tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Cardinal Magics Tower~
Derna~
~

0 0
3
#ROOMS

#40750
Entrance Chamber~
The room is dimly lit by black candles resting in candelabras in the two

far corners.  Two uncomfortable-looking straight backed chairs sit on

either side of a small table by the east side of the room.  The walls are

covered by large tapestries in rich colors.  The ceiling is high above

head, and supported by buttresses that climb the walls, coming to a peak

at the highest point in the ceiling.  Two exits lead from this room, one

to the south and out of the tower, and one to the north, leading into the

main part of the tower.

~
~
301465601 0 5 0
D0
door~
door~
135 695 40751 10 10 5
D2
door~
door~
131 -1 40752 10 10 5
E
candles candelabras corners~
Two ornate candelabras stand in the corners, casting dim light in the

room from the black candles in them.

~
E
table 1 east~
A small table covered with a black cloth sits against the east wall. 

Sitting on either side of it are chairs with straight back, covered in a

fine layer of dust.  Neither look to have been used in some time;

probably because they are as uncomfortable as they look.

~
E
tapestries walls~
The walls are covered with heavy tapestries depicting great wizards in

battle with curious and powerful beasts.  Great conflagrations of magical

fire and crackling energy cover the landscape and figures in the picture.

~
A
pick~
1 north door~
if( mob_in_room( 830, room ) ) {

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  wait( 1 );

  transfer( ch, find_room( 40752 ) );

  }

~
E
ch~
One of the door guards grabs your hand and twists it behind your back. 

He declares, "Such thieving activities will not be tolerated in the

Tower!" 


With out further ado he tosses you out the southern exit.

~
E
not~
You see $n bend to pick the lock of the northern exit when suddenly one

of the guards leaps over and twists their arm behind their back.  The

guard declares,"Such thieving activities will not be tolerated in the

Tower!" 


Without further ado, the guard tosses $n out the southern door.

~
!
0 0 0
829 9 1509949540 3 0
1832 17 100 5 0
695 17 100 -1 0
1841 17 1509949540 -2 0
1841 17 1509949540 -2 0
830 9 1509949540 3 0
648 17 1509949540 5 0
1797 17 1509949540 5 0
1089 17 1509949540 16 0
618 17 1509949540 6 0
854 17 1509949540 7 0
830 9 1509949540 3 0
1797 17 1509949540 5 0
1089 17 1509949540 16 0
618 17 1509949540 6 0
854 17 1509949540 7 0
648 17 1509949540 5 0
-1
S

#40751
Central Chamber~
This room is round, following the curve of the tower, and the ceiling is

high.  The walls stone and heavily engraved with fantastic carvings of

angels and daemons.  The flat ceiling is supported by four broad pillars,

which are also heavily carved.  A huge crystal ball sits by one pillar,

resting in a gilded stand.  In the center of the room, between all the

pillars, is a patch of bare earth surrounded by a stone ring.  Four exits

leave from the room, a door to the south, north and west, and a stairway

leading up to the east.

~
fiery needs more of a name - 'fiery door'?

~
301465601 0 8 0
D0
Shimmering~
Shimmering~
131 -1 40755 10 10 5
D1
~
~
0 -1 40754 10 10 5
D2
door~
door~
135 -1 40750 10 10 5
D3
Firey Door~
Fiery~
131 -1 40753 10 10 5
E
1 north~
A door leads away to the north, bluish colors shimmering in waves across

its surface.

~
E
1 west~
To the west you see a fiery red colored door, various shades of red

flickering across its surface.

~
E
1 east stairway~
An arched doorway exits the room to the east, leading to a stairway.

~
E
1 south~
The door to the entrance room is to the south.

~
E
walls pillars carvings~
A battle rages on the walls and ceiling.  Daemons climb up from the floor

on the walls and pillars, while angels descend from the ceiling to battle

them in the carvings.  You glance about again in wonder as you realize

the carvings seem to actually move and change slowly.

~
E
crystal ball gilded stand~
A cloudy, inky black and ivory white glow comes from the insides of the

ball.  It hurts your head to look at the ball for too long.  Just before

you have to look away, you see yourself standing before a wizard in a

room full of light.

~
E
ring stone earth dirt~
The center of the room is bare dirt, about 1 foot above the surrounding

floor.  It is contained by a ring of stone, like a flower bed with no

flowers.  The dirt seems to move randomly, as if something below the

surface disturbs it.

~
A
enter~
stone ring earth dirt~
act_tochar( #ch, ch );

act_notchar( #not, ch );

wait( 2 );

act_tochar( #suff, ch );

act_notchar( #sufnot, ch );

i = 10d6+10;

inflict( ch, mob, i, "suffocating crush of earth" );

dam_message( ch, i, "suffocating crush of earth" );

transfer( ch, find_room( 40792 ) );

~
E
ch~
As you step on the bare dirt, a tendril wraps around your leg,

and begins to drag you down into the earth.

~
E
not~
You see $n step on the dirt in the stone ring in the center of the room,

when suddenly a tendril leaps out and wrpas around his foot.  It begins

to pull him under ground level.

~
E
suff~
The ground swallows you and you feel the crush of earth suffocating you.

~
E
sufnot~
You see $n grimace and cry out in pain as the earth crushes in around him.

~
!
0 0 0
A
1 north~
~
if( players_room( find_room( 40755 ) ) == 0 )

  junk_mob( mob_in_room( 832, find_room( 40755 ) ) );

continue;

~
!
0 -1 0
A
knock bash hit~
door 1 south~
if( is_open( room, south ) == 0 ) {

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  interpret( mob_in_room( 829, find_room( 40750 )), "unlock n" );

  interpret( mob_in_room( 829, find_room( 40750 )), "open n" );

  }

else

  act_tochar( #open, ch );

~
E
ch~
You knock on the door to the south.

~
E
not~
$n knock on the door to the south.

~
E
open~
The door is already open.

~
!
0 0 0
-1
S

#40752
Tower Entrance~
A small clearing allows the sky to look down at this area.  Before you

stands the entrance to the tower, a huge, heavy wooden door.  On it is a

symbolic picture of the cardinal elements of magic: fire, water, air, and

earth.  An impassable wall of rock sits to the south, blocking travel and

view.  To the east and west the path wanders off into the trees.

~
~
301465601 3 9 0
D0
door~
door~
131 -1 40750 10 10 5
D1
~
~
0 -1 40765 10 10 5
D3
~
~
0 -1 40766 10 10 5
E
door entrance picture cardinal elements~
The door is heavy and thick, made of a dark wood.  It is bound in iron

bands, and shimmers with a magical light.  Set in the center of the door

is a wheel shaped object that is divided into quarters.  The quarters

depict water, fire, air and earth, with fire and water in opposition and

similarly with air and earth.  The quartes blend with their neighbors,

and all come together to blend in the middle.  The very center of the

wheel is a perfect balance of all four magics.  This is the theory of

magic that this tower studies and promotes.

