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
Hills of Pennan~
Kiian, Talis~
Hills of Pennan~

1 0
0
#ROOMS

#39250
Before a Dark and Sinister Portal~
An immense, featureless portal dominates the chamber's north wall. 

Otherwise, the room is bare, save for a thin lever, its wooden handle dry

and slightly warped with age.  All about you, the stone surfaces which

surround you are smooth and seem to be joined together effortlessly, 

their edges perflect flush with one another.

~
~
301465604 0 5 0
D0
northern door~
~
195 -1 37234 10 10 5
D1
~
~
0 -1 39251 10 10 5
D2
~
~
0 -1 39252 10 10 5
D3
~
~
0 -1 39254 10 10 5
A
pull~
lever~
if( !is_open( room, north ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  open( room, north );

  send_to_room( #open, find_room( 39250 ) );

  send_to_room( #n-open, find_room(  37234 ) );

  }

else {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  close( room, north );

  send_to_room( #close1, find_room( 39250 ) );

  send_to_room( #n-close1, find_room(  37234 ) );

  }

~
E
stuck~
Nothing happens.

~
E
open~
The portal to the north slides silently away.

~
E
rpull~
$n pulls the wooden lever.

~
E
pull~
You pull the wooden lever.

~
E
close~
You pull the wooden lever.

~
E
rclose~
$n pulls the wooden lever.

~
E
close1~
The portal to the north slides silently closed.

~
E
n-close1~
The portal to the south slides silently closed.

~
E
n-open~
The portal to the south slides silently open.

~
!
0 0 0
A
~
~
i = random( 1, 4 );

if( i == 1 ) {

  i = 1d5+5;

  loop( all_in_room ) {

    if( rch != mob ) {

      send_to_room( #cool, room );

      dam_message( ch, i, "the darkness" );

      inflict( ch, rch, i, "the darkness" );

      }

    }

  }

~
E
cool~
The cool darkness washes over you.

~
!
4 -1 0
A
~
~
i = random( 1, 5 );

j = random( 1, 5 );

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    wait( j );

    act_room( #warning, ch );

    remove_rflag( reset0, room );

    }

  }

~
E
warning~
@b@BFrom nowhere, an emaciated figure bathed in pale blue light appears. 

"Beware their hunger!", he croaks, and then disappears as suddenly as he

came.

~
!
1 0 14
-1
S

#39251
Corners Small and Forgotten~
You find yourself in a humble chamber, with finely-fitted stones covering

the walls, floor and ceiling.  As you examine them, you notice their

startlingly close fit with their neighbors, and the thick layer of dust

which covers them in their unfeeling, unending slumbers.

~
removed reset till mob is fixed

[ 1] *    100%   0%   0%       Stan            621 a banshee

~
301465604 0 5 0
D3
~
~
0 -1 39250 10 10 5
E
stones floor ceiling~
Smooth and joined together without any mortar.  Quite a marvel.

~
621 137 1509949540 3 0
-1
S

#39252
Cut through the Darkest of Stone~
Vertical lines and right angles cleave through dull rock, the stones

surrounding you irregular in shape, their strange angles and lines

somehow fitted perfectly with one another.

~
~
301465604 0 9 0
D0
~
~
0 -1 39250 10 10 5
D2
~
~
0 -1 39253 10 10 5
D3
~
~
0 -1 39267 10 10 5
-1
S

#39253
Through the Unfeeling Dark~
A carefully constructed square tunnel leading north and south.  The

stones here are irregular in shape, with their strange angles and lines

somehow fitted perfectly with one another.

~
~
301465604 0 9 0
D0
~
~
0 -1 39252 10 10 5
D2
~
~
0 -1 39260 10 10 5
D3
~
~
0 -1 39262 10 10 5
E
stone~
The stones are smooth and ancient, and covered by a thick layer of dust.

~
A
~
~
if( is_follower( ch ) )

  end;

if( rflag( reset0, room ) ) {

  wait( 3 );

  if( random( 1, 3 ) == 1 ) {

    act_room( #room, ch );

    remove_rflag( reset0, room );

    }

  }

~
E
room~
A single blue flame appears from nowhere, hovers in the air for a

moment, and then vanishes from sight.

~
!
1 -1 13
-1
S

#39254
Before the Darkness~
A large stone chamber opens up around you, its walls and floor

constructed with strangely-shaped, smooth stones.  The ceiling above you

looms high, the darkness overhead undaunted by your feeble light source. 

A steep ramp constructed from the oddly-shaped flagstones descends further

into the depths below, creeping its way downward along the chamber's

southern wall.

~
~
301465604 0 9 0
D1
~
~
0 -1 39250 10 10 5
D3
~
~
0 -1 39263 10 10 5
D5
~
~
0 -1 39383 10 10 5
E
ramp southern~
The ramp descends into the darkness at a steep angle, and seems as if it

might be slippery.

~
A
d down~
~
send_to_char( #down, ch );

continue;

~
E
down~
You head down the ramp.

~
!
0 -1 0
A
~
~
ch = rand_char( room );

if( mob_in_room( 802, find_room( 39256 ) ) ) 

  send_to_char( #shiver, ch );

if( mob_in_Room( 802, find_room( 39257 ) ) )

  send_to_char( #shiver, ch );

~
E
shiver~
@b@BYou sense a dark presence down below.

~
!
2 50 0
-1
S

#39255
Stone Ramp~
A wide stone ramp which cuts through the earth.  The stone walls here are

smooth and carefully joined together.  A strange purplish-blue light

permeates the sloped corridor, its source indeterminate.

~
no_mob

~
301465612 0 5 0
D4
~
~
0 -1 39383 10 10 5
D5
~
~
0 -1 39256 10 10 5
A
~
~
i = 1d10;

if( find_stat( ch, dex ) < random( 1, 20 ) ) {

  send_to_char( #slip, ch );

  act_notchar( #slip2, ch );

  wait( 1 );

  transfer( ch, find_room( 39256 ) );

  dam_message( ch, i, "the fall" );

  inflict( ch, rch, i, "the fall" );

  interpret( ch, "sit" );

  act_notchar( #arrives, ch );

  }

~
E
arrives~
$n comes tumbling down the ramp from above.

~
E
slip2~
$n slips on the smooth stone and falls down the ramp!

~
E
slip~
You slip on the smooth stone and fall head over heels into the darkness below!

~
!
1 -1 48
A
~
~
send_to_char( #up, ch );

continue;

~
E
up~
You head up the smooth stone ramp.

~
!
3 -1 16
A
~
~
send_to_char( #down, ch );

continue;

~
E
down~
You head down the smooth stone ramp.

~
!
3 0 32
-1
S

#39256
Cleave the Midnight Dark~
A immense, jagged cave opens up around you.  The floor is made from the

smooth, finely-joined stone characteristic of the areas above you; the

walls and ceiling, however, are rough and unfinished.  A smooth stone

ramp makes a steep ascent into darkness along the east wall.

~
mpda of y'va'an

~
301465604 0 9 0
D3
~
~
0 -1 39257 10 10 5
D4
~
~
0 -1 39255 10 10 5
A
~
~
room = find_room( 39257 );

if( mob_in_room( 802, find_room( 39257 ) ) ) {

  wait( 2 );

  send_to_room( #lights, find_room( 39526 ) );

  }

if( mob_in_room( 802, find_room( 39526 ) ) ) {

  wait( 1 );

  send_to_room( #lights2, find_room( 39256 ) );

  }

~
E
lights2~
A cloud of strange shimmering lights engulfs you.

~
E
lights~
You spy some strange lights off to the west.

~
!
0 -1 58
A
u up~
~
if( !mob_in_room( 802, room ) ) {

  send_to_char( #up, ch );

  continue;

  }

continue;

~
E
up~
You head up the smooth stone ramp.

~
!
0 -1 0
802 9 1509949540 3 0
-1
S

#39257
Afoot on the Dark Stone~
The finely-joined stones create a flawless plane here, at the foot of a

stone ramp leading up a steep incline.  Aside from the smooth stone

surfaces of the stone ramp, which climbs the west wall up and out of

sight, the floor beneath you is the only other finished surface around

you.  Everywhere else, jagged stone outcroppings and rough stone

surfaces dart here and there, opening up to reveal a huge natural

cavern all around you.

~
redo exiting

stones, ramp, floor, outcroppings cavern

~
301465604 0 9 0
D1
~
~
0 -1 39256 10 10 5
D4
~
~
0 -1 39258 10 10 5
A
u up~
~
if( !mob_in_room( 802, room ) ) {

  act_tochar( #up, ch );

  continue;

  }

continue;

~
E
up~
You head up the ramp.

~
!
0 -1 0
A
~
~
room = find_room( 39257 );

if( mob_in_Room( 802, find_room( 39256 ) ) ) {

  wait( 2 );

  send_to_room( #lights, find_room( 39257 ) );

  }

if( mob_in_room( 802, find_room( 39527 ) ) ) {

  wait( 1 );

  send_to_room( #lights2, find_room( 39257 ) );

  }

~
E
lights2~
A cloud of strange shimmering lights engulfs you.

~
E
lights~
You spy some strange lights off to the east.

~
!
0 -1 58
-1
S

#39258
Slippery Stone Ramp~
The floor is steeply angled and quite slippery here, the finely joined

stones of the tunnel leading downward further in the darkness.  You sense

a presence, a hugeness, close at hand in the cool, damp air somewhere

below. 

~
rw

~
301465604 0 5 0
D4
~
~
0 -1 39259 10 10 5
D5
~
~
0 -1 39257 10 10 5
A
~
~
i = 1d10;

if( find_stat( ch, dex ) < random( 1, 10 ) ) {

  send_to_char( #slip, ch );

  act_notchar( #slip2, ch );

  wait( 1 );

  transfer( ch, find_room( 39257 ) );

  dam_message( ch, i, "the fall" );

  inflict( ch, rch, i, "the fall" );

  interpret( ch, "sit" );

  send_to_room( #arrives, room );

  }

end;

~
E
arrives~
$n comes tumbling down the ramp from above.

~
E
slip2~
$n slips on the smooth stone and falls down the ramp!

~
E
slip~
You slip on the smooth stone and fall head over heels into the darkness below!

~
!
1 0 48
A
~
~
i = 1d10;

if( find_stat( ch, dex ) < random( 1, 40 ) ) {

  send_to_char( #slip, ch );

  act_notchar( #slip2, ch );

  transfer( ch, find_room( 39257 ) );

  dam_message( ch, i, "the fall" );

  inflict( ch, mob, i, "the fall" );

  interpret( ch, "sit" );

  send_to_room( #arrives, find_room( 39257 ) );

  }

~
E
arrives~
$n comes tumbling down the ramp from above.

~
E
slip2~
$n slips on the smooth stone and falls down the ramp!

~
E
slip~
You slip on the smooth stone and fall head over heels into the darkness below!

~
!
2 65 0
A
~
~
i = 1d10;

if( find_skill( ch, climb ) < random( 1, 10 ) ) {

  send_to_char( #slip, ch );

  act_notchar( #slip2, ch );

  transfer( ch, find_room( 39257 ) );

  dam_message( ch, i, "the fall" );

  inflict( ch, rch, i, "the fall" );

  interpret( ch, "sit" );

  send_to_room( #arrives, room );

  end;

  }

continue;

~
E
arrives~
$n comes tumbling down the ramp from above.

~
E
slip2~
$n slips on the smooth stone and falls down the ramp!

~
E
slip~
You slip on the smooth stone and fall head over heels into the darkness below!

~
!
3 0 48
A
u up~
~
send_to_char( #up, ch );

continue;

~
E
up~
You head up the smooth stone ramp.

~
!
0 1000 0
A
d do dow down~
~
send_to_char( #down, ch );

continue;

~
E
down~
You head down the smooth stone ramp.

~
!
0 0 0
-1
S

#39259
Peering into Darkness~
Carved stone arches lead off into darkness in three directions from here,

while a stone ramp cut into the floor leads further downward into

darkness.  A single grey lantern swings slowly overhead, hanging from a

thick metal chain which disappears into the silent blackness above where

you stand.

~
37161 secret to e

guardian?

use cflag entering action for malevolent air?

r/w

~
301465605 0 5 0
D0
~
~
0 -1 39264 10 10 5
D2
~
~
0 -1 39266 10 10 5
D3
~
~
0 -1 39265 10 10 5
D5
~
~
0 -1 39258 10 10 5
E
ramp down~
The ramp is steep, and the stone very smooth, despire the layer of dust

which covers it.

~
E
carvings walls~
The carvings are old, and are barely distinguisable from the wall itself.

~
A
d do dow down~
~
act_tochar( #down, ch );

continue;

~
E
down~
You head down the ramp.

~
!
0 -1 0
A
~
~
send_to_room( #room, room );

~
E
room~
You feel a soft, almost imperceptable breeze rise up from the darkness

below.

~
!
2 0 0
A
~
~
i = 1d25+25;

send_to_room( #lantern, room );

loop( all_in_room ) {

  dam_message( rch, i, "the chill air" );

  inflict( rch, mob, i, "the chill air" );

  }

~
E
lantern~
@B@b The lantern swings slowly overhead, sending a chilly draft of air

coursing through the room.

~
!
2 0 0
-1
S

#39260
Facing the Silver Door~
The square tunnel opens up here somewhat, creating a small chamber at its

endpoint.  Like the rest of the length of the tunnel, the stones here are

irregular in shape, with their strange angles and lines somehow fitted

perfectly with one another.  A large silver door is set in the center of

the southern wall, its surface perfectly smooth and unmarked except for a

single keyhole in its center.

~
~
301465604 0 9 0
D0
~
~
0 -1 39253 10 10 5
D2
silver door~
silver door~
407 870 39261 10 10 5
E
south silver door~
Inscribed in elegant lettering, you read:


     @CThe fate of sentient minds

     are sins that last through time.

     Seven are these mortal Sins,

     Their worldly Aspects lie within.

~
786 9 1509949540 3 0
803 9 1509949540 3 0
618 9 1509949540 3 0
-1
S

#39261
Circular Chamber~
The smooth, curved stone walls of an immense circular chamber open up

around you.  The air is moist and cool, the ceiling overhead domed, and a

slight, inexplicable breeze blows through the room.  An incessant feeling

of an impermable spirit, ever in search of rest, hangs about the smooth

stone chamber.

~
mosaic

~
301465604 0 9 0
D0
silver door~
silver door~
407 870 39260 10 10 5
D1
~
~
0 -1 39268 10 10 5
D2
door~
door~
0 870 39275 10 10 5
D3
~
~
0 -1 39274 10 10 5
808 9 1509949540 3 0
-1
S

#39262
The Overlooked and the Forgotten~
A small side chamber, its floor covered with ancient wood fragments and a

generous layer of dust.  Several immense stone blocks are stacked in a

corner, their smooth surfaces unmarked save for a layer of ancient dust.

~
r/w

~
301465604 0 9 0
D1
~
~
0 -1 39253 10 10 5
787 9 1509949540 3 0
-1
S

#39263
Long Chamber~
A narrow chamber extends for a great distance to the east and west. 

Finely joined stones complete the carefully constructed walls and ceiling

here, curves in a lazy arc as the walls rise to meet the ceiling looms

high overhead.  Several pieces of twisted metal lie scattered on the

floor here, covered by a thick blanket of dust.

