#AREA Tomb of Harand-Da~ Phule~ tomb of harand-da~ 25 20 0 #ROOMS #46750 Before an Underground Archway~ You stand before a large shimmering, archway of granite, raising up to the ceiling of the cavern. It is inlaid with tiny bits of @b@Wmithril@n around its curved, dusty surface in a strange pattern which seems to be responsible for the shimmering, @Bblue-hued@n sheet of energy which fills the arch. An inscription is almost visible through the layers of dust on the stone beside the arch. A massive stairway leads up toward the surface and out of the mountain. Abandoned sconces on the walls hold burnt-out torches which have long since ceased to light the chamber. ~ wipe dust to read inscription on stone [Greyclaw] Am working on this action. [Kanroc] what exactly does light the chamber? [Aldric] need to see other people exit other than the tank. ~ 335020032 11 8 0 D0 ~ ~ 0 -1 46751 10 10 5 D4 ~ ~ 0 -1 43278 10 10 5 E arch sheet energy n north~ The massive granite archway reaches at least 30 feet from the stone floor. Within it a sheet of brilliant energy ripples. ~ E u up stairway~ This narrow, winding staircase twists its way up and out of the depths of the mountain. ~ A wipe dust clear~ stone inscription~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #dust, ch ); } else act_tochar( #already, ch ); ~ E dust~ @b@WYou carefully brush the age-old dust from the stone, revealing a faded inscription.@n ~ E already~ Someone has already brushed the dust from the stone. ~ ! 0 0 0 A look read~ inscription stone~ if( rflag( reset0, room ) ) act_tochar( #too, ch ); else act_tochar( #look, ch ); ~ E too~ The inscription is coated with many layers of dust. ~ E look~ The ancient, faded inscription reads: @I @I Be ye warned all who enter here @I @I Who be not of Khedrus' descent. ~ ! 0 0 0 A ~ ~ if( !cflag( 79, ch ) ) continue; else { act_tochar( #tochar, ch ); act_notchar( #toroom, ch ); do_spell( lightning bolt, ch, ch ); continue; } continue; ~ E tochar~ As you step through the arch a @b@R*BLAST*@n of energy hits you from above! ~ E toroom~ As $n steps through the arch, a powerful bolt of energy @b@R*BLASTS*@n $m from above. ~ ! 3 0 1 1 17 1509949540 -2 0 -1 S #46751 Beyond an Underground Archway~ Your footsteps echo down the length of this long dusty hall, forgotten by time, forgotten by the world above for generations. To the south you see a great granite arch, beyond which lies a staircase leading up and out of the mountain tomb. To the north the hall continues into the very heart of the Cairn Mountains. ~ no_mob ~ 301465608 11 9 0 D0 ~ ~ 0 -1 46754 10 10 5 D2 ~ ~ 0 -1 46750 10 10 5 E s south arch~ A massive sheet of glowing energy, the arch seems weaker on this side of the tomb. Perhaps its builders were more concerned with keeping intruders out than allowing them to leave. ~ A ~ ~ send_to_room( #chant, room ); ~ E chant~ From somewhere below in the depths of the mountain you hear the quiet, low echo of a dwarvish chant. ~ ! 2 150 0 -1 S #46754 A Long Dark Hall~ The hard granite walls reverberate every sound, causing the echos of your footsteps to linger in the shadows for quite some time. To the south the faint glow of a towering archway can be seen, while the darkness continues to the north. The cold stone floor has a decidedly downward slope, leading deeper and deeper into the mountain. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46755 10 10 5 D2 ~ ~ 0 -1 46751 10 10 5 1362 17 1509949540 -2 0 -1 S #46755 A Long Dark Hall - Intersection in the Darkness~ The cold, dark, forgotten hallway leads down into the very bones of the earth to the north, into an impenetrable darkness which your light source cannot illuminate. Side passageways lead east and west, but their destinations are not clear as the floors blend into shadow. To the south you can barely make out a shimmering arch of blue energy. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46772 10 10 5 D1 ~ ~ 0 -1 46756 10 10 5 D2 ~ ~ 0 -1 46754 10 10 5 D3 ~ ~ 0 -1 46764 10 10 5 1019 9 1509949540 3 0 1019 9 1509949540 3 0 1362 17 1509949540 -2 0 1019 9 1509949490 3 0 -1 S #46756 East Side-Passage~ This side passageway continues on into the darkness to the east and connects to the main hall to the west. From what you can tell, peering through the shadows, this side passage in turn branches into several smaller tunnels, perhaps rooms. Upon each wall an inscription is engraved. ~ ~ 301465604 11 9 0 D1 ~ ~ 0 -1 46757 10 10 5 D3 ~ ~ 0 -1 46755 10 10 5 E inscription wall engrav~ @I @I @b@WHonor Guard: guard our fallen brother's rest, guard it @I @I well, guard it as well in death @I @I as you did in life.