All around you the air moves slowly and in a circular pattern. Ahead of you is an open area, too far for a light source to find its end. ~ ~ 301465604 1 6 0 D0 ~ ~ 0 -1 12597 10 10 5 D1 door~ door~ 0 -1 12573 10 10 5 D2 ~ ~ 0 -1 12568 10 10 5 D3 door~ door~ 0 -1 12572 10 10 5 E mold~ This mold looks like a common variety mold. It clings to the ceiling and gives off a faint odor. ~ 818 9 1509949540 3 0 -1 S #12571 Watchtower~ Completely uncovered, and open to the rest of the world, this watchtower has a vast view of the realms. Far off to the south can be seen a city, possibly Medienne. To the south-west, can be seen Chiiron. A large mounted bell is here, perhaps to announce visitors. To ring the bell, a rope must be pulled. ~ [Fyli] Uhm, unless this is *really high*, I doubt Chiiron can possibly be seen from here. ~ 301465601 0 6 0 D5 ~ ~ 0 -1 12554 10 10 5 E rope~ This rope is used for sounding the bell. ~ E bell~ This bell is made of some foreign metal. There is a pull rope hanging below it. ~ A pull 2 tug~ rope~ send_to_char( #pull, ch ); wait( 1 ); send_to_area( #bell, room ); ~ E space~ ~ E pull~ You pull on the rope producing a resounding gong. ~ E bell~ A large resounding gong sounds from the massive bell. ~ ! 0 0 0 -1 S #12572 Racks Of Mead~ These huge racks contain many kegs of varying sizes. The racks stretch from the floor to about a foot or so from the ceiling. You can smell the wonderful flavor of this fine brew, and you take a deep breath. When you inhale deeply, you are disturbed by the faint scent of the mold and must. ~ no mob ~ 301465612 0 6 0 D1 door~ door~ 0 -1 12569 10 10 5 D3 ~ ~ 0 -1 12588 10 10 5 E rack~ This large oak rack contains many kegs of mead. You can tell that it is made well, because it hardly bends under the weight of the kegs. ~ -1 S #12573 Racks Of Mead~ These huge racks contain many kegs of varying sizes. The racks stretch from the floor to about a foot or so from the ceiling. You can smell the wonderful flavor of this fine brew, and you take a deep breath. When you inhale deeply, you are disturbed by the faint scent of mold and must. One of these massive kegs has a tap in it, and looks as if it has been recently used. ~ ~ 301465604 1 6 0 D1 ~ ~ 0 -1 12594 10 10 5 D3 door~ door~ 0 -1 12569 10 10 5 E 1 west~ door~ E rack~ This is a very sturdy oak rack. It holds many kegs of mead and barely bends under the massive weight. ~ 480 17 1509949540 -2 0 -1 S #12574 Cellar~ The scent of must is stronger here, and you can catch a faint whiff of mold. You are still walking on a soft dirt floor and the walls are still a cold stone. ~ no mob ~ 301465612 1 6 0 D1 ~ ~ 0 -1 12568 10 10 5 D3 ~ ~ 0 -1 12589 10 10 5 E hoe~ A fairly long wooden shaft with a bent blade on the end. It is meant for tilling earth. ~ A get take~ hoe~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); send_to_char( #get, ch ); act_notchar( #gets, ch ); obj_to_char( oload( 475 ), ch ); end; } send_to_char( #hoe, ch ); act_notchar( #hoes, ch ); ~ E hoes~ $n searches the ground for the hoe which has been taken already. ~ E hoe~ The hoe has already been taken. ~ E gets~ $n takes the hoe. ~ E get~ You take the hoe. ~ ! 0 0 0 -1 S #12575 Cellar~ As you proceed to the east of the stairs, you see a few sacks of grain off to your left. You think you hear a slight squeaking noise, but you can't find the source of it. The air is a bit musty and the smell of a brew is stronger here. You feel warm air flowing in from the east. ~ ~ 301465604 1 6 0 D1 ~ ~ 0 -1 12592 10 10 5 D3 ~ ~ 0 -1 12568 10 10 5 -1 S #12578 Mountain Path~ This area has been completely cleaned from debris. The road to the north goes to the front of the monastary. The road east leads back around the path. There is a small stone