~
E
tower~
The tower stands before you, an impressive edifice built of seemingly

seamless black stone, reaching high into the sky.  Far, far above you

can see open windows, way up at the top.  Other than the windows the only

entrance you can see is the door just in front of to the north.

~
E
wall rock~
To the south with its bottom screened by a few trees you see a wall of

rock It has a sheer face and look to be quite impassable to all but the

birds of the sky.

~
E
1 east 1 west path forest trees~
To the east and west around the tower you see the dark forest.  A small

path heads from beneath one direction of the forest, past the towers

door, and on into the forest in the other direction.

~
-1
S

#40753
Fire magics furnace.~
Heat blasts you as you enter the room.  A great fire rages in a furnace

on the north side of the room.  You see strange flickerings in the flames

in the furnace.  The walls and ceiling are bare stone, covered with soot

from the fire.

~
maybe add 2-3 puzzles that characters have to solve in order to get to

the custom spots?

ie each gauntlet has a series of tests to pass, right now it seems too short

could make a send_to_char, continue action for a blast of heat as player enters the room

[Merior] obviously not finished

~
301465601 0 7 0
D1
Fiery~
Fiery~
131 -1 40751 10 10 5
A
~
~
send_to_room( #blast, room );

loop( all_in_room ) {

  i = 3d5+10;

  dam_message( rch, i, "the furnace fires" );

  inflict( rch, mob, i, "the furnace fires" );

  }

~
E
blast~
Raging flames blast from the furnace and sear the room with their heat!

~
!
2 100 0
A
~
~
act_tochar( #blast, ch );

continue;

~
E
blast~
Your flesh is seared by the heat of the air in this room.

~
!
1 0 2
2134 137 1509949540 3 0
-1
S

#40754
Stairway.~
You stand at the base of a wide stairway.  Glossy black stone steps with

intricate carvings lead upward with a fine white railing to guide your

hand.  The stairs sweep around the outside of the tower and circle beyond

your sight.  An archway to the east opens out into a large room in the

interior of the tower.

~
~
301465601 0 5 0
D3
~
~
0 -1 40751 10 10 5
D4
~
~
0 -1 40757 10 10 5
-1
S

#40755
Fountain.~
A wide pool of water separates you from the north side of the room.  A

spray of water splashes up from the center of the pool in a fountain

display.  Small water sprites and other magical water creatures cavort

about in the water.  The exit from the room is the shimmering blue door

to the south.

~
[Merior] which side is far side? does it matter?

[Merior] looks like you can go north too

[Merior] friend response doesnt seem to do much

[Merior] need to clean up war response

[Merior] fight others enter.. dont attack

[Merior] blinking never seems to work here...

~
301465601 0 5 0
D0
~
~
0 -1 40756 10 10 5
D2
Shimmering~
Shimmering~
131 -1 40751 10 10 5
E
pool fountain 1 north~
The northern end of the room is completely blocked off by a wide pool of

sparkling water.  A fountain sprays water up toward the high ceiling, and

lights beneath the surface cast a glinting display across the room.  You

can't see the northern end of the room past the pool.

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

act_notchar( #not, ch );

~
E
ch~
As you try to step north and cross the pool, a dozen tiny water

elementals grab you and deposit you back where you were.


~
E
not~
You see $n try to proceed north across the pool, but a dozen tiny water

elementals grab $n and deposit them back where they were in the room.


~
!
0 0 1
A
cast~
blink 'blink 'blink'~
if( class( ch ) == mage ) {

  if( find_skill( ch, blink ) > 0 )

    if( !rflag( reset1, room ) )

    transfer( ch, find_room( 40756 ));

  else

    act_tochar( #denied, ch );

  else

    continue;

  }

else

  act_tochar( #spell, ch );

~
E
spell~
You don't know that spell.

~
E
denied~
The sprites and naiads disturb your concentration by whispering in your

ears and pulling your hair.  They will not let you cast the spell to get

across the pool.

~
!
0 0 0
A
enter~
pool fountain~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
As you try to step north and cross the pool, a dozen tiny water

elementals grab you and deposit you back where you were.


~
E
not~
You see $n try to proceed north across the pool, but a dozen tiny water

elementals grab $n and deposit them back where they were in the room.


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

~
E
room~
You hear the tittering laugh of a tiny water sprite.  You look about and

see it fluttering around your head.  Perhaps its flirting with you.

~
!
2 200 0
A
1 look~
sprite~
if( !mob_in_room( 832, room ) ) {

mob = mload( 832, room );

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  act_tochar( #what, ch );

  }

else

  continue;

~
E
ch~
When you pay attention to the little creature it comes flying up to you. 

It titters happily and alights on your shoulder.



~
E
not~
You see $n getting the attention of one of the water sprites.  It goes to

$n with a tittering laugh.

~
E
what~
The sprite whispers in your ear,"What do you seek here?  Do you seek to

peacefully make customed @Rarmor@n, or do you wish to make @Rwar@n?" 

The sprite continues, "We will not let you pass if you are not a friend."


~
!
0 0 0
A
~
~
if( players_room( room ) > 0 ) {

  junk_mob( mob_in_room( 834, room ) );

  junk_mob( mob_in_room( 834, room ) );

  junk_mob( mob_in_room( 834, room ) );

  junk_mob( mob_in_room( 834, room ) );

  junk_mob( mob_in_room( 832, room ) );

  junk_mob( mob_in_room( 832, room ) );

  junk_mob( mob_in_room( 832, room ) );

  junk_mob( mob_in_room( 832, room ) );

  }

~
!
1 0 5
832 9 1509949540 3 0
-1
S

#40756
Water magics fountain.~
Lights from under the waters surface swim in your vision, reflected about

by the burbling fountain.  The air is moist and steamy, and water coats

the walls and floor, making it slick footing.  Across the fountain to the

south you see the exit from the room, a shimmering blue door.

~
electrum ringmail is customed here

rdesc maybe somenthing about not being able to see the walls, or what the fountain looks like (ie desc the room a bit more

[Merior] water's

[Merior] making footing slick

~
301465601 0 5 0
D2
~
~
0 -1 40755 10 10 5
E
lights fountain~
Lights under the surface of the fountain cause reflections across the

room.  The fountain bubbles high above the surface of the water, causing

splashing and ripples across the pool.  Water elementals flit about in

the waves, and cavort about in the humid air in the room.

~
E
1 south shimmering blue door~
The exit from the room is across the pool to the south, a blue door with

water colors rippling across its surface.