@n ~ -1 S #46757 East Side-Passage~ The dark stone hall comes to a four-way junction here, as the east-west tunnel is lined by stone doors to the north and south. The stones are covered with dust and cobwebs, making the doors themselves hard to make out. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46758 10 10 5 D1 ~ ~ 0 -1 46760 10 10 5 D2 stone~ stone~ 131 -1 46759 10 10 5 D3 ~ ~ 0 -1 46756 10 10 5 -1 S #46758 East Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the south, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D2 stone~ stone~ 131 -1 46757 10 10 5 1021 9 1509949540 3 0 -1 S #46759 East Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the north, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46757 10 10 5 1021 9 1509949540 3 0 -1 S #46760 East Side-Passage~ The dark stone hall comes to an end here in a large stone slab to the east which appears to be a door. Similar, smaller stones lie to the north and south, covered with layers of dust and cobwebs. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46761 10 10 5 D1 stone~ stone~ 131 -1 46763 10 10 5 D2 stone~ stone~ 131 -1 46762 10 10 5 D3 ~ ~ 0 -1 46757 10 10 5 1019 9 1509949540 3 0 1019 9 1509949540 3 0 -1 S #46761 East Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the south, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D2 stone~ stone~ 131 -1 46760 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1021 9 1509949540 3 0 -1 S #46762 East Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the north, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46760 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1021 9 1509949540 3 0 -1 S #46763 East Side-Passage - A Quiet Tomb~ This stone room is devoid of dust and cobwebs, even though the stale draughts of air which you breathe suggests that the room has remained undisturbed for many years. A large stone slab acts as a door to the west of this burial chamber, but the chamber's alcove is empty. ~ [Lansharra] lieutenant: apparition ~ 301465604 11 9 0 D3 stone~ stone~ 131 -1 46760 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ A enter~ alcove~ act_tochar( #enter, ch ); act_notchar( #renter, ch ); transfer( ch, find_room( 46802 ) ); act_notchar( #rrenter, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E enter~ You carefully enter the darkness of the alcove. ~ E renter~ $n enters the darkness of the alcove, disappearing into its shadows. ~ E rrenter~ $n appears in the alcove, having stepped up from the west. ~ ! 0 0 0 1024 9 1509949540 3 0 -1 S #46764 West Side-Passage~ This side passageway continues on into the darkness to the west and connects to the main hall to the east. From what you can tell, peering through the shadows, this side passage in turn branches into several smaller tunnels, perhaps rooms. Upon each wall an inscription is engraved. ~ inscrip ~ 301465604 11 9 0 D1 ~ ~ 0 -1 46755 10 10 5 D3 ~ ~ 0 -1 46765 10 10 5 E inscription wall engrav~ @I @I @b@WHonor Guard: guard our fair king's rest, guard it @I @I well, guard it as well in death @I @I as you did in life.@n ~ -1 S #46765 West Side-Passage~ The dark stone hall comes to a four-way junction here, as the east-west tunnel is lined by stone doors to the north and south. The stones are covered with dust and cobwebs, making the doors themselves hard to make out. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46770 10 10 5 D1 ~ ~ 0 -1 46764 10 10 5 D2 stone~ stone~ 131 -1 46771 10 10 5 D3 ~ ~ 0 -1 46766 10 10 5 -1 S #46766 West Side-Passage~ The dark stone hall comes to an end here in a large stone slab to the west which appears to be a door. Similar, smaller stones lie to the north and south, covered with layers of dust and cobwebs. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46768 10 10 5 D1 ~ ~ 0 -1 46765 10 10 5 D2 stone~ stone~ 131 -1 46769 10 10 5 D3 stone~ stone~ 131 -1 46767 10 10 5 E stone~ The ancient blocks of granite stand covered with dust and cobwebs. ~ 1019 9 1509949540 3 0 1019 9 1509949540 3 0 -1 S #46767 West Side-Passage - A Quiet Tomb~ This stone room is devoid of dust and cobwebs, even though the stale draughts of air which you breathe suggests that the room has remained undisturbed for many years. A large stone slab acts as a door to the east of this burial chamber, but the chamber's alcove is empty. ~ ~ 301465604 11 9 0 D1 stone~ stone~ 131 -1 46766 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ A enter~ alcove~ act_tochar( #enter, ch ); act_notchar( #renter, ch ); transfer( ch, find_room( 46801 ) ); act_notchar( #rrenter, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E enter~ You carefully enter the darkness of the alcove. ~ E renter~ $n enters the darkness of the alcove and disappears into its shadows. ~ E rrenter~ @n appears in the alcove having entered it though the darkness. ~ ! 