well here with a bucket attached to a rope. ~ [Nvir] says empty bucket has been filled [Arlin] Lowering the rope in from of White Oak Monastery: "into" is repeated...arlin ~ 301465600 5 6 0 D0 ~ ~ 0 -1 12558 10 10 5 D1 ~ ~ 0 -1 12579 10 10 5 D3 ~ ~ 0 -1 12615 10 10 5 E rope~ A simple length of run-of-the-mill hemp rope. ~ E well~ The well is small and simple, as fits the needs of the efficient monks. A collection of rounded stones protects the well from wandering creatures, and a long rope is attached to a shoddy-looking bucket. ~ E bucket~ A shoddy-looking collection of wood and nails, this bucket serves only its purpose, that of carrying water up from the well. ~ A lower~ bucket rope~ obj = obj_in_room( 2505, room ); if( obj_in_room( 2505, room ) ) { act_tochar( #slowly, ch ); act_notchar( #rslowly, ch ); junk_obj( obj ); } else act_tochar( #already, ch ); ~ E already~ But it's already been lowered... ~ E rslowly~ $n slowly lowers the bucket into the well. ~ E slowly~ You slowly lower the empty bucket into into the depths of the well, hearing a slight splash as it hits the water. ~ ! 0 0 0 A raise lift~ bucket rope~ if( obj_in_room( 2505, room ) ) act_tochar( #but, ch ); else { act_tochar( #raise, ch ); act_notchar( #rraise, ch ); obj = oload( 2505 ); obj_to_room( obj, room ); } ~ E but~ But it's already been raised... ~ E rraise~ $n raises the bucket, now filled, back to the top of the well. ~ E raise~ You raise the bucket, brimming with water, back to the top of the well. ~ ! 0 0 0 A fill~ bucket~ if( obj_in_room( 2505, room ) ) { act_tochar( #space, ch ); act_notchar( #space, ch ); acode( room, 1 ); act_tochar( #space, ch ); act_notchar( #space, ch ); acode( room, 2 ); } else act_tochar( #filled, ch ); ~ E filled~ You do not see that container. ~ E space~ ~ ! 0 0 0 A blah~ bucket water well~ if( !rflag( status0, room ) ) { act_tochar( #bottom, ch ); end; } if( rflag( status1, room ) ) act_tochar( #empty, ch ); else { act_tochar( #quench, ch ); set_rflag( status1, room ); } ~ E quench~ You take a long draught from the water in the bucket. The liquid is icy cold, and very refreshing. ~ E empty~ But the bucket is empty... ~ E bottom~ But the bucket is at the bottom of the well... ~ ! 0 0 0 A wish~ ~ act_tochar( #this, ch ); ~ E this~ You quietly wish for your heart's desire, looking solemnly into the well as if it will magically grant that wish. To your surprise, you see the wall of the well is lined with a set of ladder rungs. Evaluating the size of the well, you think you could slip down into it and see what is down there. ~ ! 0 0 0 A climb sink descend slip enter~ well water~ act_tochar( #closed, ch ); end; if( players_area( find_room( 37501 ) ) > 1 ) { act_tochar( #full, ch ); end; } act_tochar( #down, ch ); act_notchar( #rdown, ch ); transfer( ch, find_room( 37500 ) ); ~ E closed~ The well is closed. ~ E full~ The well already has a player in it and you think it best not to disturb him. ~ E rdown~ $n slips over the lip of the well and climbs down to the bottom. ~ E down~ You slip over the lip of the well and climb down to the bottom. ~ ! 0 0 0 -1 S #12579 Mountain Path~ Winding in and out of gullies as it slowly progresses up and down the mountain the road is quite flat and well made. Tall pine trees cover the slopes and the mountains all around look glorious with their bright white snow capped tops. ~ ~ 301465600 5 6 0 D0 ~ ~ 0 -1 12613 10 10 5 D2 ~ ~ 0 -1 12580 10 10 5 D3 ~ ~ 0 -1 12578 10 10 5 -1 S #12580 Mountain Path~ The road slightly curves here to avoid the massive boulder that has blocked the path for many ages. The trees get a little sparse here and you think that, should anyone come along, there would be no place to hide. ~ ~ 301465608 5 6 0 D0 ~ ~ 0 -1 12579 