~
xtra - metal, dust, floor

nd sentence 

metal, dust, stones wall ceiling

~
301465604 0 9 0
D1
~
~
0 -1 39254 10 10 5
D3
~
~
0 -1 39277 10 10 5
A
~
~
i = random( 5, 15 );

ch = rand_player( room );

if( random( 1, 5 ) == 1 ) {

  wait( i );

  act_room( #light, ch );

  }

~
E
light~
@b@BYou spy a momentary flash of wan blue light off to the west; as soon

as it appears it is gone, leaving you in darkness once more.

~
!
2 50 0
-1
S

#39264
A Darkened Corner~
You stand in a small niche carved out of the stone hill.  The

finely-joined walls present elsewhere in the complex here are incomplete. 

About eye level, the careful masonry gives way to the rough, unfinished

uand natural underground rock.

~
[Merior] silver key resets on this guy

~
301465605 0 5 0
D2
~
~
0 -1 39259 10 10 5
E
masonry~
The finished stonework here is flawless, the stones fitting together to

form a smooth surface which has remained undamaged for ages.

~
E
stones~
Strangely shaped, with many odd angles darting back and forth, they are

somehow fitted together with one another - perfectly, and all done

without mortar.

~
A
~
~
if( is_follower( ch ) )

  end;

if( mob_in_room( 806, room ) )

  end;

if( rflag( reset0, room ) ) {

  wait( 1 );

  act_room( #apparition, ch );

  mload( 806, room );

  remove_rflag( reset0, room );

  }

~
E
apparition~
@b@RAs you step into the small chamber, a spirit rises up from the

darkness and attacks!

~
!
1 -1 5
-1
S

#39265
A Shadowy Vault~
The fine stonework present throughout the tunnels gives way here to a

natural rock floor, as if this room had been left incomplete for some

tacit cause.  Smooth, angled walls rise up to meet one another overhead,

giving the small chamber its gently domed shape.

~
w is 39276

[Conner] fix messages

~
301465605 0 5 0
D1
~
~
0 -1 39259 10 10 5
D3
star stone~
stone~
235 -1 39276 10 10 5
E
walls angled overhead up ceiling~
Smooth and cold to the touch, the strangely shaped stones meet one

another in an almost perfect fit.

~
E
natural rock floor down~
The floor is rough and uneven, left unworked and unfinished by the

creators of this subterranean complex.

~
E
star~
The star stone is huge, perhap 8' in diameter.  Its edge is intricate,

with its zigzagging line mimicing that of a single great star shining

down from avbove in the midsummer sky.

~
A
l lo loo look~
stones stonework~
if( find_skill( ch, searching ) > random( 2, 11 ) ) {

  wait( 1 );

  send_to_char( #notice, ch );

  end;

  }

send_to_char( #duh, ch );

~
E
duh~
The stones are joined together in typically careful fashion.

~
E
notice~
The stones are joined together in typically careful fashion.  You notice

a particularly large star-shaped stone in the center of the west wall.

~
!
0 -1 0
A
push move lift~
star star-shaped~
if( !is_open( room, west ) ) {

  send_to_char( #push, ch );

  act_notchar( #push2, ch );

  wait( 2 );

  if( !char_in_room( ch, find_room( 39265 ) ) )

    end;

  open( room, west );

  act_room( #falls, ch );

  wait( 5 );

  if( !char_in_room( ch, find_room( 39265 ) ) )

    end;

  send_to_room( #quiet, find_room( 39265 ) );

  }

send_to_char( #already, ch );

~
E
quiet~
All is still.

~
E
falls~
The great star-shaped stone falls away into the darkness, leaving a dark

opening in the west wall.

~
E
already~
You don't see the star-shaped stone.

~
E
push2~
With a heave, $n pushes the great star-shaped stone.

~
E
push~
With a heave, you push the great star-shaped stone.

~
!
0 0 0
A
l lo loo look~
west w we wes~
if( is_open( room, west ) )

  send_to_char( #open, ch );

else

  send_to_char( #closed, ch );

~
E
closed~
A large star-shaped stone sits in the center of the west wall.

~
E
open~
A dark opening in the west wall leads to parts unknown.

~
!
0 0 0
-1
S

#39266
Beyond Time and Memory~
This chamber is long and narrow, having been tunneled from the bare, dull

rock of the hills.  The ceiling here is arched and low, forcing you to

stoop over as you move about.  The fine stonework present elsewhere in

the complex is unfinished here.  The customary strangely-shaped stones

only rise a foot or so above floor level here, construction having been

apparently suspended due to some unknown cause.

~
reset flag for action

no magic, no recall

+ dam

~
301465653 0 5 0
D0
~
~
0 -1 39259 10 10 5
A
~
~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  wait( 15 );

  if( random( 1, 2 ) == 1 ) {

    if( !char_in_room( ch, find_room( 39266 ) ) )

      end;

    act_room( #room, ch );

    }

  }

~
E
room~
@b@BA pale blue flame appears in midair, flickers momentarily, and then

disappears.

~
!
1 1000 1
A
~
~
i = 1d25;

act_room( #drain, ch );

modify_mana( ch, -50 );

modify_move( ch, -50 );

dam_message( ch, i, "the cold rush of air" );

inflict( ch, mob, i, "the cold rush of air" );

~
E
drain~
@b@BA cold rush of air passes through the darkness about you.

~
!
2 1000 0
-1
S

#39267
Of Labours Past~
Smashed beakers, vials and work stations fill this dusty chamber, the

remnants of past explorations into the arcane.  The stones here and there

appear damaged, blackened spots signaling the location of past explosions

and experiments gone awry.

~
[Merior] up initiate level?

~
301465604 0 9 0
D1
~
~
0 -1 39252 10 10 5
E
spots blackened~
Scorched stones show the aftereffects of mishaps past.

~
-1
S

#39268
Circular Chamber~
The smooth, curved walls arch in a slow curve here through the dark stone. 

Here and there, beads of water run down the walls, the condensation from

the damp air of the great chamber.

~
r/w

~
301465604 0 9 0
D2
~
~
0 -1 39269 10 10 5
D3
~
~
0 -1 39261 10 10 5
-1
S

#39269
Circular Chamber~
The smooth stone walls continue here in their circular journey, with the

domed ceiling and smooth stone underfoot mimicing their movements to a

surprising extent.  A small, circular opening has been cut into the

eastern wall here, its purpose unknown.

~
opening/alcove

~
301465604 0 9 0
D0
~
~
0 -1 39268 10 10 5
D2
~
~
0 -1 39270 10 10 5
D3
~
~
0 -1 39275 10 10 5
809 9 1509949540 3 0
-1
S

#39270
Circular Chamber~
The air here seems slightly less damp, but a soft, shifting breeze

constantly blows about the area.  The domed ceiling curves upwards here

toward the northwest and the center of the chamber, where the

impenetrable darkness overhead obscures its exact height.

~
~
301465604 0 9 0
D0
~
~
0 -1 39269 10 10 5
D3
~
~
0 -1 39271 10 10 5
814 137 1509949540 3 0
-1
S

#39271
Circular Chamber~
A large circular stone chamber, with a giant mosaic laid out on the floor. 

Several small alcoves are cut into the walls at regular intervals.  The

ceiling is domed here, with its height over the center of the room

reaching 40' or more.

~
~
301465604 0 9 0
D0
~
~
0 -1 39275 10 10 5
D1
~
~
0 -1 39270 10 10 5
D3
~
~
0 -1 39272 10 10 5
-1
S

#39272
Circular Chamber~
A large circular stone chamber, with a giant mosaic laid out on the floor. 

Several small alcoves are cut into the walls at regular intervals.  The

ceiling is domed here, with its height over the center of the room

reaching 40' or more.

~
~
301465604 0 9 0
D0
~
~
0 -1 39273 10 10 5
D1
~
~
0 -1 39271 10 10 5
810 9 1509949540 3 0
-1
S

#39273
Circular Chamber~
A large circular stone chamber, with a giant mosaic laid out on the floor. 

Several small alcoves are cut into the walls at regular intervals.  The

ceiling is domed here, with its height over the center of the room

reaching 40' or more.

~
~
301465604 0 9 0
D0
~
~
0 -1 39274 10 10 5
D1
~
~
0 -1 39275 10 10 5
D2
~
~
0 -1 39272 10 10 5
812 9 1509949540 3 0
-1
S

#39274
Circular Chamber~
The smooth stone is slick underfoot, and you tread carefully lest you

stumble in the dimness which surrounds you.  The curved walls arc from

northeast to southwest here, their odd forms carefully merged to form a

watertight seal.

~
r/w

imp. proc.

~
301465604 0 9 0
D1
~
~
0 -1 39261 10 10 5
D2
~
~
0 -1 39273 10 10 5
811 9 1509949540 3 0
-1
S

#39275
Skies Infinite and Dark~
The ceiling here looms somewhere in the indefinite darkness overhead. 

A soft breeze circles the area, the damp air brushing against your cheek.

The smooth stone floor echos flatly underfoot as you move about, sounds

deadened by the masses of cold dark rock of the hills.

~
~
301465604 0 9 0
D0
~
~
0 -1 39261 10 10 5
D1
~
~
0 -1 39269 10 10 5
D2
~
~
0 -1 39271 10 10 5
D3
~
~
0 -1 39273 10 10 5
813 9 1509949540 3 0
-1
S

#39276
In that Quiet Earth~
The jagged, bare rock walls seem almost alive here.  their frenetic lines

seeming somehow sullen and spiteful toward all warm-blooded intruders. 

Without having to think, you sense that some entity dwells here. 

Tacitly, you know it to be older even than the dull, unfeeling stone of

the hills which cradles you in its blunt, unfeeling grey grasp.

~
entrance to mallander's tomb

e is 39265

~
301465605 0 9 0
D1
star stone~
star stone~
235 -1 39265 10 10 5
E
rock walls jagged bare~
The walls are entirely unfinished and natural, except for a single star

shaped stone in the west wall.

~
A
pull move~
star~
if( !is_open( room, east ) ) {

  send_to_char( #pull, ch );

  act_notchar( #pull2, ch );

  wait( 2 );

  if( !char_in_room( ch, find_room( 39276 ) ) )

    end;

  open( room, east );

  act_room( #falls, ch );

  wait( 5 );

  if( !char_in_room( ch, find_room( 39276 ) ) )

    end;

  send_to_room( #quiet, find_room( 39276 ) );

  }

send_to_char( #already, ch );

~
E
quiet~
All is still.

~
E
falls~
The great star-shaped stone falls to the floor, leaving a dark opening in

the east wall.

~
E
already~
You don't see the star-shaped stone.

~
E
pull2~
With a heave, $n pulls the great star-shaped stone.

~
E
pull~
With a heave, you pull the great star-shaped stone.

~
!
0 -1 0
A
~
~
if( is_follower( ch ) )

  end;

if( mob_in_room( 805, room ) )

  end;

if( rflag( reset0, room ) ) {

  wait( 1 );

  act_room( #undying, ch );

  mload( 805, room );

  remove_rflag( reset0, room );

  }

~
E
undying~
@b@RFrom the darkest of shadows emerges a gaunt figure!

~
!
1 -1 2
A
l lo loo look~
east e ea eas ~
if( is_open( room, east ) )

  send_to_char( #open, ch );

else

  send_to_char( #closed, ch );

~
E
closed~
A large star-shaped stone sits in the center of the east wall.

~
E
open~
A dark opening in the east wall leads to parts unknown.

~
!
0 0 0
-1
S

#39277
Long Chamber~
The indifferent stone floor rises along a steady curve upwards to the

west, ending in front of a strange diamond-shaped stone set in the center

of the wall.  The fine construction continues here, with little evidence

to be found that human hands or manual labor of any kind was responsible

for the construction of this dark and forgotten place.

~
stone in west

r/w

~
301465604 0 9 0
D1
~
~
0 -1 39263 10 10 5
A
~
~
i = random( 1, 10 );

if( rflag( reset0, room ) ) {

  wait( i );

  send_to_room( #chant, room );

  remove_rflag( reset0, room );

  }

~
E
chant~
@b@BA distant chant echoes through the darkness.

~
!
1 -1 10
-1
S

#39278
Narrow Trail~
Under Construction.

~
will link/climb up to 37153

leads down and across gorge and back up toward tower of cardinal magics

~
301465604 0 9 0
D2
~
~
234 -1 37153 10 10 5
D3
~
~
0 -1 39279 10 10 5
-1
S

#39279
Narrow Trail~
Under Construction.

~
narrow trail cut into side of cliff, size max ogre

~
301465604 0 9 0
D1
~
~
0 -1 39278 10 10 5
D5
~
~
0 -1 39280 10 10 5
-1
S

#39280
Narrow Trail~
Under Construction.

~
~
301465604 0 9 0
D3
~
~
0 -1 39281 10 10 5
D4
~
~
0 -1 39279 10 10 5
-1
S

#39281
Bottom of Gorge~
Under Construction.

~
rock walls rise up about you, thunder of waterfall to w

~
301465604 0 9 0
D0
~
~
0 -1 39282 10 10 5
D1
~
~
0 -1 39280 10 10 5
-1
S

#39282
Elemental Bridge?~
Under Construction.

~
waterfall to w, sheer walls rise up around

~
301465604 0 9 0
D0
~
~
0 -1 39283 10 10 5
D2
~
~
0 -1 39281 10 10 5
-1
S

#39283
Bottom of Gorge~
Under Construction.

~
will go up and n a few to tower

~
301465604 0 9 0
D2
~
~
0 -1 39282 10 10 5
D4
~
~
0 -1 39284 10 10 5
-1
S

#39284
Cliffside Trail~
The path levels off to cross a wide shelf to the north.  Several old camp

fires and some random trash clutter the ground where previous travelers

of the path have taken a break from the steep path.  The path to the

south dips sharply down and continues to the valley floor.

~
~
301465604 0 9 0
D0
~
~
0 -1 39285 10 10 5
D5
~
~
0 -1 39283 10 10 5
-1
S

#39285
Cliffside Trail~
The trail begins to rise steeply to the north, lifting off this wide

shelf halfway up the trail.  It follows the contours of the cliff leading

to the cleft between the twin peaks of the mountains far above you.  The

path leads south across the shelf to where it extends down to the valley

floor, winding along the cliff's face.

~
~
301465604 0 9 0
D2
~
~
0 -1 39284 10 10 5
D4
~
~
0 -1 39286 10 10 5
-1
S

#39286
Cliffside Trail~
The path here slopes downward to the south and levels off leading to a

gate to the north.  Standing tall above the gate is a great tower tucked

between two solitary mountain peaks.  A shimmering light plays about the

tower and between the peaks, and strangely, it makes the area around the

tower seem larger.

~
will link to cardinal tower somewhere perched atop a high rocky hillside

to the north 

~
301465604 0 9 0
D0
~
~
0 -1 40793 10 10 5
D5
~
~
0 -1 39285 10 10 5
-1
S

#39287
Among the Silent Pines~
The darkest of pine branches shift slowly as a breeze courses along the

fringes of this, the darkest of groves.  To the east and north, the

remains of Pennan's old town wall stand, their rough, crumbled stones

scattered about the soggy, moss-covered ground.  Dark limbs and ragged

branches sway in the limp air, daring you to venture westward, toward the

eye of the arboreal storm.

~
old wall e and n

wall itself covered in moss?

heh r/ww

r/w

~
301465604 3 9 0
D2
~
~
0 -1 39288 10 10 5
D3
~
~
0 -1 39290 10 10 5
E
limbs branches~
Wizened and craggy like the weathered fingers of an aged hand, the

branches pierce the empty space overhead, their uneven shapes haunting

the moonless darkness.