0 0 0 1024 9 1509949540 3 0 -1 S #46768 West Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the south, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D2 stone~ stone~ 131 -1 46766 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1021 9 1509949540 3 0 -1 S #46769 West Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the north, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46766 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1021 9 1509949540 3 0 -1 S #46770 West Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the south, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D2 stone~ stone~ 131 -1 46765 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1021 9 1509949540 3 0 -1 S #46771 West Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the north, a stone slab which leads into a dark hallway. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46765 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1021 9 1509949540 3 0 -1 S #46772 A Long Dark Hall~ Even surrounded as you are by solid granite, the weight of the Cairn Mountains above seems to press down upon you, weighing the air palpably even as the depths of this tomb approach freezing temperatures. You can proceed south toward what appears to be an intersection, or north towards a large underground chamber. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46773 10 10 5 D2 ~ ~ 0 -1 46755 10 10 5 1362 49 1509949540 -2 0 26 81 1509949540 -2 0 -1 S #46773 A Large Dark Chamber~ This chamber stretches beyond the reach of torchlight to the east and west, and the light of its flames barely dance upon the high vaulted ceiling. A dark tunnel leads away from the chamber to the south and a large metal door is inset in the north wall. Cobwebs stream across the room, a thick blanket which blocks vision as a dense fog. ~ [Kiian] captain should bellow at a random target ~ 301465604 11 9 0 D0 mithril door~ "mithril door" door~ 131 -1 46774 10 10 5 D2 ~ ~ 0 -1 46772 10 10 5 E door~ The metal the door is made from is obviously mithril, its shine so pure after so many centuries. ~ A ~ ~ if( reputation( ch, Khedrun ) > 400 ) { act_tochar( #pass, ch ); continue; } if( mob_in_room( 1025, room ) ) { act_tochar( #nope, ch ); end; } if( mob_in_room( 1024, room ) ) { act_tochar( #lnope, ch ); end; } if( mob_in_room( 1021, room ) ) { act_tochar( #gnope, ch ); end; } continue; ~ E nope~ @b@WThe spectre of a dwarf captain steps before you. It is clear you will have to get past it to get to the door.@n ~ E lnope~ @b@WAs you approach the door the spectre of a dwarven lieutenant steps before you. It is clear you will have to get past it before you can open the door.@n ~ E gnope~ @b@WAs you approach the door the spectre of a dwarven honor guard steps befor you. It is clear that you will have to get past it before you can open the door.@n ~ E pass~ In good standing with clan Khedrun, you are allowed to pass. ~ ! 8 0 1 A ~ ~ if( reputation( ch, Khedrun ) > 400 ) { act_tochar( #pass, ch ); continue; } if( mob_in_room( 1025, room ) ) { act_tochar( #nope, ch ); end; } if( mob_in_room( 1024, room ) ) { act_tochar( #lnope, ch ); end; } if( mob_in_room( 1021, room ) ) { act_tochar( #gnope, ch ); end; } continue; ~ E nope~ @b@WThe spectre of a dwarf captain steps before you. It is clear you will have to get past it to get to the door.@n ~ E lnope~ @b@WAs you approach the door the spectre of a dwarven lieutenant steps before you. It is clear you will have to get past it before you can open the door.@n ~ E gnope~ @b@WAs you approach the door the spectre of a dwarven honor guard steps befor you. It is clear that you will have to get past it before you can open the door.@n ~ E pass~ In good standing with clan Khedrun, you are allowed to pass. ~ ! 