~
A
enter 1 south~
~
act_tochar( #ch, ch  );

act_notchar( #not, ch );

junk_mob( mob_in_room( 832, find_room( 40755 ) ) );

junk_mob( mob_in_room( 832, find_room( 40755 ) ) );

junk_mob( mob_in_room( 832, find_room( 40755 ) ) );

junk_mob( mob_in_room( 832, find_room( 40755 ) ) );

junk_mob( mob_in_room( 834, find_room( 40755 ) ) );

junk_mob( mob_in_room( 834, find_room( 40755 ) ) );

junk_mob( mob_in_room( 834, find_room( 40755 ) ) );

junk_mob( mob_in_room( 834, find_room( 40755 ) ) );

transfer( ch, find_room( 40755 ) );

~
E
ch~
As you try to enter the pool to cross to the south exit, the water

elementals playing in the pool grab you and lift you across to the other

side.  You arrive with out getting a drop of water on you.


~
E
not~
You see $n try to enter the pool to cross to the southern exit, but the

water elemtals lift $n across the water and deposit them on the other

side with out getting a drop of water on them.


~
!
0 0 0
-1
S

#40757
Top of stairs.~
The stairway ends on a landing high up in the tower.  The ceiling extends

far above you though, with sheer walls and no way to climb higher.  Far,

far above you can see a balcony leading into a central room, way up at

the peak of the tower.  You can see no physical way to reach it.  An

archway leads to the west from the landing into a hallway in the center

of the tower.

~
~
301465601 0 5 0
D3
~
~
0 -1 40759 10 10 5
D4
~
~
0 -1 40758 10 10 5
D5
~
~
0 -1 40754 10 10 5
A
cast~
blink 'blink 'blink'~
if( class( ch ) == mage ) {

  if( find_skill( ch, blink ) > 0 )

    transfer( ch, find_room( 40758 ));

  else

    continue;

  }

else

  act_tochar( #spell, ch );

~
E
spell~
You don't know that spell.

~
!
0 0 0
A
1 up~
~
act_tochar( #ch, ch );

~
E
ch~
You see no way to physically climb to the top of the tower.

~
!
0 0 0
A
climb~
1 up tower~
act_tochar( #ch, ch );

~
E
ch~
You see no way to physically climb to the top of the tower.

~
!
0 0 0
-1
S

#40758
Air magics tower.~
This room is in the top of the tower.  It is open on all sides to wide

and tall window, letting in the elements.  In the center of the room

there is a stone table, marked with colorful glyphs and runic symbols. 

Above the table the air is wildly disturbed, as if nearly transparent

creature writhe about there.  You see the surrounding landscape through

the wide windows with a high vantage point.  The two exits from the room

are the windows, and back down to the staircase landing far below.

~
electrum chain customed here

[Merior] need to do custom

~
301465601 0 5 0
D5
~
~
0 -1 40757 10 10 5
E
windows~
All around you, wide open windows let in the outside air, and provide a

breathtaking view of the lands around the tower.  Just around the tower,

you see the thick, dark forest that surrounds the tower's grounds. 

Beyond that you see flat fields and rolling hills, leading to mountainous

areas.

~
E
stone table air disturbed transparent creatures~
In the middle of the room rests a table made of a light colored stone. 

It is covered in magical symbols, carved and painted on.  Above the

table, you see the air move about wildly, almost a whirlwind.  In the

whirlwind, you see small figures, gaseous in appearence, some kind of air

elementals.

~
A
enter exit~
windows~
act_tochar( #ch, ch );

act_notchar( #not, ch );

wait( 1 );

i = 6d6+10;

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

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

transfer( ch, find_room( 40767 ) );

~
E
ch~
You foolishly step out the window and find youself falling towards the

ground.

~
E
not~
You see $n step out the window and fall screaming towards the ground.

~
!
0 0 0
A
1 down~
~
act_tochar( #ch, ch );

~
E
ch~
You can not go down from here by natural means unless you mean to take a

long fall...

~
!
0 0 0
A
cast~
blink 'blink 'blink'~
if( class( ch ) == mage ) {

  if( find_skill( ch, blink ) > 0 )

    transfer( ch, find_room( 40757 ) );

  else

    continue;

  }

else

  act_tochar( #spell, ch );

~
E
spell~
You don't know that spell.

~
!
0 0 0
1456 137 1509949540 3 0
-1
S

#40759
Hall.~
Rich, colorful tapestries cover much of the stone walls to the north and

south.  Almost hidden behind the hangings are two doors, one in the north

wall and one in the south.  The hall continues east to a stairway and

west further into the tower's interior.

~
[Merior] not much of a description

~
301465601 0 5 0
D0
door~
door~
131 -1 40761 10 10 5
D1
~
~
0 -1 40757 10 10 5
D2
door~
door~
131 -1 40762 10 10 5
D3
~
~
0 -1 40760 10 10 5
E
tapestries hangings walls north south~
Brightly colored tapestries depicting great conflagrations of the

elements cover the walls.  An earthquake splits the earth and lava flows

from volcanoes in one, hurricane winds and tornados plague the landscape

in another.  A raging fire devours forest and plains, and tidal waves and

flooding rains destroy another scene.  Framed by strong timbers in each

wall is a door, both of which are overlapped be the hangings.

~
-1
S

#40760
Hall.~
A hallway extends to the east from here, passing two sets of doors on the

north and south walls, the first set here and the second farther down the

hall.  Set in a small alcove in the west wall is a sculpture of a

beautiful woman mounted on a unicorn.  A pair of decorative ferns rest on

either side of the sculpture.

~
~
301465601 0 5 0
D0
door~
door~
131 -1 40763 10 10 5
D1
~
~
0 -1 40759 10 10 5
D2
door~
door~
131 -1 40764 10 10 5
E
woman sculpture unicorn alcove~
The sculpture is about four feet tall, made of a glistening white stone. 

It is a beautiful carving of a ravishing woman seated demurely on the

back of a prancing unicorn.

~
E
plant plants~
Two large ferns stand to either side of the alcove.  They add a bit of

garnish to the decorative sculpture.

~
A
get grab take~
sculpture woman unicorn~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
The sculpture is much to heavy to move, much less lift.

~
E
not~
You see $n bend over and try to pick up the sculpture, but only grunt in

effort and fail to even move it.

~
!
0 0 0
A
get grab take~
plant plants~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
The tall plant is set in a huge pot, the combined weight just too heavy

for you to lift.

~
E
not~
You see $n attempt to take one of the plants, but fail with a grunt and a sigh.

~
!
0 0 0
-1
S

#40761
Water tank room.~
Three tanks of water dominate the room.  Two smaller ones sit on two

tables, containing exotic fish and strange eel-like creatures.  The third

is much larger, and has a rubber ducky floating in it.  The walls are

covered in shimmering blue wall hangings, which move and glint like a

lake in the sunshine.  The only exit is the door to the south.

~
[Merior] something reset in here?