~
E
wall east town north~
The rough stones of the town wall are cracked in many places, with thick

mosses and wild weeds and creepers fighting for space with one another in

the shadow of the grove.

~
835 9 1509949540 3 0
685 17 1509949445 -2 0
-1
S

#39288
Amongst the Whisp'ring Pines~
The deep folds of the ancient pine trees envelop you, their soft arms

reaching 'round your shoulders and drawing you into darkness, and away

from the bright, hateful light.  Only the faint gurgling of the Valewash

to the south signals to you that time has not stopped, that this grove

does not stand in opposition to the rest of the natural world, frozen in

eternity.

~
valewash s

otter bank? beaver dam?

~
301465604 3 9 0
D0
~
~
0 -1 39287 10 10 5
D1
~
~
0 -1 39289 10 10 5
D3
~
~
0 -1 39292 10 10 5
E
pines trees~
Dark, impassive and mute, their forms tower above you, without comment.

~
A
~
~
send_to_char( #pile, ch );

continue;

~
E
pile~
The bed of dried pine needles underfoot cushions your footfalls.

~
!
3 0 11
-1
S

#39289
Over the Wall~
To the north, the remains of Pennan's stone curtain rest in an uneasy

slumber, indifferent to your momentary scrutiny.  A thicket of tangled

trees and brush grows to the east, along the spit of land between the

remains of the wall and the creek known as the Valewash which flows by to

the south.  Peering west, you spy a tight grove of ancient pine trees

which rise high above the rest of your surroundings, their darkish,

spectral forms casting the ground beneath them into murky, indefinite

darkness.

~
no_mob

action to enter thicket to e

finish extras, add action to get inside tower

north is 37193

~
301465612 2 5 0
D3
~
~
0 -1 39288 10 10 5
E
1 south~
The Valewash flows by to the south.

~
E
curtain wall north~
The wall looms above you, crumbled but still standing.  Ont the other

side you think you sense the movements of villagers and their animals.

~
E
stones~
Damp from the shelter offered by the thicket, and the wet misty air of

the Valewash, the stones are slick and heavy.

~
E
tangle 1 east brush trees thicket~
The tangle growing to the east appears to crowd around the base of the

remains of a crumbled tower which once overlooked the creek to the south. 

The tower's stones are nearly completely covered with the thick

vegetation, from small trees, bushes and strange dark mosses which

overhang the slow murky waters of the creek.

~
A
~
~
send_to_char( #grove, ch );

if( find_stat( ch, level ) < 10 ) 

send_to_char( #danger, ch );

continue;

~
E
danger~
You sense a peril beyond your power lurking within the darkness.

~
E
grove~
Sucking in your breath, you step into the darkness of the grove.

~
!
3 0 8
A
climb~
wall north curtain~
if( find_skill( ch, climb ) > random( 4, 7 ) ) {

  send_to_char( #climb, ch );

  act_notchar( #climb2, ch );

  transfer( ch, find_room( 37193 ) );

  }

~
E
climb2~
$n heaves $f up and over the remains of thhe wall to the north.

~
E
climb~
With a grunt, you heave yourself up and over the crumbled remains of the

old battlements.

~
!
0 0 0
-1
S

#39290
Among the Silent Pines~
A thicket of trunks rise straight up towards a dim morass of dark green

and black overhead.  The cool, damp space under the shadowy veil far

above you is still and quiet, its muted ambience disturbed only by the

soft, blunt echoes of your movements against the piles of soft, dead

needles underfoot.

~
r/w

~
301465604 3 9 0
D0
~
~
0 -1 39291 10 10 5
D1
~
~
0 -1 39287 10 10 5
D2
~
~
0 -1 39292 10 10 5
D3
~
~
0 -1 39294 10 10 5
E
trunks~
Thick and straight, they rise like wooden pillars toward a darkened,

nightmarish sky of deep green and black.

~
685 17 1509949445 -2 0
843 9 1509949540 3 0
-1
S

#39291
Among the Silent Pines~
Dark creepers climb an old wall to the northeast, whilst the pungent,

earthy smell of moss on shadowed earth infiltrates your nostrils.  The

thick veil of dark pines dominates the area overhead, the darkness

underneath soft and cool, its unspoken menace nearly palpable.

~
old wall e and n

find something hidden in weeds when actions are fixed

~
301465604 3 9 0
D2
~
~
0 -1 39290 10 10 5
D3
~
~
0 -1 39293 10 10 5
E
wall old northeast~
Mosses and weeds, withered and yellowed from a lack of sunlight, grow

along the remains of Pennan's town wall.

~
835 9 1509949540 3 0
685 17 1509949450 -2 0
685 17 1509949450 -2 0
843 9 1509949490 3 0
26 17 1509949450 -2 0
-1
S

#39292
Among the Silent Pines~
The dim folds of the impassive pines hush the incessant gurglings of the

Valewash here, until only a distant whisper of flowing water can be heard

off to the south, from behind a dark screen of trees.  Underfoot, a thick

bed of dried needles covers the hard, sunless earth, cushioning your

steps as you pick your way between the rigid, vertical trunks.

~
air sucked out of lungs/body blow

extra for trees

r/w action

~
301465604 3 9 0
D0
~
~
0 -1 39290 10 10 5
D1
~
~
0 -1 39288 10 10 5
D2
~
~
0 -1 39296 10 10 5
D3
~
~
0 -1 39295 10 10 5
E
pines trees trunks~
Dark and utterly motionless, you could swear that the trees are aware of

your presence, your warmth, and your life beneath their deep olive

fingers, and that they resent the intrusion.

~
A
~
~
act_tochar( #ch, ch );

continue;

~
E
ch~
Your steps fall silently as you head across the carpet of dried pine

needles.

~
!
3 0 15
835 9 1509949540 3 0
685 17 1509949445 -2 0
685 17 1509949445 -2 0
685 17 1509949445 -2 0
12 17 1509949500 -2 0
-1
S

#39293
Among the Silent Pines~
The moss-covered remains of Pennan's old battlements lean unsteadily on

their sunken foundations, their giant stones weathered and crumbled from

years of decay.  Tall, dark pines overhang the remains of the wall,

their sweeping shoals of dark needles casting a thick veil of shadow upon

the entire area.  To the west, the cluster of pines thickens, their

evergreen spires packed against one another in close formation, as if to

intentionally blot out the unwelcome light of the sun.

~
finish

add pine branches to other side of wall

extra to look at walls, find secret door to chamber of old gatehouse to north

north is 39300

cracks to get secret

~
301465604 3 9 0
D0
vine~
'vine'~
235 -1 39300 10 10 5
D1
~
~
0 -1 39291 10 10 5
D2
~
~
0 -1 39294 10 10 5
D3
~
~
0 -1 39297 10 10 5
E
vines~
As you examine the vines, you notice a small space behind them, perhaps a

small cave...

~
E
fortifications remnants~
The fortifications are cracked and worn from years of neglect, small

vines and plants clinging to their crumbled forms.

~
E
pine branches~
The trees stand silent, their dark needles slowly sqeezing the warmth

from your body.  Each moment, you become closer to death.

~
E
battlements foundations stones~
Their cracked surfaces covered with dense vegetation, the remains of the

old town's fortifications stand mute and broken, shattered remnants of

follies past.

~
A
move~
vines north n~
if( !is_open( room, north ) ) {

  act_tochar( #move, ch );

  act_notchar( #nmove, ch );

  open( room, north );

  }

else

  act_tochar( #nada, ch );

~
E
move~
You move the vines, clearing a passage northward.

~
E
nmove~
$n moves the vines, allowing passage northward.

~
E
nada~
The vines have already been moved.

~
!
0 0 0
843 9 1509949540 3 0
843 9 1509949540 3 0
685 17 1509949450 -2 0
12 17 1509949470 -2 0
14 17 1509949450 -2 0
-1
S

#39294
Among the Silent Pines~
Stately, dark boughs rise to meet one another in an arboreal embrace,

their lofty curves creating a living vault of branches in the shadowy,

still air overhead.  Underfoot, the dry pine needles carpet the cool,

level ground underneath.  Several large white stone boulders lie against

one another near the base of a great pine.  Upon second glance, you

realize that they come together to form a crude altar.

~
altar

action to finish when bugs fixed

altar_neutral

~
301466116 3 9 0
D0
~
~
0 -1 39293 10 10 5
D1
~
~
0 -1 39290 10 10 5
D2
~
~
0 -1 39295 10 10 5
D3
~
~
0 -1 39298 10 10 5
E
boughs~
Thick, dark branches reach out to one another, tentatively touching one

another in the creeping darkness overhead.

~
E
pine great~
The great pine, although seemingly ageless and a permanent fixture of the

area as much as the mountains which loom in the distance, appears somehow

older than the rest of the dark trees which encircle this spot.

~
E
white stone boulders altar~
Large and smooth, the boulders seem at once a product of no man's hands,

yet far too perfect to be the result of nature's caprice or the whim of

some passing zephyr.

~
A
~
altar~
if( !is_player( ch ) ) 

  end;

if( find_stat( ch, align ) == 0 )

  send_to_char( #good );

~
E
good~
You pray and find solace in your spirituality.

~
!
0 0 0
835 9 1509949540 3 0
685 17 1509949450 -2 0
685 17 1509949445 -2 0
-1
S

#39295
Among the Silent Pines~
Creeping vines hang down from atop a stone cliff which runs west to south

here, their long, willowy strands immobile in the still air of the grove. 

The pines stand impassively here, silent and somehow able to brook your

presence amongst their ageless, towering forms.  Large strands of a dark,

sticky substance span the gaps between several trunks here, forming a

giant web.

~
cliff to s and w

do something with web

when action code is finished

cave?

action to get stuck in web

mummified corpses here too

~
301465604 3 9 0
D0
~
~
0 -1 39294 10 10 5
D1
~
~
0 -1 39292 10 10 5
E
cliff~
Sheer and impassive, the stone face of the cliff rises above you, utterly

featureless save for the long stringy vines which hang from atop the

precipice.

~
E
vines strands willowy~
Thick and tangled, you examine the vines and cannot decide if they are

merely plants, twisted by the darkness of the mute pines, or strands

created by the spiders, or a combination of both.

~
835 9 1509949540 3 0
835 9 1509949490 3 0
685 17 1509949450 -2 0
685 17 1509949445 -2 0
261 17 1509949445 -2 0
12 17 1509949490 -2 0
12 17 1509949445 -2 0
12 17 1509949445 -2 0
12 17 1509949445 -2 0
12 17 1509949445 -2 0
14 17 1509949450 -2 0
14 17 1509949445 -2 0
14 17 1509949445 -2 0
-1
S

#39296
Among the Silent Pines~
Standing beside the trunk of a single great pine, you can see the deep

dark waters of the Valewash idle by to the south, bathed in the undying

shadow of the pine grove.  Looking about, you realize that save for the

insistent chatter of water against stone, the air about you is utterly

silent.  Unpleasantly so.

~
stream is below this spot

idles by?  then has to flow over stones quickly to make sounds heard in

other rdescs 

action redo

~
301465604 3 9 0
D0
~
~
0 -1 39292 10 10 5
E
1 west~
A high cliff rises above even the great pines to the west.

~
E
1 south 1 east~
The Valewash flows by to the south and east.

~
E
single trunk pine~
The great pine appears ageless, its thick, vertical trunk unmarked and

unmarred.

~
A
~
~
act_room( #gurgle, ch );

~
E
gurgle~
The brook gurgles by, its lively sounds seeming almost alien in the dim

stillness of the pine grove.  The sounds seem to be coming from upstream,

somewhere to the southwest.

~
!
2 75 0
A
~
~
if( !is_player( ch ) ) {

  send_to_char( #nope, ch );

  transfer( ch, find_room( 39292 ) );

  }

~
E
nope~
@B@G A strange force compels you to remain outside of that area.

~
!
1 0 1
685 17 1509949450 -2 0
3001 17 1509949470 -2 0
14 17 1509949490 -2 0
14 17 1509949490 -2 0
14 17 1509949465 -2 0
5 17 1509949470 -2 0
948 17 1509949470 -2 0
2101 17 1509949450 -2 0
835 9 1509949540 3 0
843 9 1509949465 3 0
843 9 1509949540 3 0
2000 17 1509949465 -2 0
-1
S

#39297
Among the Silent Pines~
A sheer cliff rises above you to the west, its great height imparting a

solemn stillness to the pine grove spread out at its base.  The dark,

wrinkled trunks of the indifferent pines rise high above you, their

desire to annihilate the sky before it should penetrate the dark fastness

of the grove.  Underfoot, the dried pine needles muffle your footfalls. 

All is still, all is quiet.

~
xtras trees, needles

r/w

action for leaving/heading north out of grove

~
301465604 3 9 0
D0
~
~
0 -1 39299 10 10 5
D1
~
~
0 -1 39293 10 10 5
D2
~
~
0 -1 39298 10 10 5
E
trunks~
Wrinkled, but absolutely straight.

~
E
needles~
Dried and brown, the carpet of needles is thick here, entirely covering

the hard, flat earth underneath.

~
E
cliff~
Rocky and steep, you consider the arduous and most likely fatal climb

which it offers, and decline.

~
835 9 1509949540 3 0
685 17 1509949450 -2 0
-1
S

#39298
Among the Silent Pines~
A rocky cliff looms overhead to the west and south, its massive, angled

form towering high above the thick canopy of pine trees which stands

overhead, screening you from the sky.  A few large boulders lie between

drifts of dry, brown pine needles on the bare earth, while here and there

the sticky sap of the pine trees oozes out onto a rough trunk.

~
cliff to s and w

needles, boulders extra, sap trunk

sap

~
301465604 3 9 0
D0
~
~
0 -1 39297 10 10 5
D1
~
~
0 -1 39294 10 10 5
E
needles earth~
Drifts of needles litter the area underfoot.

~
E
boulders~
The boulders are smooth, and are from a type of white stone atypical of

the hills which encircle Pennan and the Rua Valley.

~
E
cliff rocky~
The cliff rises up at an almost sheer angle; impossible to climb.

~
E
sap~
The sap oozes from the trunk in several different locations.

~
835 9 1509949540 3 0
685 17 1509949445 -2 0
-1
S

#39299
Between the Great Pines~
A few immense pines rise up between the aged face of the old town wall to

the east, and a steep rocky, cliff to the west.  A narrow path lined with

dried pine needles weaves between rough trunks and boulders, leading

south.  The path appears to lead toward a dark stand of thick, ancient

pines, the ground beneath them well sheltered from the rays of the sun.

~
r/w action

no_mob

~
301465612 3 5 0
D0
pine branch~
'pine branch' branch~
235 -1 37032 10 10 5
D2
~
~
0 -1 39297 10 10 5
E
boulders~
Cast here and there at nature's whim, boulders litter the area.

~
E
trunks rough~
Thick and old, the tree trunks are rigid and stright, mutely supporting

the dark canopy overhead.

~
E
path needles~
The path follows a rough curve in the earth, its course quite difficult

to follow as it enters the shadows of the pines to the south.

~
A
~
~
send_to_char( #muffled, ch );

if( find_stat( ch, level ) < 10 )

  act_tochar( #danger, ch );

continue;

~
E
danger~
You sense a peril far beyond your ability lurking in the darkness up

ahead.

~
E
muffled~
The bed of dried needles muffles your footfalls as you enter the grove.