3 0 1 1019 9 1509949540 3 0 1019 9 1509949540 3 0 1019 9 1509949540 3 0 1019 9 1509949540 3 0 1025 9 1509949540 3 0 -1 S #46774 Above a Staircase~ To the south a great mithril door rises above the cold granite floor, leading south toward the Upper Tomb. A chiseled staircase leads even deeper into the mountain tomb below, the darkness making the stair seem endless. The stair starts downward to the north but twists away to the east as it fades into shadow. ~ ~ 301465612 11 9 0 D2 mithril door~ "mithril door"~ 131 -1 46773 10 10 5 E spiral staircase~ The staircase descends down into the darkness. ~ A ~ ~ act_tochar( #desc, ch ); act_notchar( #rdesc, ch ); transfer( ch, find_room( 46775 ) ); act_notchar( #rrdesc, ch ); ~ E desc~ You descend the spiral stair. ~ E rdesc~ $n descends the spiral stair. ~ E rrdesc~ $n arrives from the spiral stair above. ~ ! 0 0 0 A climb descend~ stair~ acode( room, 1 ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E closed~ The lower level is still closed. ~ ! 0 0 0 A d down~ ~ act_tochar( #down, ch ); ~ E down~ Do you want to jump down into the darkness? Or possibly climb something (like a staircase). ~ ! 0 0 0 -1 S #46775 At the Base of a Staircase~ A staircase carved into the side of the tomb spirals upward into the darkness of the upper level of the tomb, while to the east a large hall continues away from the stair. The ceiling vaults to about 100 feet above you in this shadowy, cubical-shaped room. It is not clear what the purpose of this room is, as it is bare of anything save a few sconces on the wall. Perhaps it was the site of a ritual or ceremony, for as you listen an echo from across the centuries seems to reach your ears. ~ [Greyclaw] climb staircase and climb up should probably work [Lansharra] clim down should work ~ 301465612 11 9 0 D1 ~ ~ 0 -1 46776 10 10 5 A ~ ~ act_tochar( #desc, ch ); act_notchar( #rdesc, ch ); transfer( ch, find_room( 46774 ) ); act_notchar( #rrdesc, ch ); ~ E desc~ You ascend the spiral stair. ~ E rdesc~ $n ascends the spiral staircase. ~ E rrdesc~ $n arrives from below. ~ ! 0 0 0 A climb ascend~ stair up~ acode( room, 1 ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ ! 0 0 0 A u up~ ~ act_tochar( #up, ch ); ~ E up~ Do you want to try to just fly up into the darkness? Or possibly climb something (like a staircase). ~ ! 0 0 0 -1 S #46776 A Long Dark Hall~ This wide, high-ceilinged hall's hard stone floor is unforgiving beneath your feet, resounding an echo for several minutes after every step in the air that perhaps has not been disturbed for many years. To the west you can make out a staircase through the darkness, and to the east you see the main hall branch into two side tunnels. ~ ~ 301465604 11 9 0 D1 ~ ~ 0 -1 46777 10 10 5 D3 ~ ~ 0 -1 46775 10 10 5 1362 17 1509949540 -2 0 -1 S #46777 A Long Dark Hall - Intersection in the Darkness~ The high-ceiling main hall of the middle tomb continues to the east and west, while smaller tunnels lead north and south. The unfathomable weight of the Cairn Mountains lies directly overhead this far beneath the surface, perhaps a thousand feet below the ground. The air here is chill, as is always the case at this depth, but something more strange than nature adds to it. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46798 10 10 5 D1 ~ ~ 0 -1 46792 10 10 5 D2 ~ ~ 0 -1 46799 10 10 5 D3 ~ ~ 0 -1 46776 10 10 5 1362 17 1509949540 -2 0 1064 9 1509949540 3 0 1064 9 1509949540 3 0 1019 9 1509949540 3 0 1019 9 1509949490 3 0 -1 S #46778 North Side-Passage~ The dark stone hall comes to a four-way junction here, as the north-south tunnel is lined by stone doors to the east and west. The stones are covered with dust and cobwebs, making the doors themselves hard to make out. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46780 10 10 5 D1 stone~ stone~ 131 -1 46790 10 10 5 D2 ~ ~ 0 -1 46798 10 10 5 D3 stone~ stone~ 131 -1 46791 10 10 5 -1 S #46779 South Side-Passage~ The dark stone hall comes to a four-way junction here, as the north-south tunnel is lined by stone doors to the east and west. The stones are covered with dust and cobwebs, making the doors themselves hard to make out. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46799 10 10 5 D1 stone~ stone~ 131 -1 46782 10 10 5 D2 ~ ~ 0 -1 46781 10 10 5 D3 stone~ stone~ 131 -1 46783 10 10 5 -1 S #46780 North Side-Passage~ The dark stone hall comes to an end here in a large stone slab to the north which appears to be a door. Similar, smaller stones lie to the east and west, covered with layers of dust and cobwebs. ~ ~ 301465604 11 9 0 D0 stone~ stone~ 131 -1 46787 10 10 5 D1 stone~ stone~ 131 -1 46788 10 10 5 D2 ~ ~ 0 -1 46778 10 10 5 D3 stone~ stone~ 131 -1 46789 10 10 5 1019 9 1509949540 3 0 1064 9 1509949540 3 0 -1 S #46781 South Side-Passage~ The dark stone hall comes to an end here in a large stone slab to the south which appears to be a door. Similar, smaller stones lie to the east and west, covered with layers of dust and cobwebs. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46779 10 10 5 D1 stone~ stone~ 131 -1 46784 10 10 5 D2 stone~ stone~ 131 -1 46786 10 10 5 D3 stone~ stone~ 131 -1 46785 10 10 5 1019 9 1509949540 3 0 1064 9 1509949540 3 0 -1 S #46782 South Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the west, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D3 stone~ stone~ 131 -1 46779 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46783 South Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the east, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D1 stone~ stone~ 131 -1 46779 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46784 South Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the west, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D3 stone~ stone~ 131 -1 46781 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46785 South Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the east, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D1 stone~ stone~ 131 -1 46781 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46786 South Side-Passage - A Quiet Tomb~ This stone room is devoid of dust and cobwebs, even though the stale draughts of air which you breathe suggests that the room has remained undisturbed for many years. A large stone slab acts as a door to the north of this burial chamber, but the chamber's alcove is empty. ~ ~ 301465612 11 9 0 D0 stone~ stone~ 131 -1 46781 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1030 9 1509949540 3 0 -1 S #46787 North Side-Passage - A Quiet Tomb~ This stone room is devoid of dust and cobwebs, even though the stale draughts of air which you breathe suggests that the room has remained undisturbed for many years. A large stone slab acts as a door to the south of this burial chamber, but the chamber's alcove is empty. ~ ~ 301465612 11 9 0 D2 stone~ stone~ 131 -1 46780 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1030 9 1509949540 3 0 -1 S #46788 North Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the west, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D3 stone~ stone~ 131 -1 46780 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46789 North Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the east, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D1 stone~ stone~ 131 -1 46780 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46790 North Side-Passage - Small Tomb~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the west, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D3 stone~ stone~ 131 -1 46778 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46791 North Side-Passage - Small Room~ This small stone room is a cube, about 10 feet to a side. It is bare, save for a small alcove in the wall filled with cobwebs. The only exit lies to the east, a stone slab which leads into a dark hallway. ~ ~ 301465612 11 9 0 D1 stone~ stone~ 131 -1 46778 10 10 5 E alcove~ The small alcove set in the wall is about the right size for a dwarf to stand upright in. ~ 1029 9 1509949540 3 0 -1 S #46792 A Long Dark Hall~ This wide, tall chamber carved deep beneath the Cairn Mountains is oppressively large, as the ceiling is far beyond the reach of your light source. To the east the sides of the hall spread to the north and south, as if some larger chamber lies in that direction. Through the darkness to the west you can see an intersection. ~ ~ 301465604 11 9 0 D1 ~ ~ 0 -1 46793 10 10 5 D3 ~ ~ 0 -1 46777 10 10 5 1362 17 1509949540 -2 0 -1 S #46793 A Large Chamber~ This enormous underground chamber looms in all directions, fading into shadow and seemingly infinite in dimensions. To the east a tall door of mithril awaits, a barrier which is not so intangible as the darkness but strangely more welcome. To the west a wide hall leads away from the door. ~ ~ 301465604 11 9 0 D1 mithril door~ "mithril door" door~ 131 -1 46794 10 10 5 D3 ~ ~ 0 -1 46792 10 10 5 A ~ ~ if( reputation( ch, Khedrun ) > 400 ) { act_tochar( #pass, ch ); continue; } if( mob_in_room( 1031, room ) ) { act_tochar( #nope, ch ); end; } if( mob_in_room( 1030, room ) ) { act_tochar( #lnope, ch ); end; } if( mob_in_room( 1029, room ) ) { act_tochar( #gnope, ch ); end; } continue; ~ E nope~ @b@WAs you approach the mithril door the spectral form of a dwarven guardian steps before you. It is clear you will have to get past it before you can reach the door.