~
301465601 0 5 0
D2
door~
door~
131 -1 40759 10 10 5
E
shimmering blue wall hangings~
The walls are covered in hangings which depict a watery surface, making

to room appear to be surrounded by a lake.

~
E
tanks~
The smaller two tanks contain fish swimming about in a swirl of seaweed. 

The larger tank is about man-sized and floating about on its surface is

surface is a small rubber ducky.

~
A
get grab take~
fish eels tank rubber ducky~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
A strange field of energy prevents you from approaching any of the tanks.

~
E
not~
You see $n try to go closer to one of the tanks, but is rebuffed by an

invisible field.

~
!
0 0 0
-1
S

#40762
Airy bedroom.~
Hanging halfway between floor and ceiling is a cloth hammock, decorated

in frilly lace.  The walls are bare stone, with no decorations and the

stones in the wall tightly sealed, but you still feel a cool breeze

blowing about the room.  Riding on the tide of air are tiny air creatures

which tug at you hair and clothes playfully.

~
[Merior] dont really understand this room

~
301465601 0 5 0
D0
door~
door~
131 -1 40759 10 10 5
E
creatures~
Creatures almost too translucent to see, and some completely invisible,

fly about the room and tug at you playfully.  The only reason you notice

them is the tugging at your clothes.  Otherwise you would never have

noticed them.

~
E
hammock~
A brightly colored and lace covered sleeping mat suspended halfway

between the floor and the ceiling.

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

act_notchar( #not, ch );

~
E
ch~
As you leap to attack the creatures, they disappear into nothing, leaving

you with nothing to attack.

~
E
not~
You see $n leap to attack something in the air, but stop suddenly when

realizing that there is suddenly nothing to attack.

~
!
0 0 0
-1
S

#40763
Fiery bedroom.~
This room is decorated with wild, colorful tapestries on the walls. 

There is a bed in one corner and a nightstand next to it.  A table sits

in another corner, with scrolls and papers scattered about its surface,

and a crystal ball sitting on a golden stand.

~
[Merior] use objects for bed, etc.

~
301465601 0 5 0
D2
door~
door~
131 -1 40760 10 10 5
E
table scrolls papers crystal ball~
The table is cluttered with various magical items and reagents, and

papers and scrolls are scattered about with no apparent rhyme or reason.

~
E
tapestries walls~
The tapestries are pictures of fire elementals and dragons gadding about

in a lake of fire.  It looks as if the resident of the room has a

fixation with flames...

~
A
get grab take~
papers scrolls crystal ball~
act_tochar( #ch, ch );

act_notchar( #not, ch );

i = 1d35;

dam_message( ch, i, "energy field" );

inflict( ch, mob, i, "energy field" );

~
E
ch~
A field of energy prevents you from getting near the table.  Obviously,

the resident of the room doesn't want his property tampered with.

~
E
not~
You see $n try to get some items from the table, but is prevented from

doing so by an invisible field.

~
!
0 0 0
-1
S

#40764
Earth bedroom.~
In one corner of the room you see a pile of dirt in a box.  The dirt is

packed down and in it you see body prints, as if someone had been laying

on it.  Dirt is scattered about on the floor, and muddy smudges coat the

walls.  The only exit is the door to the north.

~
action for box?

[Merior] what happens when you dig?

~
301465601 0 5 0
D0
door~
door~
131 -1 40760 10 10 5
E
pile dirt box~
A box of dirt sits in one corner, the dirt matted down and covered in

what appears to be body prints.  Could the resident of the room actually

sleep in bare earth?

~
A
dig search~
box dirt~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
You root around in the dirt of the box, and feel something slimy moving

around beneath the surface of the dirt.

~
E
not~
You see $n rooting around in the box, and see $m suddenly start in

surprise.

~
!
0 0 0
-1
S

#40765
Wooded Path~
The trees about here grow thickly together in the west, but thin out

toward the east and north.  The ground cover of sharp bladed grass grows

similarly, thick beneath the forest to the west but thinning to clumps as

the ground changes from a dark soil to a more sandy ground.  A path leads

to the west through the trees, and turns to the north, wandering off and

disappearing into the sand.  Standing impressively above the trees to the

northwest is a tower, its spire pointing high into the sky.  To the east

and south, a rock wall stands blocking travel and view to the land beyond.

~
~
301465600 3 9 0
D0
~
~
0 -1 40767 10 10 5
D3
~
~
0 -1 40752 10 10 5
E
trees 1 east 1 north~
The forest begins to thin out to the west and north as the soil beings to

appear sandy.  The path leads off to the north from here in the sand.

~
E
1 east 1 south rock wall~
A ridge of stone curves around from the east to the south and runs away

into the forest to the west.  It looks completely sheer and impossible to

climb.

~
E
tower Tower~
A huge tower points toward the sky to the northwest, its spire high up in the sky.

~
-1
S

#40766
Muddy Path~
A small path wanders through the forest beneath the dark trees.  The

light is very dim, the sky completely blocked out by the branches looming

above.  You see the path wander off to the north and east from here.  To

the east you see that the forest begins to thin out, while to the south a

wall of stone and to the west a deep morass of mud block your progress in

those directions.

~
no_mob

~
301465608 3 9 0
D0
~
~
0 -1 40787 10 10 5
D1
~
~
0 -1 40752 10 10 5
E
wall stone 1 south~
A sheer wall of dark stone stands to the south blocking passage in that direction.

~
A
1 west~
~
act_tochar( #mud, ch );

~
E
mud~
You sink to almost your knee your first step into the mud.  You think

better of walking west and turn back.

~
!
0 0 0
-1
S

#40767
Grassy clearing~
Thick shrubs and sparse, sharp bladed grasses grow in clumps in the sandy

soil of this area.  A tall tower stands dominating the view to the west,

its base obscured by a screen of shrubbery.  High above you can see

windows up by the tower's peak.

~
~
301465600 3 9 0
D1
~
~
0 -1 40768 10 10 5
D2
~
~
0 -1 40765 10 10 5
E
shrubs grasses soil~
The sandy soil grudgingly allows some thin, weary shrubs and thick

bladed, waxy-leaved grasses to cling to the ground here.

~
E
Tower tower~
A great tower stands to the west, standing tall and pointing high into

the sky.  Craning your neck to look up at its high spire, you can see a

set of wide windows looking out over the land.

~
-1
S

#40768
Crossing Paths~
The ground here is all sand, broken up by an occasional patch of scrubby

weeds and grasses.  Far off to the south you see that the ground is more

rocky, while to the west darker soil allows more plants to grow.  To the

east and north the desert-like conditions continue.  To the west you see

the huge tower dominating the skyline.  You wonder at the odd diversity

of climate that presents itself in the area, forest and mountains turning

directly to desert.