~
!
3 0 4
A
~
~
if( find_stat( ch, level ) < 10 ) 

act_tochar( #fear, ch );

~
E
fear~
@b@GAs you step into the fringes of the dark grove, you sense a danger

beyond your feeble powers lurking, waiting for you, beneath the silent

pines...

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

send_to_char( #nope, ch );

transfer( ch, find_room( 37032 ) );

}

~
E
nope~
A strange, cold force propels you back out of the grove.

~
!
1 0 1
A
bend move part~
pine branches trees~
if( is_open( room, north ) ) {

act_tochar( #close, ch );

act_notchar( #rclose, ch );

close( room, north );

}

else {

act_tochar( #open, ch );

act_notchar( #ropen, ch );

open( room, north );

}

~
E
close~
You bend a pine branch over, hiding the Greened Way.

~
E
rclose~
$n bends a pine branch over, hiding the Greened Way.

~
E
open~
You move a pine branch, revealing the Greened Way to the north.

~
E
ropen~
$n moves a pine branch, revealing the Greened Way to the north.

~
!
0 0 0
-1
S

#39300
A Crumbled Tower~
Cracked stones lie scattered about the damp dirt floor of a circular

chamber.  Once perhaps a small side chamber, a cistern, or a storeroom,

time and the changes wrought by it have transformed the room into a

pocket of darkness, forgotten by mankind.  A few vines grow off to the

south, near the entrance to the chamber.

~
south is 39293

interior of gatehouse basement

r/w

either as guardian of area below or to give out a quest?

no mob

[Conner] Ooh, an area below... THAT sounds cool.

~
301465612 0 5 0
D2
vine~
vine~
235 -1 39293 10 10 5
E
1 south vines~
Some vines grow about the entrance to this chamber, obscuring it from the

outside.

~
E
floor stones cracked~
Looking at the cracked stones on the floor beneath you, you notice that

they once formed a stairway.  Today, the tower is collapsed, and the

rubble blocks any downward progress...

~
A
move~
vines south s~
if( !is_open( room, south ) ) {

act_tochar( #move, ch );

act_notchar( #nmove, ch );

open( room, south );

}

else

act_tochar( #nada, ch );

~
E
move~
You move the vines, allowing departure from the chamber.

~
E
nmove~
$n moves the vines, allowing departure from the chamber.

~
E
nada~
The vines have already been moved.

~
!
0 0 0
840 9 1509949540 3 0
755 17 1509949540 -2 0
-1
S

#39301
Below the Mill~
You stand in a dark stone room.  Looking about at the shattered pieces of

machinery and broken shafts of wood, you realize that this must have been

where the mill's inner workings were housed.

~
at the wheel

make broken stairs above as well

up to 37091

~
301465604 0 9 0
D0
~
~
0 -1 39302 10 10 5
D2
~
~
0 -1 39303 10 10 5
D4
hatch~
hatch~
391 1035 37091 10 10 5
3000 9 1509949540 3 0
-1
S

#39302
Storage Room~
You stand in a large rectangular storage room, which continues off to the

west.  The rotten remains of scores of large wooden barrels and decayed

burlap sacks fill the room, until you are ankle-deep in junk.  A doorway

leads off to the south.

~
~
301465604 0 9 0
D2
~
~
0 -1 39301 10 10 5
D3
~
~
0 -1 39304 10 10 5
E
sacks grain remains~
The sacks contain nothing but rotted grain.

~
E
barrels~
The barrels are little more than shells of once-useful liquid containers.

~
-1
S

#39303
Store Room~
More broken equipment, plus the additional scattered sack and smashed

barrel, lie about this room.  The room's well-constructed walls have

remained standing somehow despite obvious neglect.

~
sacks broken equipment pipes bags 

below to watery caves

r/w

~
301465604 0 9 0
D0
~
~
0 -1 39301 10 10 5
D5
hatch~
hatch~
139 -1 39305 10 10 5
E
equipment~
A mishmash of rotten leather bits, pieces of wood and corroded metals,

all in a giant heap.

~
E
heap~
Looking at the heap, you realize that this refuse is utterly worthless.

~
E
refuse~
Refuse is refuse is refuse - perhaps once it was of use, but now it

merely litters the floor.

~
E
bits~
Looking more closely at some odd bits scattered among the pile of old

equipment on the floor, you notice an odd, shiny piece of metal - the

handle of what appears to be a small hatch in the floor beneath you.

~
3000 9 1509949540 3 0
-1
S

#39304
Storage Room~
You stand in what was once a large storeroom.  The remains of a few large

sacks of grain and barrels lie scattered here, about the otherwise empty

room.

~
~
301465604 0 9 0
D1
~
~
0 -1 39302 10 10 5
E
remains sacks grain~
Rotted and utterly useless, the sacks have decayed away to near

nothingness.

~
3000 9 1509949540 3 0
3000 9 1509949540 3 0
3002 9 1509949540 3 0
-1
S

#39305
Damp Cave~
This is a small, natural chamber.  The limestone walls are curved and

rough, with their strange contours creating strange shapes in the

darkness around you.  To the south, the cave floor leads downward, and

seems to become more wet.

~
up 

up hatch

no_mob

[Hestal] search reports something up, but there is no keyword for it

~
301465612 11 6 0
D2
~
~
0 -1 39306 10 10 5
D4
hatch~
hatch~
139 -1 39303 10 10 5
E
up~
You see a small hatch above you.

~
A
~
~
send_to_char( #down, ch );

continue;

~
E
down~
You follow the slope of the cave floor south, and down into the water.

~
!
3 -1 4
-1
S

#39306
Watery Caves~
You stand knee-deep in the icy water of an underground stream or river -

you aren't sure which, and are unable to detect much of a current.  To

the north, a patch of rough ground rises up out of the water, while to

the east a passageway cuts its way through the limestone and water.

~
~
301465604 6 5 0
D0
~
~
0 -1 39305 10 10 5
D1
~
~
0 -1 39307 10 10 5
A
~
~
send_to_char( #north, ch );

continue;

~
E
north~
You head north, and up and out of the water.

~
!
3 -1 1
-1
S

#39307
Damp Caves~
The icy water deepens here, to just above your waist, while the cavern

walls close in on you on either side.  You proceed slowly, unable to see

where you are stepping.  You may slog east or west from here.

~
sizes

r/w

~
301465604 6 5 0
D1
~
~
0 -1 39308 10 10 5
D3
~
~
0 -1 39306 10 10 5
856 9 1509949540 3 0
3254 17 1509949540 -2 0
-1
S

#39308
Damp Caves~
The cave is quite narrow here, the limestone walls jutting out from

unexpected places and irregular angles.  The water remains at about

waist-height, but as you move you detect a steady downward slope to the

east.  Should you head in that direction, you should prepare to hold your

breath.  The moist air is still and stale here, not moving in the spaces

above the still black underground waters.

~
sloping down

~
301465604 6 5 0
D1
~
~
0 -1 39309 10 10 5
D3
~
~
0 -1 39307 10 10 5
A
~
~
send_to_char( #east, ch );

continue;

~
E
east~
You head east, and take one long last gasping breath of air.

~
!
3 -1 2
3254 17 1509949540 -2 0
856 9 1509949540 3 0
-1
S

#39309
Underground Lake~
You swim the dark, chilling waters of an underground lake.  Strange

pillars of submerged rock rise around you, forming a great submerged

gallery of sleeping stone.

~
Grotto Below the Lake

~
301465604 7 9 0
D0
~
~
0 -1 39312 10 10 5
D1
~
~
0 -1 39310 10 10 5
D3
~
~
0 -1 39308 10 10 5
856 9 1509949540 3 0
856 9 1509949540 3 0
-1
S

#39310
Underground Lake~
You swim the dark, chilling waters of an underground lake.  Strange

pillars of submerged rock rise around you, forming a great submerged

gallery of sleeping stone.

~
cave fish here and w

~
301465604 7 9 0
D0
~
~
0 -1 39311 10 10 5
D2
~
~
0 -1 39313 10 10 5
D3
~
~
0 -1 39309 10 10 5
856 9 1509949540 3 0
856 9 1509949540 3 0
856 9 1509949540 3 0
-1
S

#39311
Underground Lake~
You swim the dark, chilling waters of an underground lake.  Strange

pillars of submerged rock rise around you, forming a great submerged

gallery of sleeping stone.

~
~
301465604 7 9 0
D2
~
~
0 -1 39310 10 10 5
D3
~
~
0 -1 39312 10 10 5
856 9 1509949540 3 0
-1
S

#39312
Underground Lake~
You swim the dark, chilling waters of an underground lake.  Strange

pillars of submerged rock rise around you, forming a great submerged

gallery of sleeping stone.

~
~
301465604 7 9 0
D1
~
~
0 -1 39311 10 10 5
D2
~
~
0 -1 39309 10 10 5
856 9 1509949540 3 0
856 9 1509949540 3 0
-1
S

#39313
Damp Caves~
A huge black stone boulder dominates the western wall of this narrow

underwater tunnel.  The cave is narrow, forcing you to swim slowly lest

you brush up against some rough rock and injure yourself.

The cave floor rises to the east, where presumably you can find air...

~
[Seltha] Well, there's a boulder here, but I can't look at it, or attempt to move it...

~
301465604 7 5 0
D0
~
~
0 -1 39310 10 10 5
D1
~
~
0 -1 39314 10 10 5
3254 17 1509949540 -2 0
-1
S

#39314
Damp Caves~
The tunnel narrows here once again, the walls pinching in toward you,

uncomfortably so.  To the east and west, the watery caverns continue and

deepen, and you think you spy a great boulder jutting out from the rest

of the walls off to the west.

~
acitons

r/w 

~
301465604 6 5 0
D1
~
~
0 -1 39315 10 10 5
D3
~
~
0 -1 39313 10 10 5
3254 17 1509949540 -2 0
-1
S

#39315
Damp Caves~
The cave widens here, even as the waters deepen.  The air is cool and

still, even as it is extremely damp.  Your movements are muffled, and the

strange, unfamiliar smells of the subterreanean world enter your nostrils

and dance upon the edges of your mind, a subtle suggestion of worlds

unseen and wonders unfound.

~
~
301465604 6 6 0
D2
~
~
0 -1 39316 10 10 5
D3
~
~
0 -1 39314 10 10 5
3254 17 1509949540 -2 0
-1
S

#39316
Damp Caves~
The watery cave makes its way between several large rock formations,

forcing you to inch carefully between their odd protrusions and slick

surfaces.  Up above you, you sense another open space, and think you can

detect scores of stalagmites and stalagtites littering the distant

cavern, but the climb up a sheer, wet cavern wall is clearly beyond the

realm of possibility.

~
more boulders

[Derna] extras extras extras

~
301465604 6 5 0
D0
~
~
0 -1 39315 10 10 5
D3
~
~
0 -1 39317 10 10 5
3254 17 1509949540 -2 0
-1
S

#39317
Damp Caves~
The water is about two feet deep here, and quite cold.  Fortunately, the

cave's ceiling rises high overhead into darkness, affording you

sufficient space to stand and try to gain your bearings.  Sound reacts

poorly here, muffled by the water and unfriendly stone surfaces.  You may

head east and south through the turbid water.

~
boulders

[Derna] ceiling extra

~
301465604 6 9 0
D1
~
~
0 -1 39316 10 10 5
D2
~
~
0 -1 39318 10 10 5
3254 17 1509949540 -2 0
-1
S

#39318
Damp Caves~
You stand in a stagnant, waist-deep water.  It is quite cold here, the

chill stone of the cave walls having never seen the light of day.  To the

south, the caves lead up and out of the water, while the passage

continues north.

~
~
301465604 6 9 0
D0
~
~
0 -1 39317 10 10 5
D2
~
~
0 -1 39319 10 10 5
856 9 1509949540 3 0
3254 17 1509949540 -2 0
-1
S

#39319
Damp Caves~
The cave narrows here, sloping downward to the north towards water.  The

stone surfaces are slick with condensation, and the air is cool, dark and

misty.  To the east, you see a small side cave, and to the south the

passage slopes upward.

~
slopes down into water here

hear water

no_mob

~
301465604 11 5 0
D0
~
~
0 -1 39318 10 10 5
D1
~
~
0 -1 39320 10 10 5
D2
~
~
0 -1 39321 10 10 5
A
~
~
act_tochar( #ch, ch );

continue;

~
E
ch~
You follow the tunnel down the slope and into the water.

~
!
3 -1 1
855 9 1509949540 3 0
2837 17 1509949445 -2 0
-1
S

#39320
Damp Alcove~
Several large, flat rocks lie scattered about this small, damp alcove. 

Rock walls crowd you as you note the remains of an old fire in the

center of the room.

~
alcove, shelter, rises up a bit. some skins, an old fire

rock walls, with some carvings

[Derna] desc is a little weak, but from your notes it looks like a work in progress

~
301465604 11 4 0
D3
~
~
0 -1 39319 10 10 5
E
fire remains center~
A few damp bits of charred wood and small stones are all that signal that

a fire was once here.  It seems to have been long ago.

~
246 17 1509949465 -2 0
-1
S

#39321
Down in a Hole~
You stand in what appears to be a small, dark pit tunneled out of the

earth below the pruner's shack.  The earth underfoot is loose and moist,

and as you move, you feel yourself sinking somewhat.  A dark opening

leads to the north.

~
up 37208

no mob

[Rue] skinny old man upstairs

[Rue] done

~
301465612 11 5 0
D0
~
~
0 -1 39319 10 10 5
D4
trapdoor~
trapdoor~
139 -1 37208 10 10 5
E
up~
You see a small trapdoor in the ceiling.

~
E
earth~
The earth is damp and dark.  The rich soil of the Rua Valley holds water

well.

~
-1
S

#39322
Cave Mouth~
You stand near the mouth of a small, dark cave.  Looking outside the cave

to the east, you notice how several immense boulders pinching together

conceal the cave opening surprisingly well from the Greened Way. 

Examining your surroundings, you notice the rough walls of the cavern are

covered in a strange brownish-green lichen.  Several small rocks lie

scattered about the floor.

~
up is 39359

no mob

~
301465612 0 5 0
D1
stone opening east~
stone opening east~
139 -1 37034 10 10 5
D4
~
~
171 -1 39360 10 10 5
D5
~
~
0 -1 39323 10 10 5
E
rocks ~
The rocks are large, heavy, and rather unremarkable.

~
E
1 east~
You see an opening in the stone to the east.

~
78 17 1509949445 -2 0
78 17 1509949445 -2 0
78 17 1509949445 -2 0
224 9 1509949540 3 0
-1
S

#39323
A Dark Cave~
Dark, rough walls rise overhead into darkness in this large, nearly

circular underground chamber.  Clumps of odd, brownish lichens cover

large areas on the walls around you, and as you listen you hear the

distant, slow drip of water falling against stone somewhere, in the

darkness, far away.

~
~
301465604 0 7 0
D4
~
~
0 -1 39322 10 10 5
224 9 1509949540 3 0
224 9 1509949490 3 0
224 9 1509949465 3 0
78 17 1509949445 -2 0
983 17 1509949450 -2 0
14 17 1509949465 -2 0
902 17 1509949442 -2 0
3000 17 1509949445 -2 0
3028 17 1509949445 -2 0
1003 17 1509949445 -2 0
1035 17 1509949540 -2 0
-1
S

#39324
By a Raging River~
You stand in a small clearing along the western bank of a wild, raging

river which runs northeast to southwest.  To the west, a thick stand of

ancient oaks looms like a silent black and green curtain, everpresent but

utterly still.