@n ~ E lnope~ @b@WAs you approach the mithril door the spectral form of a dwarven lord steps before you. It is clear you will have to get past it before you can reach the door.@n ~ E gnope~ @b@WAs you approach the mithril door the spectral form of a dwarven knight steps before you. It is clear you will have to get past it before you can reach the door.@n ~ E pass~ @b@WWelcome by those of clan Khedrun, you are allowed to pass.@n ~ ! 8 0 2 A ~ ~ if( reputation( ch, Khedrun ) > 400 ) { act_tochar( #pass, ch ); continue; } if( mob_in_room( 1025, room ) ) { act_tochar( #nope, ch ); end; } if( mob_in_room( 1024, room ) ) { act_tochar( #lnope, ch ); end; } if( mob_in_room( 1021, room ) ) { act_tochar( #gnope, ch ); end; } continue; ~ E nope~ @b@WThe spectre of a dwarf guardian steps before you. It is clear you will have to get past it to get to the door.@n ~ E lnope~ @b@WAs you approach the door the spectre of a dwarven lord steps before you. It is clear you will have to get past it before you can open the door.@n ~ E gnope~ @b@WAs you approach the door the spectre of a dwarven knight steps befor you. It is clear that you will have to get past it before you can open the door.@n ~ E pass~ In good standing with clan Khedrun, you are allowed to pass. ~ ! 3 0 2 1031 9 1509949540 3 0 1019 9 1509949540 3 0 1019 9 1509949540 3 0 1019 9 1509949540 3 0 1019 9 1509949540 3 0 -1 S #46794 Above a Staircase~ You stand above a staircase which spirals down into the dark depths below, a pathway to the abyss itself, it looms below like a yawning cavern's mouth. To the west a massive door of mithril shines like a beacon, pulling you away from that darkness. The ceiling above is not visible, only seen to the north as it drops below, following the staircase. ~ ~ 301465604 11 9 0 D3 mithril door~ "mithril door"~ 131 -1 46793 10 10 5 D5 ~ ~ 0 -1 46795 10 10 5 -1 S #46795 Below a Staircase~ You stand at the foot of a gargantuan staircase which spirals up into the darkness above. To the south a door of stone awaits, intricately carved with the crest of Khedrus. The scrollwork about the door is impressive, not extravagant, as are the few items of decoration which you can see as you stand before the lower tombs. Something has been carved into the door beneath the crest. ~ turn sconce ~ 301465612 11 9 0 D1 wall~ wall~ 235 -1 46800 10 10 5 D2 door of stone~ "door of stone"~ 131 -1 46796 10 10 5 D4 ~ ~ 0 -1 46794 10 10 5 E inscription carving~ The inscription reads: @I @I @b@WThe Tomb of Harand-Da @I @I @b@WWarrior of Khedrus@n ~ E door~ The stone has somehow been carved and twisted, by what art you do not know. An entire scene of a battle between dwarves plays across its surface. ~ A turn~ sconce~ if( is_open( room, east ) ) { act_tochar( #close, ch ); act_notchar( #rclose, ch ); send_to_room( #closes, find_room( 46800 ) ); close( room, east ); } else { act_tochar( #turn, ch ); act_notchar( #rturn, ch ); send_to_room( #rrturn, find_room( 46800 ) ); open( room, east ); } ~ E turn~ You turn the sconce and a section of the wall to the east opens. ~ E rturn~ $n turns the sconce and a section of the wall to the east opens. ~ E rrturn~ A section of the wall to the west opens. ~ E already~ Someone has already turned the sconce. ~ E close~ You turn the scone and close the secret passage. ~ E rclose~ $n turns the sconce and closes a section of the wall to the east. ~ E closes~ The western wall closes. ~ E closed~ The sconce is stuck. ~ ! 0 0 0 1362 17 1509949540 -2 0 -1 S #46796 A Granite Tomb~ From a quick look around there is not much which would lead you to believe that this is the final resting place of a great warrior. No mounds of gold sit nearby, no troves of countless treasures adorn the walls. The only adornments at all are a hard block of granite in the center of the room and the carving of a great, double-bladed axe in the west wall. ~ insert axe - steals axe overturn block - reveals treasure. This should not be an xp mob. ~ 301465613 11 9 0 D0 door of stone~ "door of stone"~ 131 -1 46795 10 10 5 E axe west~ The carving is so detailed, so perfect that a real axe of that size would probably fit within it perfectly. ~ E hard block granite~ A most uncomfortable place to spend the eternal sleep which is death. ~ A insert~ axe~ if( has_obj( 1352, ch ) ) { junk_obj( has_obj( 47, ch ) ); act_tochar( #axe, ch ); act_notchar( #raxe, ch ); end; } else act_tochar( #nope, ch ); ~ E nope~ Nothing you have will fit into the carving. ~ E raxe~ $n inserts an axe into the carving and it vanishes from sight. ~ E axe~ You insert the massive axe into the carving and it simply vanishes from sight. ~ ! 