10 10 5 D2 ~ ~ 0 -1 12581 10 10 5 205 9 1509949540 3 0 -1 S #12581 Mountain Path~ The road slightly curves here to avoid the massive boulder that has blocked the path for many ages. The trees get a little sparse here and you think that, should anyone come along, there would be no place to hide. ~ ~ 301465600 5 6 0 D0 ~ ~ 0 -1 12580 10 10 5 D3 ~ ~ 0 -1 12582 10 10 5 -1 S #12582 Mountain Path~ There is a mighty boulder here, fallen from the mountainside many ages ago. Since then, it has had many writings etched into it, most notable are some runes that look somewhat recent. ~ ~ 301465600 5 6 0 D1 ~ ~ 0 -1 12581 10 10 5 D2 ~ ~ 0 -1 12583 10 10 5 E runes writings~ These runes have a faint magical aura about them. However, you cannot decipher them, so they mean nothing to you. ~ -1 S #12583 Mountain Path~ Movement is somewhat tiresome here, as you plod along further into the mountains. The ground is rough, with boulders and trees on all sides. ~ ~ 301465600 5 6 0 D0 ~ ~ 0 -1 12582 10 10 5 D2 ~ ~ 0 -1 12584 10 10 5 D3 ~ ~ 0 -1 12612 10 10 5 -1 S #12584 Mountain Path~ This path quickly rises from the road below. It is not very well maintained, and in a few places you have to walk around fallen trees and debris. ~ r/w ~ 301465600 5 6 0 D0 ~ ~ 0 -1 12583 10 10 5 D1 ~ ~ 0 -1 28067 10 10 5 -1 S #12585 Above The Cliff~ Freezing and frigid, this ledge is the small home to a very large creature. There are large footprints all through the snow and multiple carcasses of humanoids and animals. ~ [Mange] I removed the wait time as it was trapping players. [Mange] removed code: wait( 2 ); [Draynath] no messages of someone climbing up ~ 301465600 5 6 0 E cliff~ You think that you can climb down this cliff. ~ A climb~ down cliff~ send_to_char( #climb, ch ); transfer( ch, find_room( 26526 ) ); act_notchar( #climbs, ch ); ~ E climbs~ $n climbs down the cliff. ~ E climb~ You climb down the cliff. ~ ! 0 0 0 581 9 1509949540 3 0 -1 S #12586 Path to the Endless Domains~ This is the entrance to some of the most hideous and insidious creatures known to exist. You stand in a marble room veined in black marble. In the western wall there is an incredibly large, ebony black portal. Ever present is the great hero known through legend alone as Orclerth the Brave. He stands ever watchful of the entrance to the Endless Domains of demons and erscothe. If any should enter, he calls upon his holy powers to bash them back into the dreaded abyss from which they came. ~ this place has no exits? description of a mob shouldn't go in a rdesc ~ 301465605 1 9 0 D3 ~ ~ 0 -1 12587 10 10 5 583 9 1509949540 3 0 -1 S #12587 The Endless Domains~ The Endless domain goes on forever in every directio but one. To the east is the entrance , or exit, from wherever you stand, to he endless domains. Demons and erscothe, or greater demons, wander about aimlessly and agressively, harming chaoticly any creature or demon that shall cross their path. ~ This axe is way out of proportion. Maybe if Mordic-Helm had it? ~ 301465605 1 9 0 D1 ~ ~ 0 -1 12586 10 10 5 585 9 1509949540 3 0 3500 9 1509949540 3 0 3501 9 1509949540 3 0 165 9 1509949540 3 0 174 9 1509949540 3 0 276 9 1509949540 3 0 593 9 1509949540 3 0 -1 S #12588 Garden Section~ A few plants grow here, with signs labeling which are which. Some faint scents of herbs can be made out, but a more powerful odor of mold comes from the east. A small patch of fungi is spread across a row here, and it looks like it is doing well. ~ ~ 301465604 2 9 0 D1 ~ ~ 0 -1 12572 10 10 5 D2 ~ ~ 0 -1 12589 10 10 5 D3 ~ ~ 0 -1 12591 10 10 5 E sign~ These signs show that many different varieties of plantlife and herbs have been planted here. Only the type that survive without light are thriving here. ~ E fungi patch