~
~
301465604 0 9 0
D2
~
~
0 -1 37001 10 10 5
755 9 1509949540 3 0
-1
S

#39325
On a Riverbank~
The turbid waters of the Elhanni rush by to the east, flowing southeast

in a headlong rush which contrasts with the stillness of the surrounding

flora.  To the north, you spy a narrow dirt road cutting through the dark

trees, which continue off to the west and south.

~
~
301465600 0 9 0
D0
~
~
0 -1 37001 10 10 5
D2
~
~
0 -1 39327 10 10 5
D3
~
~
0 -1 39326 10 10 5
E
1 west 1 south~
The dark woods continue off in that direction.

~
E
1 east~
The rough, choppy waters of the Elhanni River rush by to the east.

~
-1
S

#39326
Dark Woods~
You stand amidst ancient elms and stately oaks, surrounded on all sides

by their mute, weathered forms.  Looking overhead, you can see little of

the sky; you are sure it is there, yet the lush canopy overhead prevents

both sun and starlight from penetrating to the forest floor.

~
~
301465604 0 9 0
D0
~
~
0 -1 37002 10 10 5
D1
~
~
0 -1 39325 10 10 5
D2
~
~
0 -1 39362 10 10 5
D3
~
~
0 -1 39355 10 10 5
2509 9 1509949540 3 0
2508 9 1509949540 3 0
2694 17 1509949460 -2 0
-1
S

#39327
On a Riverbank~
The Elhanni River rushes by to the east, cutting its way through the

forested banks on either side.  The grass along the bank here is tall,

and thick, crowding against the water even as the nearby oaks and elms,

in turn, push towards the bank.

~
~
301465600 2 7 0
D0
~
~
0 -1 39325 10 10 5
D2
~
~
0 -1 39361 10 10 5
D3
~
~
0 -1 39362 10 10 5
E
1 east~
The rough, choppy waters of the Elhanni River rush by to the east.

~
E
river~
The Elhanni River rushes by, forming sections of white foamy water where

it churns over rocks.  It churns forward with enough strength to prevent

most things from crossing, hurling them back to the sides.  A slim, muddy

shore lines the river here.

~
A
1 look~
shore bank edge 3 muddy slim~
if( rflag( reset0, room ) ){

  act_tochar( #clay, ch );

  end;

  }

else{

  act_tochar( #notclay, ch );

  end;

  }

~
E
notclay~
Erosion wears away at the banks, slowly breaking down the rocks and soil. 

You notice the revealed earth is comprised of primarily a muddy slurry of

dirt, sticks, and leaves.

~
E
clay~
Erosion wears away at the banks, slowly breaking down the rocks and soil. 

You notice the revealed earth retains an odd gray brown mix that

seems reflect silvery sparkles like light off of water.  You could

probably collect some of the clay if you wished to risk the slippery

footing near the river.

~
!
0 0 0
A
get take collect scoop~
clay~
if( rflag( reset0, room ) ){

  act_tochar( #go_shore, ch );

  act_notchar( #rgo_shore, ch );

  obj_to_char( oload( 1082 ), ch );

  remove_rflag( reset0, room );

  end;

  }

else{ 

  act_tochar( #no_reason, ch );

  end;

  }

~
E
no_reason~
You see no reason to risk life and limb to go down to the river bank and

play in the mud.

~
E
rgo_shore~
$n carefully eases $s way down to the edge of the water then begins to do

something utterly amazing.  $e begins to play in the mud.  How odd.

~
E
go_shore~
You carefully work your way down the slippery bank, retaining a firm hold

on a convenient tree root.  Making an extreme effort not to fall into the

Elhanni you manage to scoop up a significant amount of the clay.

~
!
0 0 0
2509 9 1509949540 3 0
2506 9 1509949540 3 0
-1
S

#39328
Cave Entrance~
A dark tunnel opens up behind a large boulder here, with several smaller

but still sizeable stones scattered around the opening.  Looking about,

you notice that the walls here were regular, hewn from the surrounding

rock and dirt of the hillside and braced with thick timber posts.  The

tunnel leads back up and outside, and continues downward into the depths

of the hill.

~
[Calliope] add extra boulder stones

[Calliope] extra for walls timber posts

acode for leaving up and leaving down?

~
301465604 0 5 0
D4
~
~
1 -1 39354 10 10 5
D5
~
~
0 -1 39329 10 10 5
A
~
~
if( find_stat( ch, level ) < 5 ) { 

  wait( 1 );

  act_tochar( #peligro, ch );

  }

~
E
peligro~
@bYou sense a danger lurking down below beyond your means to face.

~
!
1 -1 16
-1
S

#39329
Entrance Chamber~
Crude wooden braces help support the dark earthen roof of a large chamber. 

Wide tunnels have been burrowed through the earth in four directions,

their floors relatively level to this one.  A series of large stones

forms a crude, and rather unstable looking, mound that could be used to

climb upwards towards a much narrower tunnel set in the chamber's angled

ceiling.

~
-done (T)

[Calliope] acode for leaving up?

~
301596676 0 6 0
D0
~
~
0 -1 39344 10 10 5
D1
~
~
0 -1 39334 10 10 5
D2
~
~
0 -1 39330 10 10 5
D3
~
~
0 -1 39331 10 10 5
D4
~
~
0 -1 39328 10 10 5
E
1 north 1 south 1 west 1 east~
The wide tunnel has a more or less level floor, although uneven

depressions in the ground and walls indicate it was cut more by force

than skill.  The dark soil of the packed earth quickly recedes into the

darker recess of shadow and anything beyond is concealed from sight.

~
E
rocks stones mound~
The crude mound of rocks is formed of large, mostly flat, rocks and

boulders.  The heap seems largely unstable, but with a little caution it

would make a passable set of stairs.  Considering the placement directly

under the narrow opening in the ceiling, it is quite likely that that is

indeed its intended purpose.

~
E
1 up ceiling~
The dark soil of the packed earth overhead rests at an angle, as if

whoever dug the rather large burrow was trying to approximate some sort

of arch or dome.  A narrow rift provides access to a tunnel that looks to

lead further up, perhaps to the surface.  A slight breeze of fresh air

wafting down from the ceiling lends further credence to the possibility.

~
857 9 1509949540 3 0
857 9 1509949540 3 0
78 17 1509949515 -2 0
78 17 1509949465 -2 0
-1
S

#39330
Ancient Tunnel~
The dark soil of the earth, crumbling in places, forms the walls of this

tunnel as it procedes north and south.  Crude wooden braces help to

reinforce the tunnels structure and appear to be the only thing

preventing an imminent cave-in in some places.  Rusty sconces are

sporadically mounted to the support braces, although none of them hold

torches now, and a few even hang at odd angles where bolts have

completely rusted through.

~
-done (T)

~
301596676 0 5 0
D0
~
~
0 -1 39329 10 10 5
D2
~
~
0 -1 39332 10 10 5
E
soil walls 1 west 1 east~
The soil of the walls is hard packed from centuries of weight pressing

down on it.  It is the dark loamy color of good soil.

~
E
support braces~
The wood, often mildewed and starting to show signs of wood rot, still

provides adequate support for the tunnel.  A few even have rusty metal

sconces bolted loosely to them.

~
E
sconces~
Simple metal brackets meant to hold torches, if the sconces were all in

use, the tunnels would be well lit with torches lining the walls on

opposing sides, every other brace.  Heavy layers of rust coat the metal

of the brackets now and a few hang loosely from only one or two rusty

bolts, where the other bolts having disintegrated completely.

~
E
1 north 1 south~
The tunnel is dark ahead.

~
78 17 1509949450 -2 0
-1
S

#39331
Tunnel Cave-in~
The wide tunnel curves sharply as the miners long ago avoided a

particularly sturdy boulder that forms the western wall.  Shallow

depressions in the boulder are left where someone long ago gave up the

attempt to dig through it and turned the trail aside so that it now bends

north and east.  Wide support beams form rough arches where they support

the curving passageway.

~
-done (T)

~
301596676 0 5 0
D0
~
~
0 -1 39389 10 10 5
D1
~
~
0 -1 39329 10 10 5
E
1 east 1 north~
The passageway curves ahead into darkness.

~
E
1 south~
The earthen wall is the dark color of loamy soil, but the rock is much

harder.

~
E
1 west~
The giant boulder is a light tan color much different from the dark rock

that forms most of the cave.  Ancient attempts to tunnel through it show

now as only shallow, well-rounded depressions in the boulder's surface.

~
E
support beams braces~
The support braces are evenly spaced and, though slightly bulging under

the weight of the ceiling, are still solidly in place.  Rusty brackets

meant for torches alternate on oposite sides of the hall.

~
78 17 1509949445 -2 0
78 17 1509949445 -2 0
-1
S

#39332
Guard Room~
Four wide tunnels join together to form a comparatively large cave. 

Thick support braces form the corners of the more or less squared off

room, though the southeast brace is nearly buried in dirt where it gave

out and a corner of the ceiling collapsed.  A cracked and battered table

rests upended in another corner, altogether missing a leg.  The rest of

the room is littered with wooden debris, the remains of chairs and

benches that were smashed beyond use.

~
-done (T)

~
301596676 0 9 0
D0
~
~
0 -1 39330 10 10 5
D1
~
~
0 -1 39342 10 10 5
D2
~
~
0 -1 39339 10 10 5
D3
~
~
0 -1 39333 10 10 5
E
1 north 1 west 1 south 1 east~
The wide tunnels extend away into darkness.

~
E
southeast se~
From what remains of the torn wooden support at its top, it looks as if

it rotted and simply gave way under the strain of the earth it supported

in a shower of rock and soil.  Fortunately, the remaining three primary

support beams, and all the lesser ones, seem to be holding the rest up

quite well for now.

~
E
table~
The table is a piece of sturdy work, meant to last in the none-too-gentle

environment of a mining cave.  Wide cracks run through it and one corner

has been sheered away with what looks like...  bite marks?

~
E
benches chairs wood debris~
The benches and chairs that would have provided surcease for the weary

miner have been forcibly destroyed.  Thick splinters, dark with age, form

jagged edges where wood was shorn from wood by brute force.  None of it

looks useful.

~
A
dig clear~
dirt cave-in southeast se~
act_tochar( #dig, ch );

act_notchar( #rdig, ch );

~
E
dig~
You dig through the dirt of the collapsed corner for a short time but

find nothing of interest.

~
E
rdig~
$n digs through the dirt of the southeast corner for some timmes but

seems to find nothing of interest.

~
!
0 0 0
857 9 1509949540 3 0
697 9 1509949540 3 0
697 9 1509949540 3 0
-1
S

#39333
Tunnel~
Thick wooden braces reinforce the dark, packed earth of the wide tunnel

as it procedes east and west.  Ancient, metal sconces are embedded in the

support beams, devoid of torches, but rife with rust and damage.  The

complete absence of any cobwebs is a good indication that this must be an

often-used tunnel.

~
-done (T)

[Calliope] extra east.. first sentence of that extra needs to be redone.

[Calliope] same extra needs to be renamed I think.

~
301596676 0 9 0
D1
~
~
0 -1 39332 10 10 5
D3
~
~
0 -1 39335 10 10 5
E
east~
The old and worm support seem sturdy despite a mild bit of woodrot

setting in.  Overhead they sag slightly with age and time.

~
E
1 north 1 south~
You see the dark rock of the earth.

~
E
1 west 1 east~
The tunnel continues on into darkness.

~
E
1 west~
The gentle glow of a banked fire depicts the haze of a smoke-filled

chamber ahead.

~
698 9 1509949540 3 0
-1
S

#39334
Sleeping Quarters~
The earthen tunnel terminates abruptly at an immense boulder that blocks

the east.  A widening of the tunnel at the boulder show failed attempts

to dig around it, and the rusting remains of crude digging implements in

the corner speak of a failed attempt to dig through it.  A rather pungent

stink wafts from a tattered pile of ratty cloth and leaves that appears

to be some sort large nest or bedding.

~
-done (T)

[Rhen] where do the bedrolls come from in the extras

[Rhen] maybe an acode where someone steps on one of the old tools

damageing them or their boots 

[Calliope] remove extra for bedroll.. the one for bedding covers it all.;)

~
301596676 0 6 0
D3
~
~
0 -1 39329 10 10 5
E
bedrolls~
The bedrolls are disgusting, made out of ratty pieces of cloth that stink

to no end.

~
E
1 west~
The wide earthen tunnel seems to be the only escape from this cull-de-sac.

~
E
1 east boulder~
It looks to be a rather large rock.  Shallow scratches mark the futile

attempts someone made to dig through it.

~
E
implements corners digging~
The shattered, rusted remains of crude picks lay among the splintered

remains of wooden hafts.  Clearly someone attempted to dig their way both

through and around the boulder before simply giving up.

~
E
bedding nest pile cloth leaves~
The cloth and leaves seem to be the remains of last years leavings.  Its

size aside, large enough for two or three tall humans to bed down in, it

looks like the work of an overeager rat.  Bits of rotting meat nestled

among the filthy debris does little to improve the bedding's already foul

scent.

~
697 9 1509949540 3 0
-1
S

#39335
Ancient Guard Post~
You are in a cave that flares wide to create a room of sorts, with

squared corners.  Two large firepits form the focal points of the room

choking the air with fetid smoke and grime.  The smoke filling the room

and utter stillness indicate an extreme lack of proper ventilation.  Dark

tunnels, difficult to see through the dusky smoke, extend away in three

directions.

~
-done (T)

[Calliope] add extra for firepits smoek fire

~
301596677 0 9 0
D1
~
~
0 -1 39333 10 10 5
D2
~
~
0 -1 39343 10 10 5
D3
~
~
0 -1 39340 10 10 5
E
1 west 1 south 1 east~
The tunnels, difficult to see through the fetid smoke, leads away into

darkness.

~
E
1 north~
You see the hard-packed earth of a solid wall.

~
857 9 1509949540 3 0
698 9 1509949540 3 0
697 9 100 3 0
698 9 100 3 0
3198 17 1509949540 -2 0
3198 17 1509949540 -2 0
-1
S

#39336
Ancient Tunnel~
Three wide tunnels form a T-intersection where a tunnel from the south

dead-ends into an east-west running tunnel.  The intersection is

reinforced by several stout wooden beams that brace the arched ceiling in

place, greatly decreasing the chance of a cave-in.  Brackets, thick with

rust, are bolted to the support beams and probably once held torches for

the miners who once worked these now-dark tunnels.

~
-done (T)

~
301596676 0 9 0
D1
~
~
0 -1 39386 10 10 5
D2
~
~
0 -1 39340 10 10 5
D3
~
~
0 -1 39385 10 10 5
E
sconces torches~
The wall sconces have not been used in ages.  They are covered in rust

and a generous layer of dust.

~
E
1 north~
The dark earth of the rock wall is a solid barrier.

~
E
1 west 1 east 1 south~
The wide tunnel extends away into darkness.

~
E
brackets sconces~
The brackets are thick with rust and many have bars or bolts that are

rusted completely through, leaving them hanging by only a margin.  Though

they may have once housed torches enough to light the halls they are

quite empty now.

~
697 9 1509949540 3 0
-1
S

#39337
Ancient Guard Post~
This juncture of tunnels was widened significantly and seems to serve as

a large room of sorts.  The smashed remains of a chair and what looks

like a table are scattered haphazardly about the floor.  In place of the

ravaged furniture, several large rocks have been arranged to serve as

seats.  A few ratty scraps of cloth and bedroll in one corner seems to

serve as some sort of bedding where the cave's occupant can catch some

sleep in an off moment.