0 0 0 A overturn~ block stone granite~ if( mob_in_room( 1033, room ) ) { act_tochar( #nope, ch ); end; } if( !rflag( reset0, room ) ) { act_tochar( #nono, ch ); end; } act_tochar( #over, ch ); act_notchar( #rover, ch ); acode( room, 3 ); remove_rflag( reset0, room ); ~ E nope~ @b@WHarand-Da steps before you. He will not let you defile his resting place.@n ~ E nono~ @b@WThe block has already been overturned.@n ~ E over~ @b@WYou overturn the stone block and reveal that beneath it lied no small amount of treasure.@n ~ E rover~ $n overturns the stone block.@n ~ ! 0 0 0 A ~ ~ if( random( 1, 2 ) < 2 ) obj_to_room( oload( 16 ), room ); if( random( 1, 3 ) < 2 ) obj_to_room( oload( 16 ), room ); if( random( 1, 4 ) < 2 ) if( random( 1, 5 ) < 2 ) obj_to_room( oload( 16 ), room ); if( random( 1, 6 ) < 2 ) obj_to_room( oload( 16 ), room ); if( random( 1, 7 ) < 3 ) obj_to_room( oload( 16 ), room ); if( random( 1, 8 ) < 3 ) obj_to_room( oload( 16 ), room ); if( random( 1, 9 ) < 3 ) obj_to_room( oload( 16 ), room ); if( random( 1, 10 ) < 3 ) obj_to_room( oload( 16 ), room ); if( random( 1, 11 ) < 3 ) obj_to_room( oload( 16 ), room ); if( random( 1, 12 ) < 3 ) obj_to_room( oload( 16 ), room ); if( random( 1, 13 ) < 3 ) obj_to_room( oload( 197 ), room ); if( random( 1, 14 ) < 3 ) obj_to_room( oload( 197 ), room ); if( random( 1, 15 ) < 3 ) obj_to_room( oload( 197 ), room ); if( random( 1, 16 ) < 3 ) obj_to_room( oload( 197 ), room ); if( random( 1, 17 ) < 3 ) obj_to_room( oload( 197 ), room ); if( random( 0, 200 ) == 7 ) obj_to_room( oload( 681 ), room ); ~ E NOTE~ This is the treasure code. ~ E crumble~ Nothing happens. ~ ! 0 0 0 1033 9 1509949540 3 0 -1 S #46798 North Side-Passage~ This side passageway continues on into the darkness to the north and connects to the main hall to the south. From what you can tell, peering through the shadows, this side passage in turn branches into several smaller tunnels, perhaps rooms. Upon each wall an inscription is engraved. ~ [Greyclaw] Look wall is awful weird [Severus] when the spectre of a dwarf warrior charges, the message satys "dwarven skeleton" ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46778 10 10 5 D2 ~ ~ 0 -1 46777 10 10 5 E inscription wall engrav~ @I @I @b@WHonor Guard: guard our fallen brother's rest, guard it @I @I well, guard it as well in death @I @I as you did in life.@ ~ -1 S #46799 South Side-Passage~ This side passageway continues on into the darkness to the south and connects to the main hall to the north. From what you can tell, peering through the shadows, this side passage in turn branches into several smaller tunnels, perhaps rooms. Upon each wall an inscription is engraved. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 46777 10 10 5 D2 ~ ~ 0 -1 46779 10 10 5 E inscription wall engrav~ No description @I @I @b@WHonor Guard: guard our fallen brother's rest, guard it @I @I well, guard it as well in death @I @I as you did in life.@ ~ -1 S #46800 Room of the Keeper~ This small room is lit by the warm glow of a burning fire in an alcove to the east. While small, the room appears cozy, furnished with a bearskin rug, a solid bed, and a small desk. On the desk a large open book rests, dust thick upon its pages. ~ turn sconce ~ 301469711 11 9 0 D3 wall~ wall~ 235 -1 46795 10 10 5 E desk~ This desk is short, probably the right size for a dwarf or gnome. ~ E bed~ The bed is low the the stone ground, about 5 feet or so in length. ~ E rug~ This large, thick bearskin rug must have come from a massive beast indeed. ~ E book~ The writing on the pages has faded for the most part, but you can make out the phrase "....and thus did Harand-Da save all the...." ~ E fire alcove~ The flames rise and fall endlessly, an eternal flame. ~ A turn~ sconce~ if( is_open( room, west ) ) { act_tochar( #close, ch ); act_notchar( #rclose, ch ); send_to_room( #closes, find_room( 46795 ) ); close( room, west ); } else { act_tochar( #open, ch ); act_notchar( #ropen, ch ); send_to_room( #opens, find_room( 46795 ) ); open( room, west ); } ~ E close~ You turn the sconce and close the secret passage. ~ E rclose~ $n turns the sconce and the wall to the west closes. ~ E closes~ A section in the wall to the east closes. ~ E open~ You turn the sconce and open a secret passage in the wall to the west. ~ E ropen~ $n turns the sconce and a secret passage opens in the wall to the west. ~ E opens~ A secret passage opens in the wall to the east. ~ ! 