small~ A small patch of fungi that is thriving in the dirt. It has many short stalks and various odd-shaped brims. ~ -1 S #12589 Garden Section~ This is a well maintained garden used by the monks to produce herbs and fungi. The garden is set up into well aligned rows that travel north and a few signs denote the various types. The sunlight is poor here and the herbs aren't doing well, although the fungi are thriving. The garden stretches away north and west. ~ ~ 301465604 2 9 0 D0 ~ ~ 0 -1 12588 10 10 5 D1 ~ ~ 0 -1 12574 10 10 5 D3 ~ ~ 0 -1 12590 10 10 5 E sign~ These signs depict the variety of the rows of plants. Some are fungi, while others are herbs. ~ -1 S #12590 Garden Section~ The rows are not as well kept here as in the beginning of the garden. You also notice that there aren't any signs here telling you which plant is which. A few weeds grow inbetween other plants and the dirt hasn't been recently tilled. Further west the weeds have grown much higher, and the area is a complete mess. ~ ~ 301465604 2 9 0 D0 ~ ~ 0 -1 12591 10 10 5 D1 ~ ~ 0 -1 12589 10 10 5 D3 ~ ~ 0 -1 12595 10 10 5 -1 S #12591 Garden Section~ The rows are not as well kept here as in the beginning of the garden. You also notice that there aren't any signs here telling you which plant is which. A few weeds grow in between other plants and the dirt hasn't been recently tilled. Further west, the weeds grow much higher, and the area doesn't seem to have been cared for recently. ~ ~ 301465604 2 9 0 D1 ~ ~ 0 -1 12588 10 10 5 D2 ~ ~ 0 -1 12590 10 10 5 D3 ~ ~ 0 -1 12611 10 10 5 -1 S #12592 Brewing Room~ The temperature in this room is almost unbearable. The brewing fires are almost always going, keeping the brewing process in action. This helps the monks trade their fine mead to more people and more cities. A large cauldron has been set atop a fire, keeping it rather fresh. A large bucket has a hole in the bottom that empties into a tray that runs north, letting the mead travel onward to be put into kegs. ~ ~ 301465604 10 9 0 D0 ~ ~ 0 -1 12594 10 10 5 D1 ~ ~ 0 -1 12593 10 10 5 D3 ~ ~ 0 -1 12575 10 10 5 818 9 1509949540 3 0 -1 S #12593 Wood Storage~ This rather pleasant smelling room is where the monks keep the wood stored for their brewing fires. A few stacks of different types of wood are here, neatly stacked. The heat from the brewing room keeps this room a pleasant temperature whether it is summer or winter. ~ ~ 301465604 1 9 0 D3 ~ ~ 0 -1 12592 10 10 5 137 17 1509949465 -2 0 136 17 1509949465 -2 0 134 17 1509949490 -2 0 -1 S #12594 Keg Filling Room~ The tray empties here into a series of kegs. There is a small lever that lets you temporarily halt the pouring of mead to switch barrels. After the kegs are filled, they are sealed and taken off to the west to be stored for transport or use. ~ ~ 301465604 1 9 0 D2 ~ ~ 0 -1 12592 10 10 5 D3 ~ ~ 0 -1 12573 10 10 5 A pull~ lever~ send_to_char( #pull, ch ); act_notchar( #pulss, ch ); ~ E pulss~ $n pulls on the lever with no apparent effect. ~ E pull~ You pull the lever, but nothing is running at the moment. ~ ! 0 0 0 -1 S #12595 In The Weeds~ Massive fungal weeds rise up here, blocking most ways around. A few bugs scurry away from you as you walk through the weeds. There is no discernable exit from these weeds, except by the way you made when coming in. You can just barely make out the wall to the west. Many nasty vines and creeping plants have made their way up the wall. A slight shine can be made out when you shift your vision around. ~ [Lansharra] discernible ~ 301465604 2 9 0 D0 ~ ~ 0 -1 12611 10 10 5 D1 ~ ~ 0 -1 12590 10 10 5 D3 door~ door~ 399 477 12596 10 10 5 E shine wall~ You can barely make out a door, covered with vines, on the west wall. ~ A clear move ~ vines~ if( is_open( room, west ) ) { send_to_char( #moved, ch ); act_notchar( #moves, ch ); end; } if( rflag( reset1, room ) ) { send_to_char( #clear, ch ); act_notchar( #clears, ch ); remove_rflag( reset1, room ); } ~ E moves~ $n tries to move the vines that are already out of the way. ~ E moved~ The vines are already cleared. ~ E clears~ $n clears the vines, revealing the hidden door. ~ E clear~ You clear the vines away, releasing the door from its clutches. ~ ! 