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
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
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~
~
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

~
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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
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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
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~
~
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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.  

~
~
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~
~
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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
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-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.  

~
~
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D0
~
~
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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

~
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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
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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.

~
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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