0 0 0 1034 9 1509949540 3 0 1362 17 1509949540 -2 0 -1 S #46801 Inside a Small Alcove~ The six and a half feet tall alcove is a surprisingly deep insertion into the stone wall, enough so that the alcove seems to be constantly shrouded in shadow. This alcove was apparently the used as a burial chamber, as the residues of embalming materials are intermixed with cobwebs across the stone surface of the walls and floor. You can leave the alcove to the east. ~ ~ 301465604 11 9 0 A exit~ alcove~ act_tochar( #enter, ch ); act_notchar( #renter, ch ); transfer( ch, find_room( 46767 ) ); act_notchar( #rrenter, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E enter~ You carefully exit the darkness of the alcove. ~ E renter~ $n leaves the darkness of the alcove. ~ E rrenter~ $n steps down out of the alcove. ~ ! 0 0 0 A 1 east~ ~ acode( room, 1 ); ~ ! 0 0 0 -1 S #46802 Inside a Small Alcove~ The six and a half feet tall alcove is a surprisingly deep insertion into the stone wall, enough so that the alcove seems to be constantly shrouded in shadow. This alcove was apparently the used as a burial chamber, as the residues of embalming materials are intermixed with cobwebs across the stone surface of the walls and floor. You can exit the alcove to the west. ~ ~ 301465604 11 9 0 A leave~ alcove~ act_tochar( #enter, ch ); act_notchar( #renter, ch ); transfer( ch, find_room( 46763 ) ); act_notchar( #rrenter, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E enter~ You exit the darkness of the alcove, stepping down to the west. ~ E renter~ $n leaves the alcove, stepping down to the west. ~ E rrenter~ No description $n steps down from the alcove. ~ ! 0 0 0 A search~ wall~ end; if( find_skill( ch, searching ) < 2 ) { act_tochar( #nope, ch ); end; } if( find_skill( ch, searching ) < 6 ) { if( random( 1, 3 ) == 1 ) { act_tochar( #eureka, ch ); loop( all_in_room ) { act_tochar( #tumble, rch ); act_notchar( #rtumble, rch ); transfer( rch, find_room( 46803 ) ); act_notchar( #rrtumble, rch ); } end; } else { act_tochar( #nope, ch ); end; } } if( find_skill( ch, searching ) > 5 ) { act_tochar( #eureka, ch ); loop( all_in_room ) { act_tochar( #tumble, rch ); act_notchar( #rtumble, rch ); transfer( rch, find_room( 46803 ) ); act_notchar( #rrtumble, rch ); } end; } end; ~ E eureka~ You find a small square button hidden in the wall!! Unfortunately, in finding it, you press it!! ~ E nope~ You search the walls of the alcove, but don't find anything. ~ E tumble~ The walls of the alcove move and flip, tumbling you head over heels and over the east wall!! ~ E rtumble~ The walls of the alcove move and flip, tumbling $n head over heels and over the east wall!! ~ E rrtumble~ The wall to the west rotates, sending $n tumbling in from the east!! ~ ! 0 0 0 A w we wes west~ ~ acode( room, 1 ); ~ ! 0 0 0 -1 S #46803 Inside a Small Alcove~ The six and a half feet tall alcove is a surprisingly deep insertion into the stone wall, enough so that the alcove seems to be constantly shrouded in shadow. This alcove was apparently the used as a burial chamber, as the residues of embalming materials are intermixed with cobwebs across the stone surface of the walls and floor. You can exit the alcove to the east. ~ ~ 301465604 11 9 0 A search~ wall~ if( find_skill( ch, searching ) < 2 ) { act_tochar( #nope, ch ); end; } if( find_skill( ch, searching ) < 6 ) { if( random( 1, 3 ) == 1 ) { act_tochar( #eureka, ch ); loop( all_in_room ) { act_tochar( #tumble, rch ); act_notchar( #rtumble, rch ); transfer( rch, find_room( 46802 ) ); act_notchar( #rrtumble, rch ); } end; } else { act_tochar( #nope, ch ); end; } } if( find_skill( ch, searching ) > 5 ) { act_tochar( #eureka, ch ); loop( all_in_room ) { act_tochar( #tumble, rch ); act_notchar( #rtumble, rch ); transfer( rch, find_room( 46802 ) ); act_notchar( #rrtumble, rch ); } end; } end; ~ E eureka~ You find a small square button hidden in the wall!! Unfortunately, in finding it, you press it!! ~ E nope~ You search the walls of the alcove, but don't find anything. ~ E tumble~ The walls of the alcove move and flip, tumbling you head over heels and over the west wall!! ~ E rtumble~ The walls of the alcove move and flip, tumbling $n head over heels and over the west wall!! ~ E rrtumble~ The wall to the east rotates, sending $n tumbling in from the east!! ~ ! 0 0 0 -1 S #0