0 0 0 A unlock un unl unlo unloc~ door west w we wes~ if( rflag( reset1, room ) ) { send_to_char( #vine, ch ); act_notchar( #vines, ch ); end; } if( has_obj( 477, ch ) ) { send_to_char( #open, ch ); act_notchar( #opens, ch ); open( room, west ); end; } send_to_char( #deny, ch ); act_notchar( #denies, ch ); ~ E denies~ $n doesn't have the key to unlock the door. ~ E deny~ You don't have the key to unlock the door. ~ E opens~ $n unlocks and opens the door. ~ E open~ You unlock and open the door. ~ E vines~ $n tries to get to the door, but the vines are in the way. ~ E vine~ The vines are in the way. ~ ! 0 0 0 -1 S #12596 Sealed And Forgotten Room~ This room has long been forgotten. The walls are in a massive state of disrepair, and the door looks well battered. There are a few fungal plants growing on the rocks and a decaying log. A powerful stench lingers in the air here. Strange vines cover the walls here, their thorns dark and brown from a lack of ample sunlight. ~ [Dovea] Ok, I found the KEY for here (in the step) but there is nothing *IN* here. How about some extra descriptions so we know what we're trying to do here? [Orb] Does this room have a purpose? ~ 301465604 2 9 0 D1 door~ door~ 399 -1 12595 10 10 5 A 2 unlock~ 1 east 3 door~ if( has_obj( 477, ch ) ) { send_to_char( #open, ch ); act_notchar( #opens, ch ); open( room, east ); end; } send_to_char( #not, ch ); act_notchar( #nots, ch ); ~ E nots~ $n tries the door, but doesnt have the key. ~ E not~ You do not have the key to unlock the door. ~ E opens~ $n unlocks and opens the eastern door. ~ E open~ You unlock and open the eastern door. ~ ! 0 0 0 A ~ ~ if( rflag( reset0, room ) ) { send_to_room( #mob, room ); mload( 563, room ); remove_rflag( reset0, room ); } ~ E mob~ @bSuddenly, some vines start to move toward you! ~ ! 0 -1 2 -1 S #12597 Cellar~ The stone stairs here seem well used, and they are very sturdy. This is a well worn path, and you hear the sound of running water from the north. There is a torch in a sconce to the north, and you can make out a few doors around it. ~ ~ 301465612 1 5 0 D0 ~ ~ 0 -1 12598 10 10 5 D2 ~ ~ 0 -1 12569 10 10 5 D4 ~ ~ 0 -1 12554 10 10 5 -1 S #12598 Cellar~ A torch lights this room, making the doors readily visible. The sound of water can be heard through the western door, and no sounds can be heard through the eastern. The path proceeds northward, leading off into the darkness. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 12604 10 10 5 D1 door~ door~ 131 -1 12600 10 10 5 D2 ~ ~ 0 -1 12597 10 10 5 D3 door~ door~ 131 -1 12599 10 10 5 818 9 1509949540 3 0 -1 S #12599 Steaming Room~ The temperature of this room is well above that of the others. There a multiple fires in this area, warming it considerably. Off to the north is a place where you can rest and let the steam soothe you. To the west is a shallow pool. ~ ~ 301465613 1 9 0 D0 ~ ~ 0 -1 12601 10 10 5 D1 door~ door~ 131 -1 12598 10 10 5 D3 ~ ~ 0 -1 12602 10 10 5 -1 S #12600 Storage~ This room contains the stores of the monastary. A few meditation mats are in one corner, and a old chair rest in the other. A large chest sits in the middle of the far wall, covered in dust. ~ [Stile] ...the stores of the _monastary_. ~ 301465605 1 9 0 D3 door~ door~ 131 -1 12598 10 10 5 E chest~ This large chest is covered in dust. It has a rather crude lock and hinge system. This chest is too heavy to move. ~ 482 49 1509949540 -2 0 139 81 1593835540 -2 0 447 81 1509949480 -2 0 447 81 1509949460 -2 0 2121 81 1509949480 -2 0 -1 S #12601 Steaming Room~ You can sit on the floor here and rest in the steam. There is a table to the southwest that has a few towels on it that could be used to soften the already soft dirt floor. A fire is burning to the side here, and has a small cauldron positioned above it, where the steam forms. ~ Make water burn? ~ 301465605 1 9 0 D2 ~ ~ 0 -1 12599 10 10 5 D3 ~ ~ 0 -1 12603 10 10 5 E cauldron~ This cauldron needs to be constantly filled to avoid the water boiling away. The monks have recently filled the cauldron. ~ -1 S #12602 Steaming Room~ There is a shallow pool in the center of this area of the steaming room. The temperature of the pool is luke warm and very comfortable to the touch. There is a table off to one side where you can pick up a towel to dry off with. ~ [Orb] Added a lizardman-wearable version of white dragonscale gauntlets, and buffed this mob up [Liana] Hzzth's desc says, "capapbilities". ~ 301465605 1 9 0 D0 ~ ~ 0 -1 12603 10 10 5 D1 ~ ~ 0 -1 12599 10 10 5 E table~ This table still holds a few towels. It is made of a fine oak and seems to be water resistant. ~ E pool~ This is a comfortable pool where you can take the time to relax and soothe aching muscles. ~ A get take~ towel~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); send_to_char( #get, ch ); act_notchar( #gets, ch ); obj_to_char( oload( 481 ), ch ); end; } else { send_to_char( #self, ch ); act_notchar( #selfi, ch ); } ~ E selfi~ $n reaches for a towel, but decides that there are too few. ~ E self~ You don't want to leave so few towels left. ~ E gets~ $n gets a towel. ~ E get~ You get a towel. ~ ! 0 0 0 A ~ ~ mob = mob_in_room( 559, find_room( 12602 ) ); if( is_fighting( ch ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); junk_mob( mob ); } continue; ~ E room~ As $n flees, Hzzth dives into the water! ~ E char~ As you flee, Hzzth dives into the pool of steaming water! ~ ! 3 -1 63 A dive~ ~ send_to_char( #dive, ch ); ~ E dive~ You look at the steaming water and decide not to burn yourself. ~ ! 0 0 0 559 9 1509949540 3 0 -1 S #12603 Steaming Room~ A wonderfully made waterfall comes down from the western wall. It must come from an underground spring, because you cannot see any tubes or human made waterways. The water slowly runs downhill to the south to form a shallow pool. Off to the east are a few places to rest and let the steam soothe you. ~ ~ 301465605 1 9 0 D1 ~ ~ 0 -1 12601 10 10 5 D2 ~ ~ 0 -1 12602 10 10 5 -1 S #12604 Broken Down Corridor~ This corridor has long been unused. The walls are crumbling and the floor is uneven. The air temperature gradually falls, as the air to the north seems much cooler than the air to the south. ~ ~ 301465604 1 9 0 D0 ~ ~ 0 -1 12605 10 10 5 D2 ~ ~ 0 -1 12598 10 10 5 872 17 1509949450 -2 0 -1 S #12605 Broken Down Corridor~ Cobwebs are abundant here with many molds and much rubble. The air is very cool and damp. The passage leads south and east, both directions are strewn with rubble, making movement more difficult. ~ [Kriptik] @cmonk@n , no color. ~ 301465604 4 9 0 D1 ~ ~ 0 -1 12606 10 10 5 D2 ~ ~ 0 -1 12604 10 10 5 -1 S #12606 Broken Down Corridor~ You are pushing spiderwebs out of your way as you try to go on. The floor is almost completely disheveled, and you walk much more slowly here. The air is stagnant and cold, sending chills ocassionally through you. ~ ~ 301465604 1 9 0 D1 ~ ~ 0 -1 12607 10 10 5 D3 ~ ~ 0 -1 12605 10 10 5 -1 S #12607 Edge Of The Pit~ This area is filled with many spiderwebs and you have to push them out of your eyes. No matter how many times you clear them, there is always more. The air is almost freezing here and the dampness chills you. The path ends in this room and you can tell that there is an enormous pit to the north. ~ no ~ 301465612 1 9 0 D0 ~ ~ 0 -1 12608 10 10 5 D3 ~ ~ 0 -1 12606 10 10 5 A ~ ~ if( find_stat( ch, level ) < 14 ) act_tochar( #danger, ch ); continue; ~ E danger~ You sense a danger beyond your means to the north. ~ ! 