~
no mob

~
301465608 3 9 0
D0
~
~
0 -1 40769 10 10 5
D2
~
~
0 -1 40771 10 10 5
D3
~
~
0 -1 40767 10 10 5
E
tower 1 west~
The spire of a great tower pokes high above the land to the west from here.

~
A
east~
~
send_to_char( #wall, ch );

~
E
wall~
Your passage east is blocked by a shimmering wall of magic.  Through the

wall you see glimpses of sheer cliffs of stone.  The area almost seems to

be carved out of the mountain.

~
!
0 0 0
-1
S

#40769
Desert~
Small bushes and an occasional small prickly plant dot the landscape.  A

hot gusty wind blows through the area, carrying gritty sand clouds and

obscuring your vision.  In all directions, the desert terrain continues. 

Dunes of sand obscure your vision in all directions, making it difficult

to tell which way is which.

~
~
301465600 3 9 0
D0
~
~
0 -1 40773 10 10 5
D2
~
~
0 -1 40768 10 10 5
A
e east w west~
~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
You wander over the dune, and then another with the hot sun blazing down

on you, when suddenly you realize that you see your own tracks in the

sand in front of you.

~
E
not~
$n leads you over a dune, and then another, and wanders around under the

hot sun until $e suddenly stops and looks at the ground in disgust.  You

see your own tracks in the sand ahead of you.

~
!
0 0 0
-1
S

#40771
Rocky Ground~
Lines of stacked stones, shaped into rectangles and pyramids line the

path as it wanders through sand covered stone.  A hot wind blows out of

the north, carrying the dry, gritty air of the desert.

~
[Merior] pyramids,

[Merior] confusing description

[Merior] is this gonna be close to narak?

~
301465600 3 9 0
D0
~
~
0 -1 40768 10 10 5
D2
~
~
0 -1 40777 10 10 5
-1
S

#40773
Desert~
All around you large dunes of sand dominate the landscape.  No plants of

any type are visible, just blowing sand.  To the west, north, and south

the dunes continue.  To the east, through the shimmering distortion of

heat, a sheer rock wall grows out of the desert into a tall mountain.

~
~
301465600 3 9 0
D0
~
~
0 -1 40775 10 10 5
D2
~
~
0 -1 40769 10 10 5
D3
~
~
0 -1 40774 10 10 5
E
east rock face mountain~
No description

The mountains block all passage to the east with a shear wall of dark stone.

~
E
1 east rock wall face mountain~
A mountain's rock face sprouts out of the flat sandy desert and blocks

any passage east.

~
A
1 north~
~
i = random( 0, 21 );

j = find_stat( ch, dex );

if( i > j ) {

  transfer( ch, find_room( 40775 ) );

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  transfer( ch, find_room( 40794 ) );

  }

else

  continue;

~
E
ch~
@YYou stumble in the loose sand and fall down the slope into the pit.@n

~
E
not~
You see $n stumble in the loose sand and fall into the pit.

~
!
0 0 0
-1
S

#40774
Desert~
The sand beneath your feet continues to the east and north, but to the

west and southwest scrubby plants and small trees begin to group closer

together and the dirt to darken to sandy soil.  Past the vegetation to

the southwest is an immense tower, reaching up into the sky.

~
[Merior] why cant we  move southwest then?

~
301465600 3 9 0
D0
~
~
0 -1 40776 10 10 5
D1
~
~
0 -1 40773 10 10 5
-1
S

#40775
Edge of a Pit~
Yawning beneath your feet is a huge circular pit in the sand.  The sides

slope steeply down to the bottom, where it is too dark to see detail from

above.  To the southwest you see the tower looking over the landscape

across the sand.  To the east and north the mountains form a sheer rock

wall, impassable to all but the winged.

~
no_mob

~
301465608 3 9 0
D2
~
~
0 -1 40773 10 10 5
D3
~
~
0 -1 40776 10 10 5
D5
~
~
0 -1 40794 10 10 5
E
pit~
No description~
E
pitcha Mobs don't hunt you down to kill you, but I think they should *grin*~
No description~
E
pit~
A pit of sand lies here, sloping steeply down to a deep hole out of the light.

~
-1
S

#40776
Desert~
The ground is bare sand, with a few scrubby brushes to break up the

monotony.  Scattered about in the sand are bits of white rock.  Walls of

stone hem in this area, surrounding you in impassable walls to the west

and north.  Off to the east, you see an occasional cloud of wind blown

sand in the air.

~
~
301465600 3 9 0
D1
~
~
0 -1 40775 10 10 5
D2
~
~
0 -1 40774 10 10 5
E
walls stone 1 west 1 north~
The mountains ring in the area, passing to the west and north, and

continuing around to the far east, almost beyond vision.

~
E
white rock bits~
As you look closer at the white bits you realize that they are pieces of

bone, crunched beyond recognition of its previous owner.

~
E
walls stone~
The mountains block your way to the north and west with seamless walls of stone.

~
A
1 east~
~
i = random( 0, 21 );

j = find_stat( ch, dex );

if( i > j ) {

  transfer( ch, find_room( 40775 ) );

  act_tochar( #ch, ch );

  act_notchar( #not, ch );

  transfer( ch, find_room( 40794 ) );

  }

else

  continue;

~
E
ch~
@YYou stumble in the loose sand and fall down the slope into the pit.@n

~
E
not~
You see $n stumble in the loose sand and fall into the pit.

~
!
0 -1 0
895 9 1509949540 3 0
895 9 1509949540 3 0
895 9 1509949540 3 0
-1
S

#40777
Stone Circle~
This area opens up to a wide flat plateau of cracked and split stone. 

Huge stones, weathered from wind and rain, stand as silent witness to

your passing.  They are scattered about in places, but in some they seem

arranged, as if in a grand pattern.  In the very center of the rock

strewn field stands a series of rectangularly shaped stones, stacked in

odd patterns.  They form a vague ring around a stone table.  To the east

and south, sheer rock faces show through a shimmer of powerful magic. 

The north and east are open and paths lead off in those directions.

~
Make unstable random rift

[Merior] rock-strewn

[Merior] need some extras

~
301465600 3 9 0
D0
~
~
0 -1 40771 10 10 5
D3
~
~
0 -1 40778 10 10 5
-1
S

#40778
Rocky Ground~
Piles of rocks and huge boulders scatter the area, resting on the

weathered and split rock that you travel across.  A stiff wind buffets

you as the updraft in the canyon to the south blasts over the cliff.  A

wide vista of mountainous terrain greets your eyes in that direction,

snow-topped mountains and deep valleys.  A trail of sorts passes between

the piles of stone, leading from east to west.  A wall of rock stands

blocking the way north, a sheer and seamless stone.  You can see that it

ends somewhere to the east.