~
-done (T)

[Rhen] acode - have some small flea like insects jump on the passerby

~
301596676 0 6 0
D0
~
~
0 -1 39341 10 10 5
D2
~
~
0 -1 39385 10 10 5
D3
~
~
0 -1 39338 10 10 5
E
furs ratty~
The furs are revolting, full of grime and giving off a foul odor.

~
E
wood bits smashed~
The bits of wood were apparently once furniture; now, they are garbage,

or firewood, or both.

~
E
1 north 1 south~
The tunnel extends away into darkness.

~
E
1 east~
The solidness of the dark wall is indisputable as it blocks your vision

and your path to the east.

~
E
chair table debris remains smashed~
The wooden debris was forcibly destroyed in some act of brutality.  Dark

stains, blood perhaps, mar much of the wood's now dulled finish.  Sharp

splinters of wood stick out from every shattered joint further adding to

the display of brute force.  Nothing useful remains in the debris.

~
E
ratty scraps cloth bedroll bedding~
The bedding is formed of ratty scraps of torn cloth and a rather chewed

looking bedroll.  Clumps of smelly fur, perhaps rabbit or squirrel, hair

and straw help to add to the mound of bedding as well.  It doesn't look

as if it holds anything of interest excepting, perhaps, fleas if you were

seeking some.

~
E
1 west~
The gentle red glow of firelight flickers along the walls.  In the glow

you can make out cave holding a table and chairs set near a small blazing

fire.

~
857 9 1509949540 3 0
698 9 1509949540 3 0
697 9 100 3 0
3199 17 1509949540 -2 0
3199 17 1509949540 -2 0
3199 17 1509949540 -2 0
-1
S

#39338
Guard Quarters~
A square stone table dominates the room as its centerpiece with two crude

chairs arranged around it.  A small firepit has been dug on the western

side of the room and its smoke rises neatly up through a narrow hole that

must be some sort of ventilation shaft.  The scent of charred, burned

meat permeates the room and everything in it so thoroughly that it is

unavoidable.  Dark tunnels extend away to the north and east.

~
-done (T)

[Rhen] desc line 2 - rises through "a" narrow hole that "must"

~
301596677 0 6 0
D0
door~
door~
0 1048 39347 10 10 5
D1
~
~
0 -1 39337 10 10 5
E
table square~
The table is covered in grease and grime.  Evidently the hobgoblins are

not sticklers for cleanliness.

~
E
firepit ~
The firepit is full of hot coals, none of which you feel the desire to

touch.

~
E
1 east~
The wide tunnel quickly disapears into the darkness.

~
E
1 north~
The wide tunnel, wider than most as it easily encompasses a width of

about six feet, quickly fades to dark.

~
E
1 south~
The dark earth of the cavern wall looks quite solid.

~
E
1 western~
The firepit rests before the dark earth of the solid western wall.

~
E
1 up vent hole~
The hole is a mere two inches across and slants sharply left almost

immediately, though a steady stream of smoke curls upward showing it is,

indeed, a clear ventilation shaft.

~
A
~
~
act_room( #fire, ch );

~
E
fire~
@b@RThe fire along the western wall flickers for a moment.

~
!
2 50 0
697 9 1509949540 3 0
697 9 50 3 0
3198 17 1509949540 -2 0
3200 17 1509949540 -2 0
1754 17 1509949540 -2 0
1754 17 1509949540 -2 0
-1
S

#39339
Cistern~
A stone fountain dominates the southern portion of this tunnel as it

widens into a small room.  Several support beams insure that a cave-in

will not occur, cutting off this spring-fed water supply.  Several

planks of wood are nailed across the supports just over the fountain to

keep the stray clod of dirt and rock from falling into the cool, clear

water.  Though the walls of the cave are nothing more than dirt, it looks

as if the dirt has been packed tight to prevent it from crumbling.  The

only appearant means of exit seems to be the wide tunnel leading

northward away from the fountain.

~
-done (T)

[Calliope] extra for 1 east 1 west isn't a complete sentence.

~
301596676 0 9 0
D0
~
~
0 -1 39332 10 10 5
E
1 north~
The wide tunnel quickly disappears into the darkness.

~
E
1 east 1 west~
Earthen walls of dark, loamy soil packed hard under the weight above it.

~
E
1 south fountain~
The fountain, though grime-covered around its sides and base, contains

clean, cool water within.  A hole in its base look like a drain but none

of the water seems to be draining out.  A careful examination shows that

the fountain is actually an artesian well, meaning the water supply here

is guaranteed for some time so long as the river that feeds it doesn't

dry up.

~
E
support braces~
There are more braces here than you have typically seen in the tunnels. 

Someone obviously wanted to take extra care that this room didn't cave

inward.  Even though some of the braces begin to show signs of woodrot

and mildew, more than enough remain solidly intact.

~
E
1 up planks~
The planks are solidly nailed to the supports and provide a good

dirt-shield for the fountain.  Pulling them down would quite possibly

pull down the braces as well and probably kill you in the ensuing cave in.

~
A
pull get take~
planks support braces~
act_tochar( #no, ch );

~
E
no~
The cave in would kill you and death traps are prohibited so...  go find

a more conventional way to get killed please.

~
!
0 0 0
1044 17 1509949540 -2 0
697 9 1509949540 3 0
5 17 1509949465 -2 0
5 17 1509949490 -2 0
23 17 1509949445 -2 0
859 9 100 3 0
-1
S

#39340
Side Room~
The normally wide tunnel flares wider yet to form a room of sorts here. 

Extra support beams reinforce the widened cave once providing a

relatively safe place for weary miners to rest between shifts.  A dozen

grubby bedrolls and countless scraps of rotting food are scattered about

the chamber producing a foul odor.  Three tunnels, each roughly five feet

across and seven feet tall, offer a means of escape from the stench of

the room.

~
-done (T)

~
301596676 0 9 0
D0
~
~
0 -1 39336 10 10 5
D1
~
~
0 -1 39335 10 10 5
D2
~
~
0 -1 39346 10 10 5
E
1 west~
The cavern wall arcs outward providing resting space outside the path of

entrance and egress offered by the three adjoining tunnels.  Most of the

filthy-looking bedrolls are stashed amidst little heaps of debris along

this wall.

~
E
1 north 1 south~
The wide tunnel quickly fades into the darkness.

~
E
support beams~
There are more support beams here than usually found in the tunnels,

lending the room an added air of stability, even if a few are beginning

to buckle under the immense weight.

~
E
grubby bedrolls~
The bedrolls look to be the tattered remains of the original compliment

alloted to miners, whowever time and hard use has taken its toll on them. 

Whoever is using them now has added a profussion of ragged scraps of

cloth and fur to the remains to increase their effectiveness.  What

remains of the bedrolls leave an impression of squalid filth, each coated

in bat guano as well as fouler-smelling, brown smears that nearly conceal

the original grey-blue color.

~
E
1 east~
The gentle glow of a banked fire depicts the haze of a smoke-filled

chamber ahead.

~
A
search examine~
bedrolls bedding rags~
act_tochar( #search, ch );

act_notchar( #rsearch, ch );

~
E
search~
You quickly search the bedrolls for anything of use but find nothing.

~
E
rsearch~
$n quickly searches the bedrolls for anything of use, but appears to come

up empty-handed.

~
!
0 0 0
859 9 1509949540 3 0
860 9 1509949540 3 0
860 9 1509949490 3 0
78 17 1509949450 -2 0
35 17 1509949450 -2 0
406 17 1509949445 -2 0
1014 17 1509949442 -2 0
859 9 1509949540 3 0
-1
S

#39341
Tunnels~
What was once a rather large chamber has become little more than a narrow

passage where two tunnels meet.  Great chunks of rubble and splintered

support beams make it difficult to squeeze through the west-south running

turn where once both would have met at a larger chamber.  Whatever its

former purpose, it is now lost to time under tons of heavy stone.

~
-done (T)

[Rhen] desc - line 1 - a narrow passage where two tunnels meet.

[Rhen] acode - hmm have one of the beams fall and hurt some people

~
301596676 0 5 0
D2
~
~
0 -1 39337 10 10 5
D3
~
~
0 -1 39347 10 10 5
E
supports beams~
The thick wooden supports seem to sag a bit here, but have remained

standing despite their advanced age.

~
E
chunks earth~
A mixture of loose, dark earth, bare rock and splintered wood, the debris

scattered about the area has not been here for very long.  While the wood

is of advanced age, you notice bits of cloth and decayed flesh pinned

underneath a large stone.

~
E
flesh decayed cloth~
You spy what appears to be the decayed arm of a hobgoblin, pinned

underneath tons of rock.  It appears that hobgoblins do not bury their

dead, save for where they might fall.

~
E
1 west 1 south~
The tunnels widen as you move away from the cave-in but quickly disapear

in the darkness beyond.

~
E
1 north 1 east~
Whatever once existed in that direction is now thoroughly burried under

tons of rock and rubble.

~
E
support braces beams timber~
There are none.  Perhaps this isn't such a safe place to be.

~
E
debris rubble rocks cave-in~
The heavy ceiling overcame the strength of the supports and they

shattered under the weight of the collapsing ceiling.

~
A
~
~
room = find_Room( 39341 );

i = random( 1, 20 );

if( players_room( room ) > 1 ) {

  wait( i );

  act_room( #groan, ch );

  }

~
E
groan~
@R@bOne of the wooden supports groans ominously for a moment, then the

area is silent once more.

~
!
2 25 0
78 17 1509949445 -2 0
698 9 1509949540 3 0
-1
S

#39342
Old Supply Room~
The earthen walls of the tunnel have a smooth, worked look to them, as if

someone went to an effort to pack the earth of the tunnel walls even

more tightly.  Short of adding a wooden or stone wall, the earthen perimeter

forms as good a room as you're likely to find in these tunnels.  Several

mounds of rags and odd bits of cloth, apparently used for sleeping, have

been arranged throughout this room.

~
-done (T)

~
301596676 0 6 0
D3
~
~
0 -1 39332 10 10 5
E
1 north 1 east 1 south~
The walls are smooth and tightly packed, as if someone went to effort to

compress the already compressed earth.  Whoever dug out this tunnel meant

it to last for a while.  Perhaps it was some sort of store room or

sleeping chamber.

~
E
1 west~
A dark tunnel is the only normal means of egress from this cave.

~
E
mounds~
The mounds of cloth are scattered profusely about the room, each with a

depression in the center as if someone, or something, had been bedding

down in it.  As you observe the mounds, you see most are infested with

crawling insects and vermin.

~
A
search examine~
bedding rags nests~
act_tochar( #fleas, ch );

act_notchar( #rsearch, ch );

~
E
fleas~
You find a half eaten rat and manage to aquire quite a few fleas.

~
E
rsearch~
$n searches the bedding, then gets up itching $mself furiously.  Looks as

if $e managed to find fleas if nothing else.

~
!
0 0 0
697 9 1509949540 3 0
860 9 1509949540 3 0
859 9 1509949540 3 0
872 17 1509949450 -2 0
-1
S

#39343
Sleeping Chamber~
Thick wooden support beams sag under the great weight of the stone

overhead, giving the room an opressive feeling of impending devastation. 

The walls of the cave show signs of fresh digging where small hollows

near the floor are littered with scraps of cloth and fur, like some sort

of bedding.  The heavy scent of rotting meat wafts from one of the heaps

of bedding large enough to serve for an ogre.

~
-done (T)

[Rhen] ahh definitly have the beams collapse here!!

~
301596676 0 9 0
D0
~
~
0 -1 39335 10 10 5
D3
~
~
0 -1 39346 10 10 5
E
1 north 1 west~
A wide tunnel extends away into darkness.

~
E
1 east 1 south~
The dark earthen walls show signs of recent excavation near the base

wherein bedding of cloth and fur has been layed out.

~
E
support beams wooden thick~
The thick wooden support beams look old and worn as they sag wearily

under the tremendous weight of the stone above.  One of the beams is

clearly cracked and looks ready to fall at any minute.

~
E
bedding~
The bedding in the rough-hewn alcoves is made from mostly bits of ragged

cloth and fur.  The piles are thick with accumulated dirt, though most

appear free of rocks or other sharp objects that would impinge on sleep. 

The sickly-sweet scent of rotting meet exudes from one of the piles.

~
A
search examine~
bedding scraps rags~
act_tochar( #oogie, ch );

act_notchar( #rsearch, ch );

~
E
oogie~
You quickly search the tattered bedding for anything of note.  Most

contain nothing more than an abundant colony of insects but one, the one

that smells of rotting meat, contains the rotting remains of a small

rabbit; now furless and crawling with maggots.

~
E
rsearch~
$n quickly searches through the piles of bedding for anything of interest.

~
!
0 0 0
A
look examine search~
rabbit~
act_tochar( #yuck, ch );

act_notchar( #rsearch, ch );

~
E
yuck~
Perhaps the rabbit was once someone's pet as it shows no signs of having

been skinned or gnawed on.  Unfortunately for the rabbit, it has long

since passed on.  The skin hangs like a taught drape exposing the ridges

of the ribs and many other bones easily.  All the hair seems to have

fallen out, as a thick pile of short white and gray fur rests under the

emaciated carcass.  The rabbit is obviously the source of the stench as

its pallid flesh crawls with the busy shape of maggots within.

~
E
rsearch~
$n pulls a sickly-looking rabbit's corpse from the bedding, prods it a

few times and drops it back amidst the debris.

~
!
0 0 0
697 9 1509949540 3 0
697 9 1509949540 3 0
-1
S

#39344
Abandoned Chamber~
The wide earthen tunnel narrows and stops abruptly for no apparent reason. 

Fresh, loose dirt lays crumbled at the base of the narrowest area as if

digging had only stopped recently.  The only obvious means of exit seems

to be the wide tunnel leading south.

~
-done (T)?

[Calliope] extra 3 isn't finished.

~
301596676 0 5 0
D2
~
~
0 -1 39329 10 10 5
E
tunnel~
It looks like a crude hole burrowed through the earth, measuring roughly

seven feet wide and five feet wide.

~
E
fresh loose dirt 1 north~
The tunnel ends in a deadend, the wall rough as though someone was

attempting to extend the northern passage but stopped.  The loose dirt on

the ground is a fresh, loamy dark brown.

~
E
1 south~
No description.

~
2745 17 1509949455 -2 0
-1
S

#39346
Tunnel~
This looks to be little more than one of the various mining tunnels that

were once the very reason for the existence of this network of tunnels

and caves.  A strange dark-veined rock mingles with another dark rock

that glitters when light hits it right in a rough slash through the

strata.  Thick wooden support beams are evenly spaced along the tunnel

with rusted brackets bolted to them meant to hold torches.

~
-done (T)

~
301596676 0 9 0
D0
~
~
0 -1 39340 10 10 5
D1
~
~
0 -1 39343 10 10 5
E
1 north 1 east~
The wide tunnels disapear into darkness.

~
E
1 west 1 south~
The hard rock of the tunnel wall shows evidence of long ago being worked

for minerals, though time has worn smooth the rough edges of the work

showing it has lain untouched for years.

~
E
dark-veined rock glitter~
The two veins of rock look to be a crude sort of iron and perhaps a

narrower, nearly non-existent vein of hematite.  Perhaps if you had some

mining tools you could even pick up where the long-gone miners left off.