1 -1 8 -1 S #12608 Top Of The Pit~ This is above the pit and you could very easily fall. The walls are rough and jagged, making an ascent possible, but dangerous. You would be glad to go south and get away from this massive pit. ~ ~ 301465604 1 9 0 D2 ~ ~ 0 -1 12607 10 10 5 D5 ~ ~ 0 -1 12609 10 10 5 A ~ ~ wait( 1 ); send_to_char( #fall, ch ); wait( 2 ); send_to_char( #falling, ch ); transfer( ch, find_room( 12610 ) ); wait( 1 ); send_to_char( #falls, ch ); inflict( ch, mob, 5d5+5, "the fall" ); ~ E falling~ You slip over the edge and plunge downward! ~ E falls~ The fall hurts you considerably. ~ E fall~ You are starting to lose your balance and fall, so if you don't want to fall headfirst into this gaping pit you had better return to the south, now! ~ ! 1 0 1 -1 S #12609 The Pit~ The pit is really deep and the walls are jagged. You notice that frost has accumulated on the tops of jutting rocks. You would be most pleased to leave this area soon, becuase the air is beginning to freeze you over. ~ ~ 301465604 1 9 0 D4 ~ ~ 0 -1 12608 10 10 5 D5 ~ ~ 0 -1 12610 10 10 5 -1 S #12610 Bottom Of The Pit~ You survey the surrounding pit and notice that many a person has met their fate here. From what you can tell, they were mostly robed monks who wandered from the path. The only obvious exit is above you, the way you came in. Hopefully you won't needlessly wander into a pit again. ~ [Terek] Please someone redo this place ~ 301465604 1 9 0 D4 ~ ~ 0 -1 12609 10 10 5 537 9 1509949540 3 0 590 9 1509949505 3 0 -1 S #12611 In The Weeds~ Massive fungal weeds rise up here, blocking most ways around. A few bugs scurry away from you as you walk through the weeds. There is no discernable exit from these weeds, except by the way you came in. ~ [Lansharra] discernible ~ 301465604 2 9 0 D1 ~ ~ 0 -1 12591 10 10 5 D2 ~ ~ 0 -1 12595 10 10 5 -1 S #12612 Mountains~ The ground here is rough, and slopes upward to the north. To the west, a giant rock wall towers over you, too steep to climb. South of here a road climbs its way into the mountains to the west. In the distance, trees dot the steep mountain slopes all around your position. ~ ~ 301465600 5 9 0 D1 ~ ~ 0 -1 12583 10 10 5 D3 ~ ~ 0 -1 51036 10 10 5 -1 S #12613 Before a Great Monastary~ You stand near an ancient stone building, covered with creepers and vines. It is extremely large, and suggests a permanence which belies its slighly decayed condition, even more so than the immutable facades of the nearby Cairn Mountains. ~ [Borodin] in desc it is slightly not slighly ~ 301465608 5 9 0 D2 ~ ~ 0 -1 12579 10 10 5 D3 ~ ~ 0 -1 12558 10 10 5 -1 S #12614 Before a Great Monastary~ A great building stands off to your north, its frame covered with vines and thick bushes. It has clearly stood here for a long time, unaffected by war, famine and the rise and fall of nearby kindgoms. ~ ~ 301465608 5 9 0 D1 ~ ~ 0 -1 12558 10 10 5 D2 ~ ~ 0 -1 12615 10 10 5 -1 S #12615 Mountain Clearing~ You stand in an open, surprisngly flat area in the Cairn Mountains. To the north, a great building covered in ancient vines stands, while east of you is a small well. In the distance, the great Cairn Mountains loom, obscuring much of the horizon. ~ ~ 301465608 5 9 0 D0 ~ ~ 0 -1 12614 10 10 5 D1 ~ ~ 0 -1 12578 10 10 5 205 9 1509949540 3 0 -1 S #0