~
[Merior] first sentence is awkward

[Merior] snow-topped mountain phrase doesnt fit right

[Merior] need some extras here

~
301465600 3 9 0
D1
~
~
0 -1 40777 10 10 5
D3
~
~
0 -1 40779 10 10 5
-1
S

#40779
Path Crossing~
Before you to the north, standing high in the sky, you see the spire of a

huge tower.  The base is obscured by a sheer rock wall which runs from

east to west as far as you can see.  The path you stand on splits three

ways to the east, west, and south.  To the west and east, the path

wanders between boulders and outcroppings of rock and passes beyond your

sight.  To the south, the path goes through the gate and off down into a

ravine.

~
[Merior] guards always stick together?

~
301465600 3 9 0
D1
~
~
0 -1 40778 10 10 5
D2
~
~
0 -1 40780 10 10 5
D3
~
~
0 -1 40781 10 10 5
E
wall rock 1 north~
A rock wall blocks the way to the north.  It is a sheer face, with no

visible seams or handholds for climbing.

~
A
get take grab move~
sign post~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
The sign is well mounted on a sturdy post.  It easily resists any

attempts at moving it, and for your efforts you get a splinter in your

finger.

~
E
not~
You see $n try to move the sign, but only succeed in getting a splinter

in $s finger.

~
!
0 0 0
1211 17 100 -2 0
879 41 1509949540 3 0
618 17 1509949540 6 0
854 17 1509949540 7 0
1797 17 1509949540 5 0
648 17 1509949540 5 0
1089 17 1509949540 16 0
879 73 1509949540 3 0
618 17 1509949540 6 0
854 17 1509949540 7 0
648 17 1509949540 5 0
1089 17 1509949540 16 0
1797 17 1509949540 5 0
879 73 1509949540 3 0
618 17 1509949540 6 0
854 17 1509949540 7 0
648 17 1509949540 5 0
1089 17 1509949540 16 0
1797 17 1509949540 5 0
-1
S

#40780
Inside the Gates~
Just to the south a huge gate hangs on its strong hinges.  Stout pillars

of stone support the gate and a high archway above it all.  A wide path

passes north and south through here, coming from the gate to the south

and going north towards the Tower.  You can see its spire pointing to the

sky far above the landscape to the north.  A guard post stands behind the

wall to the west, housing the winch which opens and closes the ponderous

gate.

~
key object # 1098

[Merior] saying acode is kinda odd 

[Merior] gatekeeper needs resistances, better stats - but of course isnt likely to be killed

~
301465600 3 9 0
D0
~
~
0 -1 40779 10 10 5
D2
gate~
gate~
391 1098 40793 10 10 5
D3
~
~
0 -1 40782 10 10 5
E
gate hinges pillars~
Stone walls converge from the east and west to meet at the gate.  They

walls run into and meld with the huge stone pillars that hold up the gate. 

Great hinges are mounted on the pillars and support the thick doors. 

They doors stand several times your height and at least as thick as you

are tall.  Curious carvings cover the stone, sigils of power and pictures

of creatures of fantasy.

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

~
E
ch~
You see no lever to pull.  Perhaps the guard can help you open the gate.

~
!
0 0 0
A
say ' tell ask~
open guard~
send_to_room( #guard, room );

interpret( mob_in_room( 879, room ), "poke gatekeeper" );

wait( 1 );

send_to_room( #gate, room );

wait( 1 );

interpret( mob_in_room( 758, room ), "unlock s" );

interpret( mob_in_room( 758, room ), "open s" );

~
E
guard~
The guard stares blankly a moment, then leanes over to the gatekeeper.


~
E
gate~
The gatekeeper jumps and looks around for a few seconds.  Finally

realizing what is required of him, he pulls the keychain from around his

neck and walks over to the gate.

~
!
0 0 0
A
~
~
wait( 1 );

interpret( mob_in_room( 758, room ), "close s" );

interpret( mob_in_room( 758, room ), "lock s" );

~
!
1 0 4
758 169 1509949540 3 0
786 17 1509949540 16 0
1649 17 1509949540 5 0
1852 17 1509949540 5 0
1098 17 1509949540 17 0
879 73 1509949540 3 0
618 17 1509949540 6 0
1797 17 1509949540 5 0
648 17 1509949540 5 0
854 17 1509949540 7 0
1089 17 1509949540 16 0
879 73 1509949540 3 0
618 17 1509949540 6 0
1797 17 1509949540 5 0
648 17 1509949540 5 0
854 17 1509949540 7 0
1089 17 1509949540 16 0
-1
S

#40781
Cliff's Edge~
A constant gusting wind tugs at you as you travel through this area.  A

few bushy plants cling to the rocks around the area, growing in the few

spots of soil held in the creases of the rocks.  A faint path wanders

between the large stones and outcroppings of rock, passing east-west

through here.  The cliff's edge is just to the south, and a rock wall

dominates the area to the north.  The path to the east leads to the Tower

gate, and to the west off into the wilderness.

~
~
301465608 3 9 0
D1
~
~
0 -1 40779 10 10 5
D3
~
~
0 -1 40783 10 10 5
E
cliff 1 south~
The south side of the path is bordered by open air where the cliff falls

away to a wide valley below.

~
E
wall 1 north~
A rock wall blocks the way to the north.  It is a sheer face, with no

visible seams or handholds for climbing.

~
E
1 east gate~
Stone buildings and a huge wall surrounding the gate are visible off to

the east along the path.

~
-1
S

#40782
Guard Post~
A low ceiling hangs over your head, a plain stone slab resting on the

unadorned stone walls around you.  The room is rectangular, with a long

table and benches running the length.  The remains of a plain meal rests

on the table.  In the rear of the room a heavy winch is set up with heavy

chains running on pulleys out to the gate.

~
guard post

[Merior] stone slab rests...

[Merior] make benches and table objects

[Merior] need some extras

~
301465600 3 9 0
D1
~
~
0 -1 40780 10 10 5
879 9 1509949540 3 0
879 9 1509949540 3 0
879 137 1509949540 3 0
-1
S

#40783
Cliff's Edge~
Wind whistles between the rocks from the updraft of the valley.  A

scattering of trees stubbornly force their roots between the rocky

surface of this area.  A path of sorts meanders between boulders and past

the trees, turning north and east from here.  To the south is a cliff

overlooking a wide valley, to the north is a thickening forest.  The view

to the west is dominated by a mountainous face.

~
~
301465600 3 9 0
D0
~
~
0 -1 40784 10 10 5
D1
~
~
0 -1 40781 10 10 5
2504 9 1509949540 3 0
473 9 1509949540 3 0
840 17 1509949540 -2 0
-1
S

#40784
Rocky ground~
The path wanders generally north and south between large outcroppings of

stone and a scattering of large trees.  Large stones poke out of the

ground, which is primarily dark soil growing grass and weeds.  At one

point along the path you see a large patch of matted down plants,

possibly the bed of a very large animal.  Also, deep-set tracks of some

heavy unknown animal litter the ground.  The way east is blocked by a

sheer wall of stone.  The path continues north and south from here.  To

the west more trees appear, but you seem unable to head in that direction.