~
E
support braces thick wooden~
The thick wooden support braces, many beginning to show signs of rot from

lack of care, still look strong enough to fulfill their duty of holding

up the walls and ceiling for a bit longer.

~
A
mine~
hematite~
if( rflag( reset1, room ) ) {

  if( has_obj( 1632, ch ) || has_obj( 2589, ch ) ) {

    act_tochar( #mining, ch );

    act_notchar( #rmining, ch );

    wait( 1 );

    if( rflag( reset0, room ) ) {

      act_tochar( #got_some, ch );

      act_notchar( #rgot_some, ch );

      obj_to_char( oload( 2745 ), ch );

      if( random( 1, 4 ) > 1 )

        remove_rflag( reset1, room );

      }

    else {

      act_tochar( #no_luck, ch );

      act_notchar( #rno_luck, ch );

      }

    }

  else

    act_tochar( #need_pickaxe, ch );

  }

else {

  act_tochar( #no_luck, ch );

  act_notchar( #rno_luck, ch );

  }

~
E
mining~
You use your pickaxe to try and mine some of the hematite from the wall.

~
E
rmining~
$n starts hammering away at the tunnel wall with a pickaxe.

~
E
got_some~
You manage to get a few sizable chunks of hematite from the wall.

~
E
rgot_some~
$n seems satisfied with $s work, dusts $s hands off and picks up a few

shiney stones from the floor.

~
E
no_luck~
After several minutes of hewing at the wall with your pickaxe you need to

stop for a break.  Unfortunately you still haven't pulled out any sizable

chunks of hematite.

~
E
rno_luck~
After several minutes of hewing at the wall with a pickaxe, $n has to

take a break.

~
E
need_pickaxe~
Perhaps you would succeed better at mining if you had a pickaxe or

something?

~
!
0 0 0
A
mine~
iron rock stone~
if( rflag( reset0, room ) ) {

  if( has_obj( 1632, ch ) || has_obj( 2589, ch ) ) {

    act_tochar( #mining, ch );

    obj_to_room( oload( 14 ), find_room( 85 ) );

    act_notchar( #rmining, ch );

    remove_rflag( reset0, room );

    wait( 1 );

    if( random( 1, 10 ) == 1 ) {

      act_tochar( #got_some, ch );

      act_notchar( #rgot_some, ch );

      obj_to_char( oload( 639 ), ch );

      }

    else {

      act_tochar( #no_luck, ch );

      act_notchar( #rno_luck, ch );

      }

    }

  else

    act_tochar( #need_pickaxe, ch );

  }

else {

  act_tochar( #no_luck, ch );

  act_notchar( #no_luck, ch );

  }

~
E
mining~
You use your pickaxe to try and mine some iron from the vein in the wall.

~
E
rmining~
$n starts hammering away at the tunnel wall with a pickaxe.

~
E
got_some~
After some hard work a chunk of solid iron falls clear of the wall and

you pick it up from the floor.

~
E
rgot_some~
$n finally works loose a fair-sized chunk of the dark ore and stops

mining to pick it up.

~
E
no_luck~
After several minutes of hewing at the wall with your pickaxe you need to

stop for a break.  Unfortunately you still haven't managed to get an

sizable chunks of iron from the wall.

~
E
rno_luck~
After several minutes of hewing at the wall with a pickaxe, $n has to

take a break.

~
E
need_pickaxe~
Perhaps you would succeed better at mining if you had a pickaxe or

something?

~
!
0 0 0
2745 17 1509949480 -2 0
2745 17 1509949460 -2 0
-1
S

#39347
Lavish Chamber~
You are in a rather large chamber, quite probably the most opulent among

the caves considering the bare emptiness of the tunnels and the squalid

conditions of other chambers.  Several bedrolls, cushions and tattered

animal skins have been piled up against the northwestern corner

fashioning a crude bed-mound.  Several large, flat rocks lie positioned

about the room in strategic places to serve as crude chairs and tables as

the need arises.

~
-done (T)

~
301596676 0 7 0
D1
~
~
0 -1 39341 10 10 5
D2
~
~
0 -1 39338 10 10 5
E
rocks tables chairs~
Roughly-carved and extremely crude, the furniture lies in disarray,

scattered about the room.

~
E
1 east~
A wide tunnel seems to narrow suddenly, but you can not be certain in the

darkness at its edge.

~
E
1 south~
The wide tunnel is lit by the warm, flickering glow of firelight that

reveals a cave filled with a table and chairs ahaed.

~
E
1 north 1 west~
The dark stone of the wall is rounded outward to increase the chamber's

size as much as possible.  There is no appearant exit in this direction.

~
E
northeast ne bedrolls bed-mound cushions tattered animal skins~
The bed-mound is formed from the plushest bedrolls and cushions as well

as several worthless, but nearly whole animal skins to be found down here. 

Granted, by common standards the bed-mound is still a pile of trash and

squalor, but by the standards of these meager caves this is a throne-room

of opulence.

~
A
3 inspect~
large wooden chest closed~
if( rflag( reset0, room ) )

  if( find_skill( ch, inspect ) > random( 3, 11 ) )

  act_tochar( #trap, ch );

else

  continue;

else

  continue;

~
E
notrap~
It's a chest, all right.

~
E
trap~
Carefully examining the lock on the chest, you notice a carefully

concealed needle attached to it.  

~
!
0 0 0
A
disarm untrap~
closed trap wooden needle chest large~
i = random( 5, 10 );

if( find_skill( ch, untrap ) > random( 2, 11 ) ) { 

  remove_rflag( reset0, room );

  act_tochar( #success, ch );

  }

else { 

  act_tochar( #failure, ch );

  dam_message( ch, i, "the tiny needle" );

  inflict( ch, mob, i, "the trap" );

  poison( ch );

  }

~
E
failure~
You inadvertently prick your finger on a tiny needle, concealed within

the lock mechanism!

~
E
success~
Carefully manipulating the internal workings of the lock, you manage to

bend the needle out of the way, making it safe to try and pick.

~
!
0 0 0
A
pick unlock~
closed trap wooden needle chest large~
i = random( 5, 10 );

if( rflag( reset0, room ) ) { 

  act_tochar( #ouch, ch );

  dam_message( ch, i, "the tiny needle" );

  inflict( ch, mob, i, "a trap" );

  poison( ch );

  }

else

  continue;

~
E
ouch~
You inadvertently prick your finger on a tiny needle, concealed within

the lock mechanism!

~
!
0 0 0
A
search examine~
bed-mound bedroll bedding animal skins ne northeast~
if( !mob_in_room( 858, room ) ) {

  act_tochar( #searching, ch );

  act_notchar( #rsearching, ch );

  if( rflag( reset1, room ) ) {

    act_tochar( #found, ch );

    act_notchar( #rfound, ch );

    if( random( 1, 4 ) == 1 )

      obj_to_char( oload( 41 ), ch );

    else

      obj_to_char( oload( 40 ), ch );

    if( random( 1, 10 ) > 1 )

      remove_rflag( reset1, room );

    }

  else {

    act_tochar( #fail, ch );

    act_notchar( #rfail, ch );

    }

  }

else

  act_tochar( #no, ch );

~
E
searching~
You carefully search the bed-mound for anything of value.

~
E
rsearching~
$n carefully searches the bed-mound for anything of interest.

~
E
found~
You manage to find an animal skin in good enough condition it might

actually be worth something.

~
E
rfound~
$n gathers something up from the tattered remains.

~
E
fail~
You don't manage to find anything worth keeping.

~
E
rfail~
$n gives up $s search empty-handed.

~
E
no~
You can't do that with the owner staring nearly straight at it.

~
!
0 0 0
1049 49 1509949540 -2 0
12 81 1509949515 -2 0
116 81 1509949475 -2 0
1039 81 1509949490 -2 0
1043 81 1509949475 -2 0
12 81 1509949540 -2 0
14 81 1509949530 -2 0
941 81 1509949447 -2 0
953 81 1509949447 -2 0
973 81 1509949465 -2 0
1039 81 1509949515 -2 0
2181 81 1509949455 -2 0
969 81 1509949475 -2 0
858 9 100 3 0
862 9 100 3 0
697 9 50 3 0
984 81 1509949450 -2 0
1095 81 1509949455 -2 0
1053 81 1509949455 -2 0
416 81 1509949450 -2 0
1130 81 1509949450 -2 0
1232 81 1509949445 -2 0
3205 81 1509949465 -2 0
1054 81 1509949540 -2 0
3199 17 1509949540 -2 0
3199 17 1509949540 -2 0
3199 17 1509949540 -2 0
3199 17 1509949540 -2 0
-1
S

#39348
A Low Rise in the Hills~
You stand on a low rise in the hills west of the Rua Valley.  To the

north, a large hemlock bush grows at the edge of the grassy clearing in

which you stand.

~
r/w

no mob

~
301465612 4 9 0
D0
hemlock bush~
hemlock bush north~
168 -1 37045 10 10 5
D2
~
~
0 -1 39349 10 10 5
D3
~
~
0 -1 39351 10 10 5
E
1 north 3 hemlock~
A large hemlock grows off to the north; on the other side you think you

see the Greened Way snake its way by.

~
A
push part move~
bushes hemlock north~
if( is_open( room, north ) ) {

act_tochar( #move, ch );

act_notchar( #rmove, ch );

close( room, north );

}

else {

act_notchar( #rmove2, ch );

act_tochar( #move2, ch );

open( room, north );

}

~
E
move~
You move the hemlock bush aside, covering the way north.

~
E
rmove~
$n moves a hemlock bush aside, covering the way north.

~
E
rmove2~
$n moves a hemlock bush aside, revealing the way north.

~
E
move2~
You move the hemlock bush aside, revealing a way north.

~
!
0 0 0
122 9 1509949540 3 0
1 17 1509949540 -2 22
-1
S

#39349
Rocky Area~
Several large boulders and strands of dense bushes are scattered about the

area here.  To the west, the ground rises, leading to the crest of a

grassy hilltop.  Looking east, the ground falls away quite quickly, and

you can look down on the Greened Way below you in that direction.

~
rewrite

~
301465612 4 9 0
D0
~
~
0 -1 39348 10 10 5
D2
~
~
0 -1 39350 10 10 5
D3
~
~
0 -1 39352 10 10 5
E
bushes~
The bushes grow in thick clumps near one another, and as you move they

pull and tug at your clothing, slowing you down.

~
-1
S

#39350
Narrow Ledge~
You stand upon a narrow ledge in the hills.  The ground falls away to the

east, where below you you can see the Greened Way pass by north to south,

a narrow ribbon cutting its way between the verdant flora and fauna which

surround it on all sides.  To the west, a sheer rock wall towers above

you, too steep to climb.

~
~
301465612 4 5 0
D0
~
~
0 -1 39349 10 10 5
D2
~
~
0 -1 39353 10 10 5
-1
S

#39351
In the Hills~
Scrub bushes grow along the edge of steep slope which runs from the north

to the west, while thick clumps of moss and grass cover the area

underfoot.

~
r/w

~
301465612 4 9 0
D1
~
~
0 -1 39348 10 10 5
D2
~
~
0 -1 39352 10 10 5
-1
S

#39352
Grassy Knoll~
You stand upon a small, grassy hilltop.  To the west and south, a steep

drop down to a rushing stream makes you think twice about heading in that

direction.

~
r/w

~
301465612 4 9 0
D0
~
~
0 -1 39351 10 10 5
D1
~
~
0 -1 39349 10 10 5
130 9 100 3 0
-1
S

#39353
Small Wooded Hilltop~
A tight cluster of thick oaks and elms crowd this small, hilly area.  To

the west and south, the steeply wooded slopes plunge towards a forested

gorge, at the bottom of which flows a rushing stream.  To the east, the

ground rises in jagged, rough formations, and you think you spy a cave

opening.

~
~
301465612 4 7 0
D0
~
~
0 -1 39350 10 10 5
D1
~
~
0 -1 39354 10 10 5
2509 9 1509949540 3 0
2509 9 1509949465 3 0
-1
S

#39354
Before A Dark Cave~
You see the opening of a large cave down a steep slope in front of you. 

Thick bushes grow about the base of the slope to the east, while steep

rock walls to the north and south loom high overhead.

~
no_mob

east is 39356

[Starshine] would be nice to have an acode when you go down (enter the cave) or go east (squeeze by the bushes?)

[Starshine] hobs should be separated out

~
301465612 4 6 0
D1
bushes~
bushes~
235 -1 39356 10 10 5
D3
~
~
0 -1 39353 10 10 5
D5
~
~
1 -1 39328 10 10 5
E
bushes~
The bushes grow about the eastern slope, and the mouth of the cave,

almost concealing the cave opening when viewed from afar.

~
E
slope~
As you look at the bushes along the eastern slope, you think you spy

something behind them.  Perhaps if someone were to open the bushes, much like a hedge...

~
A
open move part budge kick~
hedges bushes eastern~
if( is_open( room, east ) ) {

act_tochar( #close, ch );

act_notchar( #rclose, ch );

close( room, east );

}

else {

act_tochar( #open, ch );

act_notchar( #ropen, ch );

open( room, east );

}

~
E
close~
You kick at one of the bushes, moving it to block the way east.

~
E
rclose~
$n kicks at one of the bushes, moving it to block the way east.

~
E
open~
Grabbing ahold of two bushes, you pull them apart, revealing a way east.

~
E
ropen~
Grabbing ahold of two bushes, $n pulls them apart, revealing a way east.

~
!
0 0 0
-1
S

#39355
Dark Woods~
Thick trunks rise towards the dark canopy over head, their twisted

branches slowly swaying in a soft, damp breeze which rustles leaf and

grassy tuft alike.  To the north, a narrow dirt road cuts its way between

the dark recesses of the forest, which seems everywhere and nowhere all

at once.

~
~
301465604 0 9 0
D0
~
~
0 -1 37003 10 10 5
D1
~
~
0 -1 39326 10 10 5
-1
S

#39356
Rocky Rise~
The ground here is steep, the way treacherous, with loose dirt and rocks

underfoot forcing you to proceed with care.  To the west, several huge

bushes and large boulders protrude from the hillside, while the ground

continues to rise toward the east.  A cliff rises above you to the south,

while north of here the ground drops away.  At the base of the drop to

the north you spy the Greened Way snake by, leading east and west.

~
west is 39354

no

~
301465612 4 7 0
D1
~
~
0 -1 39357 10 10 5
D3
bushes~
bushes~
235 -1 39354 10 10 5
E
bushes~
Looking at the bushes, you think there is something behind them.  If only

if someone were to open them, much like a hedge...

~
A
move part push open~
bushes hedges huge~
if( is_open( room, west ) ) {

act_tochar( #open, ch );

act_notchar( #ropen, ch );

close( room, west );

}

else {

act_tochar( #open2, ch );

act_notchar( #ropen2, ch );

open( room, west );

}

~
E
open2~
You tug at the bushes, nearly uprooting them.  But when you are done, you

can see a way west, near a cave.

~
E
ropen2~
$n tugs at some bushes, nearly uprooting them.  But when $e is done, you

can see a way west, near a cave.

~
E
open~
Trying to be unobtrusive, you bunch some bushes up to the west,

concealing what lies beyond.

~
E
ropen~
Trying to be unobtrusive, $n bunches some bushes up to the west,

concealing what lies beyond.

