#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. ~ ~ 301465600 2 9 0 D1 ~ ~ 0 -1 39366 10 10 5 D2 ~ ~ 0 -1 39367 10 10 5 -1 S #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. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 39367 10 10 5 D2 ~ ~ 0 -1 39371 10 10 5 D3 ~ ~ 0 -1 39372 10 10 5 -1 S #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. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 39370 10 10 5 D1 ~ ~ 0 -1 39368 10 10 5 2509 9 1509949540 3 0 -1 S #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. ~ ~ 301465608 3 9 0 D1 ~ ~ 0 -1 39370 10 10 5 D3 ~ ~ 0 -1 39373 10 10 5 -1 S #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 ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39377 10 10 5 D1 ~ ~ 0 -1 39372 10 10 5 D3 ~ ~ 0 -1 39374 10 10 5 -1 S #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 ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39375 10 10 5 D1 ~ ~ 0 -1 39373 10 10 5 2509 9 1509949540 3 0 -1 S #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. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 39377 10 10 5 D2 ~ ~ 0 -1 39374 10 10 5 D3 ~ ~ 0 -1 39376 10 10 5 -1 S #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. ~ ~ 301465608 3 9 0 D1 ~ ~ 0 -1 39375 10 10 5 D3 ~ ~ 0 -1 37051 10 10 5 -1 S #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. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39378 10 10 5 D2 ~ ~ 0 -1 39373 10 10 5 D3 ~ ~ 0 -1 39375 10 10 5 2509 9 1509949540 3 0 -1 S #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. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 39379 10 10 5 D2 ~ ~ 0 -1 39377 10 10 5 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 ~ 335024142 0 5 0 D3 ~ ~ 0 -1 39378 10 10 5 916 9 1509949540 3 0 78 17 1509949540 -1 0 81 17 1509949540 -1 0 84 17 1509949450 -1 0 37 17 1509949540 -1 0 227 17 1509949450 -1 0 425 17 1509949465 -1 0 1269 17 1509949465 -1 0 1182 17 1509949490 -1 0 872 17 1509949450 -1 0 79 17 1509949465 -1 0 1301 17 1509949450 -1 0 1246 17 1509949450 -1 0 210 17 1509949465 -1 0 479 17 1509949490 -1 0 474 17 1509949540 -1 0 -1 S #39380 Invasion1~ Under Construction. ~ ~ 301465612 3 9 0 D0 ~ ~ 0 -1 39382 10 10 5 D1 ~ ~ 0 -1 39381 10 10 5 857 41 1509949540 3 0 697 73 1509949540 3 0 697 73 1509949540 3 0 697 73 1509949540 3 0 -1 S #39381 Invasion1~ Under Construction. ~ ~ 301465612 3 9 0 D3 ~ ~ 0 -1 39380 10 10 5 862 41 1509949540 3 0 698 73 1509949540 3 0 698 73 1509949540 3 0 698 73 1509949540 3 0 698 73 1509949540 3 0 698 73 1509949540 3 0 -1 S #39382 Invasion1~ Under Construction. ~ ~ 301465612 3 9 0 D2 ~ ~ 0 -1 39380 10 10 5 843 41 1509949540 3 0 843 73 1509949540 3 0 -1 S #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. ~ ~ 301465604 0 9 0 D4 ~ ~ 0 -1 39254 10 10 5 D5 ~ ~ 0 -1 39255 10 10 5 -1 S #39384 Dark Woods~ Under Construction. ~ ~ 301465604 0 9 0 -1 S #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. ~ ~ 301596676 0 9 0 D0 ~ ~ 0 -1 39337 10 10 5 D1 ~ ~ 0 -1 39336 10 10 5 E 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) ~ 301596676 0 9 0 D0 ~ ~ 0 -1 39387 10 10 5 D3 ~ ~ 0 -1 39336 10 10 5 E 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. ~ 860 9 1509949540 3 0 860 9 1509949540 3 0 -1 S #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) ~ 301596676 0 9 0 D0 ~ ~ 0 -1 39388 10 10 5 D2 ~ ~ 0 -1 39386 10 10 5 E 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. ~ 697 9 1509949540 3 0 -1 S #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) ~ 301596676 0 9 0 D1 ~ ~ 0 -1 39389 10 10 5 D2 ~ ~ 0 -1 39387 10 10 5 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. ~ 78 17 1509949520 -2 0 78 17 1509949450 -2 0 78 17 1509949442 -2 0 697 9 1509949540 3 0 -1 S #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) ~ 301596676 0 9 0 D2 ~ ~ 0 -1 39331 10 10 5 D3 ~ ~ 0 -1 39388 10 10 5 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. ~ 860 9 1509949540 3 0 860 9 1509949540 3 0 -1 S #0