~
~
301465600 3 9 0
D0
~
~
0 -1 40785 10 10 5
D2
~
~
0 -1 40783 10 10 5
E
wall 1 east~
A rock wall blocks passage to the east.  Small plants grow at its base

and a few stubborn vines claim a tenuous hold on the wall.

~
E
tracks plants bed~
A very large and heavy animal appears to be tromping through this area,

its large tracks visible to even the most novice of trackers.  Off to the

side of the path you see a flattened area in the grass, probably where

the creature took a nap.

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

act_notchar( #not, ch );

~
E
ch~
You try to head west briefly, but you loop right back to where you were. 

You don't even remember what it was like further west except some kind of

strange light hung in the air and a mountain shimmered on the other side.

~
E
not~
You see $n wander off to the west but come right back shaking $s head in

confusion.

~
!
0 0 0
2501 9 1509949540 3 0
832 17 1509949540 -2 0
-1
S

#40785
Forest Path Crossing~
The path splits here, going to the north, east, and south from here.  The

ground is quite wet, and slopes downward to the north, becoming more

marshy in that direction.  To the south the path continues into drier

forested areas.  To the east you see the Tower spire pointing to the sky

through a break in the forest cover.

~
~
301465600 3 9 0
D0
~
~
0 -1 40786 10 10 5
D1
~
~
0 -1 40787 10 10 5
D2
~
~
0 -1 40784 10 10 5
358 17 1509949540 -2 0
-1
S

#40786
Marsh~
The path continues north and south from here, winding between trees.  The

ground is quite muddy, and there are patches of open water between the

humps of tree roots.  The trees are different from the ones to the south;

they are smaller and twisted and do not completely block out the sky.

~
~
301465608 3 9 0
D0
~
~
0 -1 40788 10 10 5
D2
~
~
0 -1 40785 10 10 5
E
trees~
Gnarled trees grow in clumps, their roots providing the only dry areas to

walk.  They have dark colored and very rough bark, and have flat needles.

~
-1
S

#40787
Swampy Path~
The path turns to the west and south here, though the trees are unchanged. 

The dark branches cover the sky completely, and the ground is damp and

marshy.  The strange thing in this area is that you don't hear the forest

activity like elsewhere in the woods.

~
~
301465600 3 9 0
D2
~
~
0 -1 40766 10 10 5
D3
~
~
0 -1 40785 10 10 5
-1
S

#40788
Swamp~
The ground is completely covered in water here, with humps of ground

appearing around the tree's roots.  The trees are thick trunked, and a

grey moss covers them.  Sickly green colored vines climb up the trunks

and hang between the trees.  The path has dissappeared into the watery

ground, but it is possible to travel to the east, north, and south.

~
~
301465600 3 9 0
D0
~
~
0 -1 40790 10 10 5
D1
~
~
0 -1 40789 10 10 5
D2
~
~
0 -1 40786 10 10 5
E
trees moss vines~
Rough bark and thick, squat trunks of trees grow in densely packed clumps. 

A grey moss clings to the trees, and a few stringy vines climbed up the

trees to catch the sun in the higher branches.

~
A
~
~
send_to_room( #plop, room );

~
!
2 100 0
420 9 1509949540 3 0
-1
S

#40789
Swamp~
The ground bounces under your feet as you walk about this area.  You

notice that if you walk close to any of the few trees that grow here they

wave crazily with each footstep.  The ground is actually the roots of the

trees all gnarled together covering the mud underneath.  Large patches of

open mud lay in wait for the unwary traveler to step into them.  A

noxious gas bubbles up from the mud, splattering it about.

~
~
301465600 3 9 0
D0
~
~
0 -1 40791 10 10 5
D3
~
~
0 -1 40788 10 10 5
A
~
~
send_to_room( #bubble, room );

~
E
bubble~
You hear small bubbles of gas burble up from the mud.

~
!
2 50 0
A
~
~
send_to_room( #thump, find_room( 40789 ) );

~
E
thump~
A flash of light to the north catches your attention, then you hear a muffled explosion.

~
!
0 0 0
-1
S

#40790
Swamp~
The ground bounces beneath your feet and the plants around you move with

the bouncing motion.  The trees and plants that grow here form the

"ground" as their roots grow together to cover the mud below.  The ground

is not completely covered, though, and open patches of mud are scattered

about where the roots do not grow together.  To the west and north, the

solid ground ends and bare, deep mud dominates to the terrain as far as

you can see.

~
~
301465600 3 9 0
D1
~
~
0 -1 40791 10 10 5
D2
~
~
0 -1 40788 10 10 5
A
~
~
send_to_room( #thump, find_room( 40790 ) );

~
E
thump~
You see a flash of light from the east, and then hear a muffled explosion.

~
!
0 0 0
A
1 north 1 west~
~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
Your attempt to walk off to the north and west result in you sinking

quickly into the mud and getting yourself all slimy before you manage to

clamber back out.

~
E
not~
You see $n try to wander off in the mud to the north and west, sink

quickly up to $s waist and make a mess of $mself before clambering back

out.

~
!
0 0 0
-1
S

#40791
Swamp~
A thick mat of roots floating on the top of mud forms the ground here.  A

few trees, whose roots you walk on, wave in the air to the motion of your

footsteps.  Long grasses and strange weeds grow in between the trees and

around the large patches of open mud that are not covered by the roots. 

A noxious smell pervades the air, and bubbles of gas bubble up from the

mud.  The root matt comes to an end to the north, making it impossible to

go in that direction.

~
~
301465600 3 9 0
D2
~
~
0 -1 40789 10 10 5
D3
~
~
0 -1 40790 10 10 5
E
mat roots trees~
Short, scrubby trees grow on top of the muddy flats, their roots growing

out along the surface and intertwining.  The roots create a sturdy mat,

strong enough to support you as you walk along.  The trees and grasses

that grow in this area sway with the ripples of your footsteps along the

ground.  Off to the north the mat of roots ends, leaving only an

impassable muddy mire.

~
E
grasses plants~
Grasses that grow with tube-like stalks and plants that hold water and

give off a sweet smell to trap flies thrust themselves up between the

roots that form the unstable ground.

~
A
~
~
send_to_room( #burble, room );

wait( 1 );

send_to_room( #explode, room );

loop( all_in_room ) {

  i = 6d6+5;

  inflict( rch, mob, i, "searing flame" );

  dam_message( rch, i, "searing flames" );

  acode( find_room( 40790 ), 1 );

  acode( find_room( 40789 ), 2 );

  }

~
E
explode~
You are suddenly enveloped in flames as the gas bubbles ignite!