~
!
0 0 0
-1
S

#39357
Rocky Slope~
The ground continues to offer scant purchase, making you look before each

hesitant step.  Above to the south, a cliff towers overhead, with the

branches of a few great trees reaching out over the edge.  Below you to

the north the Greened Way passes by, oblivious to your hillside position.

~
~
301465612 4 7 0
D1
~
~
0 -1 39358 10 10 5
D3
~
~
0 -1 39356 10 10 5
205 9 1509949540 3 0
-1
S

#39358
Steep Slope~
The ground is quite steep here, but a series of boulders embedded in the

hillside provide a convenient, natural means to navigate such an obstacle. 

A few bushes grow along the cliff face to the south, their snarled forms

clinging to the crevices between the rock slabs.

~
~
301465612 4 7 0
D1
~
~
0 -1 39359 10 10 5
D3
~
~
0 -1 39357 10 10 5
-1
S

#39359
Rocky Hilltop~
You stand on a rocky hilltop.  Below you to the north and east, the

narrow band known as the Greened Way cuts through a sea of brambles, rock

and dense vegetation.  To the south, the ground slopes down slightly,

while several large boulders lie embedded in the steep slope which

tumbles downward to the west of here.

~
safe?

extras, door

~
301465612 4 9 0
D2
~
~
0 -1 39360 10 10 5
D3
~
~
0 -1 39358 10 10 5
E
brambles vegitation~
The vegetation below you is thick, thick enough for just about anything. 

to conceal just about anything.

~
205 9 1509949540 3 0
-1
S

#39360
Sheltered Cut in the Hills~
You stand in a level, sheltered area in the hills.  Immense slabs of rock

descend off to the east.  Underfoot, a few small plants and humble

lichens struggle to take root in the hard ground.

~
down is 39322

down hidden

If there is a secret, maybe a tad more obvious?

Looked at room - fix down?

~
301465612 4 5 0
D0
~
~
0 -1 39359 10 10 5
D5
~
~
171 -1 39322 10 10 5
E
lichens ground~
The lichens cling in the cracks underfoot, struggling with a few stray

weeds to survive in the rocky soil.

~
E
slabs rock ~
The rocks surround you on the three sides, and are immense.  Pock-marked

and weathered, their ascent is nearly vertical, and too steep to climb.

~
E
cracks~
The cracks are large, but not quite large enough to enter.

~
-1
S

#39361
On a Riverbank~
The ground slopes here, the bank rising somewhat above the water and the

ground becoming somewhat more muddy.  The Elhanni flows by to the east,

but further off to the south you see a widening bend in the river, while

elsewhere the thick forest looms, at once everpresent yet still distant.

~
~
301465600 2 9 0
D0
~
~
0 -1 39327 10 10 5
D3
~
~
0 -1 39363 10 10 5
-1
S

#39362
Edge of Woods~
A few old oaks, beeches and elms grow here, near the riverbank to the

east.  You can feel the cool air of the Elhanni as it flows by further

east, while to the west the forest thickens.

~
~
301465600 0 9 0
D0
~
~
0 -1 39326 10 10 5
D1
~
~
0 -1 39327 10 10 5
D2
~
~
0 -1 39363 10 10 5
-1
S

#39363
Forest's Edge - Elms and Beeches~
A stand of beeches and elms grows off to the north of here, while to the

west and northwest the forest thickens.  To the east and south you spy a

riverbank, and can sense the cool air and mist of the Elhanni River as it

flows by, covered in a slight mist.

~
~
301465608 2 9 0
D0
~
~
0 -1 39362 10 10 5
D1
~
~
0 -1 39361 10 10 5
D2
~
~
0 -1 39364 10 10 5
D3
~
~
0 -1 39366 10 10 5
-1
S

#39364
On a Muddy Riverbank~
The Elhanni bends by you to the south, its waters calmed by the deep turn

here as it carves its way through the thick, wooded hills of the

surrounding area.  Looking further south, you notice a region shrouded in

mist.  The bank is steep here, with several muddy slides.  running from

the tufted top of the bank down to the water's edge.

~
~
301465604 2 9 0
D0
~
~
0 -1 39363 10 10 5
D2
~
~
0 -1 70513 10 10 5
D3
~
~
0 -1 39365 10 10 5
E
1 south mist~
A thick cloud of white mist fills the horizon to the south of you.

~
A
~
~
acode( find_room( 39365 ), 1 );

continue;

~
!
3 0 4
-1
S

#39365
On a Muddy Riverbank~
The Elhanni bends by you to the south, its waters calmed by the deep turn

here as it carves its way through the thick, wooded hills of the

surrounding area.  Gazing further south beyond the river is an area

surrounded in a dense, ominous mist.  The bank is steep here, with

several muddy slides running from the tufted top of the bank down to the

water's edge.

~
~
301465600 2 9 0
D0
~
~
0 -1 39366 10 10 5
D1
~
~
0 -1 39364 10 10 5
D2
~
~
0 -1 70514 10 10 5
D3
~
~
0 -1 39367 10 10 5
E
1 south mist~
The cloud of mist expands across the southern horizon like a gaseous

pillow resting upon a muddy bed.

~
A
~
~
act_tochar( #slide, ch );

continue;

~
E
slide~
You slide down the riverbank bank and into the river.

~
!
3 0 4
46 9 1509949540 3 0
46 9 1509949540 3 0
-1
S

#39366
Forest's Edge - Elms and Beeches~
A stand of beeches and elms grows off to the north of here, while to the

west and northwest the forest thickens.  To the east and south, you spy a

steep, muddy riverbank, and can sense the cool air and mist of the

Elhanni as it flows between the wooded hills.

~
~
301465600 2 9 0
D1
~
~
0 -1 39363 10 10 5
D2
~
~
0 -1 39365 10 10 5
D3
~
~
0 -1 39369 10 10 5
-1
S

#39367
On a Muddy Riverbank~
The Elhanni flows by to the southeast, its deep waters for a short while

calmed by its sudden turn between the rolling, forested hills.  The lip

of the riverbank is steep here, with a steep, muddy slope plummeting down

to the water's edge at a sharp, uncomfortable angle.

~
~
301465600 2 9 0
D0
~
~
0 -1 39369 10 10 5
D1
~
~
0 -1 39365 10 10 5
D2
~
~
0 -1 39368 10 10 5
D3
~
~
0 -1 39370 10 10 5
46 9 1509949540 3 0
46 9 1509949540 3 0
-1
S

#39368
A Steep, Muddy Riverbank~
What appear as several small mudslides plummet down the course of this

steep riverbank, leading into the deep waters of the Elhanni.  The river

flows east to south here, more slowly perhaps than in other parts, but it

is also quite deep.

~
r/w

~
301465600 2 9 0
D0
~
~
0 -1 39367 10 10 5
D3
~
~
0 -1 39371 10 10 5
46 9 1509949540 3 0
-1
S

#39369
Forest's Edge - Elms and Beeches~
A stand of beeches and elms grows off to the north of here, while to the

west and northwest the forest thickens.  To the east and south, you spy a

steep, muddy riverbank, and can sense the cool air and mist of the

Elhanni as it flows between the wooded hills.

~
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#39370
Forest - Beech Woods~
Scores of beeches grow overhead here, forming a thicket which bristles

near the edge of the riverbank.  To the north and west, the woods thicken

as the ground rises and falls with the undulating curves of the wooded

hills.  The air here is cool and still, but you sense the soft, telltale

breeze of the river air off to the southeast.

~
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#39371
Forest - Beech Woods~
The woods thin out here, with spaces between the beech trees where one

can easily look and find an unobscured patch of sky.  To the east, you

see tufts of snarled grass grow along the lip of the riverbank, while

north and west of here the woods seem to thicken, with a few oaks and

elms scattered in among the stands of beech trees.

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#39372
Forest - Beech Woods~
The woods open up around you here, the ground damp and sloped, leading

downward slightly to the east.  What seems to be a large earthen mound,

exceedingly steep and covered with thorns and other vegetation, blocks

passage to the south.

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#39373
Forest - Beech Woods, Slope~
The woods here open up into a few small clearings where tall stands of

grass eke out an existence.  The moss-covered remains of a wall snake

west to south here, while the ground rises and falls in great, ambulatory

ripples which suggest a subtle life to the forest of beeches which

envelops you.

~
[Lansharra] extra wall

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#39374
Forest - Beech Woods~
The air here is cool, the forest floor soft and damp, with little sun

able to reach it through the forest canopy.  The moss-covered remains of

an ancient wall stand off to the south, covered with a dense layer of

vegetation.

~
expand this path

[Lansharra] extra wall

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#39375
Forest - Edge of Beech Woods~
An ancient wall stands off to the south, crumbled.  Trees grow in

ever-thickening clusters here, forming a green canopy which shields you

from the sky.

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#39376
Near Mallander's Tower - Edge of Wood~
An ancient stone wall towers over you to the south, connected to the

great gatehouse known as Mallander's Tower.  Continuing east and south

from here, it enters a rugged, hilly area where thick stands of beeches

obscure your view.

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#39377
Forest - Deep in the Beech Wood~
The beeches here seem somehow older, as they cover the sloped,

moss-covered ground and slick, damp rocks shielded from the sun's rays by

the dark canopy overhead.  The air is cool and quiet, and you spy what

appears to be a small structure to the northeast of here.

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#39378
Forest - Rise in the Woods~
You stand on a small, mossy hillock in the beech woods.  A small shelter

stands in between several old trees to the east, only noticeable due to a

small sign posted out in front of the structure.  In all other

directions, the woods open up around you, their branches screening you

from the sky above.  To the northeast, the ground tumbles down toward the

dim, sleek shape of the Valewash as it flows through the woods, along the

floor of the Rua Valley.

~
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E
sign~
An ancient sign is posted on the tree, the words no longer legible.

~
-1
S

#39379
The Hedge Wizard's~
Weathered branches intertwine to form a small shelter here, their gnarled

forms providing an ample if cramped space for scores of small potions,

powders and oddies collected from across the realms.  Its denizen a

practitioner of the many, varied lesser magical and mystical arts, you

can expect to find anything - and everything - among his wares.  Who he

follows and where he has come from is unknown, yet the hedge wizard has

remained here, for time untold.

~
rework

safe

no mob

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#39380
Invasion1~
Under Construction.

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#39381
Invasion1~
Under Construction.

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#39382
Invasion1~
Under Construction.

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#39383
On a Dark Ramp~
A wide stone ramp which cuts through the earth.  The stone walls here are

smooth and carefully joined together.  A strange purplish-blue light

permeates the sloped corridor, its source indeterminate.

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#39384
Dark Woods~
Under Construction.

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#39385
Ancient Tunnel~
The wide tunnel gradually curves until it is no longer heading straight,

but rather heads north or east from here.  The support braces this deep

into the old mines are still in fair condition despite the obvious span

of time it has been since they saw any maintenence.  The brackets that

would have held torches in better times are less rusted here than in most

other parts of the mine, though some are just plain missing where they

had been bolted in before.

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1 south 1 west~
The wall of the cave curves so that there is nothing but rock to see in

that direction.

~
E
1 north 1 east~
The tunnel reaches forth into darkness.

~
E
braces supports~
The wooden braces, time-smoothed and dry, still look sturdy enough to

last for some years yet.

~
E
brackets~
Slightly rusty and occasionally missing altogether, taken for who knows

what purpose, the brackets would have once held torches along the braces

to provide light for miners as they worked and travelled these halls.

~
-1
S

#39386
Ancient Tunnel~
The wide tunnel retains the gloom that is everpresent in the deep of the

earth.  Dark timbers form supporting braces that do little to enhance the

gloomy atmosphere of the caves.  A gentle curve brings the passage around

so that its exits face north and west rather than running in a straight

line.  A thin, nearly non-existent line of bright metal flakes embeded in

the wall show where a vein once ran and the probable reason for the

sinuous path woven by the tunnel.

~
-done (T)

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1 east 1 south silver flecks walls~
Flecks of silvery metal, perhaps silver itself, sparkle in the darker

material of the native rocks walls.  Too little remains to be of use,

though enough does remain to name the reason for the oddly twisting halls.

~
E
1 north 1 west~
The wide hallway disapears into the darkness.

~
E
timbers braces supporting~
The supports are formed of thick, dark timbers that continue to do an

adequate job of holding the roof in place overhead.

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#39387
Ancient Tunnel~
Thick wooden timbers form braces that help support the immense weight of

the rocks overhead.  Though the braces are starting to show signs of

sagging they look as if they could go a good while longer before they

would give in.  The stone of the walls is the dark color of fresh, loamy

soil though it remains much harder than the loose-packed soil it appears

to be.

~
-done (T)

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1 north 1 south~
The wide tunnel extends off into the darkness.

~
E
1 west 1 east~
The walls are timeworn and smoothed by the passage of many beings over

the years.  The rough edges have all been worn away to smoother, rounded

bulges and depressions.

~
E
timbers wooden thick braces supports~
The support braces are made from thick timber and show little sign of

wear despite the fact they have been here for some time.  Rusted sconces

that once held torches are bolted to the occasional support beam.  More

often than not the brackets are missing, rusted off by time.

~
E
1 up~
The rocks overhead are begining to show a spiderweb maze of cracks that

mark the fractures that will eventually break apart under the strain of

all the weight.  For now the braces are doing an adequate job of holding

it all in place safely.

~
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#39388
Ancient Tunnel~
The dark stone of the tunnel walls curves sharply, almost at a right

angle, following some directive only known to the miners and formen no

longer present.  Thick wooden beams, sagging under the weight of all the

heavy stone overhead, form braces that still manage to prevent the tunnel

from collapsing completely.  Small piles of rock rest against the wall

where passing feet have kicked them aside after falling in bits and

pieces from the ceiling.

~
-done (T)

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E
1 east 1 south~
The tunnel extends away into darkness.

~
E
1 north 1 west~
The dark walls of the tunnel meet at nearly a right angle as the tunnel

curves sharply from a north-south heading to an east-west heading.

~
E
1 up ceiling overhead~
A spiderweb maze of cracks turns the ceiling into no more than a

collection of dangerous looking boulders with the appearance of immenent

collapse held in check only by the straining timber of the support beams. 

Small divets in the ceiling show where bits have crumbled away despite

the beams that hold it up.

~
E
support beams braces~
The support braces are obviously all that is preventing a titanic cave-in

as the loose rock on the ground obviously coems from the shattered rock

overhead.  Glancing upwards might be akin to looking down over a long

fall for the feint-hearted and might be best avoided.

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#39389
Ancient Tunnel~
The wide earthen tunnel splits to form a T-junction heading north, south

and west.  While the southern and western junctions lead off into the

total darkness common to the tunnels, the northern tunnel ends abruptly

in a solid wall of collapsed rock and shattered timber where the tunnel

finally caved in.  The support beams lining the southern and western

tunnels sag noticably and it is only a matter of time before they too

give in.

~
-done (T)

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E
1 west 1 south~
The tunnels extend away into darkness.

~
E
1 east~
The dark rock of the tunnels is the color of rich soil.

~
E
1 northern cave-in collapse~
It looks as if the timber of the braces finally collapsed under the

mighty weight of all the stone overhead and collapsed in a ravaged pile. 

If anything was under there at the time it is surely dead now and if

there was a tunnel beyond it is blocked unless there is some other means

of entrance.

~
E
support beams braces~
The remaining support beams sag noticably under the oppressive weight of

the heavy stone above you.  Unless they are replaceed it is only a matter

of time before they too fail.

~
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