~
E
burble~
You hear a gurgling sound of gas bubbles being emitted from the mud.

~
!
4 500 0
-1
S

#40792
Earth magics cave.~
You are in a very large chamber, extending beyond your view into the

gloom in all directions.  The floor is bare dirt with large, rough stones

peeking out.  In the center of the room there rests a particularly large

stone, almost an ogre's height across, rough and unfinished around the

edges but cut flat and highly polished on its top.

~
[Merior] dont understand the flee here

[Merior] no custom code here

~
301596672 11 9 0
D0
~
~
0 -1 40796 10 10 5
D1
~
~
0 -1 40798 10 10 5
D2
~
~
0 -1 40797 10 10 5
D3
~
~
0 -1 40795 10 10 5
E
archway shimmering portal~
A golden arch stands near the stone table, covered in runes.  Under its

span the air shimmers in multi-colored lights, and you see the image of a

gate blurred and swimming through the lights.  Perhaps this is a portal

out of this room.

~
E
stone center top~
The stone appears to be a huge flat table.  Its flat, polished top has

intricate carvings etched into it, beautiful engravings of some arcane

purpose.  Every time you begin to look away from the stone, something

changes on the table's surface, some eerie thing that makes your eyes

snap back to look.  But when you look at it you see nothing different.

~
E
walls floor ceiling~
The walls, floor, and ceiling are completely made of bare earth.  It

makes you wonder just how it is all help up.

~
E
carvings engravings arcane~
A pentagram is carved into the polished surface of the dark top of the

stone, with strange runes and glyphs etched in and around the pattern.

~
A
enter~
arch archway shimmering lights portal~
act_tochar( #ch, ch );

act_notchar( #not, ch );

transfer( ch, find_room( 40759 ) );

~
E
ch~
You step into the shimmering lights of the portal and find youself

somewhere else...


~
E
not~
You see $n step into the shimmering lights under the arch and disappear.


~
!
0 0 0
-1
S

#40793
Tower Gate~
The path abruptly ends at the foot of a monstrous gate to the north. 

Huge stone doors hang on thick metal hinges attached to stout stone

pillars.  A high arch spans the pillars and extends to the ground on

their sides, forming seamless walls which extend out along the cliffs to

either side.  The ground drops away sharply on both sides of the path, a

long drop down to the valley floor.  To the south the path follows a

ridge of stone down a winding path to the valley floor.

~
key object # 1098

[Merior] not sure where all this is supposed to link to

[Phule] is near greened way

~
301465601 3 9 0
D0
gate~
gate~
391 1098 40780 10 10 5
D2
~
~
0 -1 39286 10 10 5
A
knock bang call bash hit~
gate open~
act_tochar( #ch, ch );

act_notchar( #notch, ch );

wait( 1 );

send_to_room( #peer, room );

wait( 1 );

interpret( mob_in_room( 758, find_room( 40780 ) ), "unlock s" );

interpret( mob_in_room( 758, find_room( 40780 ) ), "open s" );

send_to_room( #open, room );

~
E
ch~
You bang on the gate and call for it to be opened.

~
E
notch~
$n bangs on the gate and calls for it to be opened.

~
E
peer~
You feel the eyes of the gate guards on you as they ponder your right to enter.

~
E
open~
A rumbling of gears and chains through pulleys comes from behind the gate

as the huge doors swing open.

~
!
0 0 0
A
~
~
mob = mob_in_room( 758, find_room( 40780 ) );

interpret( mob, "close south" );

interpret( mob, "lock south" );

~
!
1 -1 1
-1
S

#40794
The Antlion Pit~
Far above you, about 30 feet or so, you see the edge of the pit.  The

walls slope up steeply to the edge, and it looks to be a very difficult

climb.  The sand is very loose and slides down to the bottom of the pit

at the least disturbance.

~
~
301465600 3 9 0
D4
~
~
0 -1 40775 10 10 5
A
1 up flee~
~
if( find_skill( ch, climb ) == 0 )

  i = 2d50;

if( find_skill( ch, climb ) == 1 )

  i = 2d50+10;

if( find_skill( ch, climb ) == 2 )

  i = 2d50+20;

if( find_skill( ch, climb ) == 3 )

  i = 2d50+30;

if( find_skill( ch, climb ) == 4 )

  i = 2d50+40;

if( find_skill( ch, climb ) == 5 )

  i = 2d50+50;

if( find_skill( ch, climb ) == 6 )

  i = 2d50+60;

if( find_skill( ch, climb ) == 7 )

  i = 2d50+70;

if( find_skill( ch, climb ) == 8 )

  i = 2d50+80;

if( find_skill( ch, climb ) == 9 )

  i = 2d50+90;

if( find_skill( ch, climb ) == 10 )

  i = 2d50+100;

if( i > 91 ) {

  act_tochar( #up, ch );

  act_notchar( #not, ch );

  continue;

  }

else {

  act_tochar( #nope, ch );

  act_notchar( #notnope, ch );

  }

~
E
up~
You scramble up the slope and escape from the pit.


~
E
not~
You see $n scramble up the slope and out of the pit.


~
E
nope~
You slip in the tumbling sand, and fall back into the pit.


~
E
notnope~
You see $n try to scramble up the slope, but slip in the tumbling sand

and slide back down.


~
!
0 0 0
874 8 1509949540 3 0
-1
S

#40795
Earth magics cave.~
Three boulders stand in a stack near the wall to the west.  The smallest

of the rocks is the bottom of the stack, with the larger ones balancing

on it, looking to be almost ready to fall over at any second.  The ground

around the odd pile is dark, bare soil with small chips of stone

scattered about.  The cave opens out to the east, north and south, while

a wall of packed dirt blocks passage to the west.

~
~
301596672 11 9 0
D0
~
~
0 -1 40803 10 10 5
D1
~
~
0 -1 40792 10 10 5
D2
~
~
0 -1 40802 10 10 5
-1
S

#40796
Earth magics cave.~
A stone pillar stands here, heaving up from the ground and stretching

beyond your vision up into the heights of the cavern.  The ground around

the great pillar and stretching as far as you can see is loose dark soil. 

It is piled up to the north, sloping up to an almost vertical wall. 

Stones protrude from the dirt in places, some glittering with facets of

crystal.  The huge cavern extends to the east, south, west.

~
~
301596672 11 9 0
D1
~
~
0 -1 40799 10 10 5
D2
~
~
0 -1 40792 10 10 5
D3
~
~
0 -1 40803 10 10 5
-1
S

#40797
Earth magics cave.~
This area is dominated by a huge stone column which reaches high into the

cave above you, far beyond your vision.  A murky pool surrounds the

column, dark slimy water which covers the ground.  The pool laps up to

the wall of stone to the south and ends to the east, north, and west when

the floor rises to a high elevation in those directions.  Dull, dark

colored stones poke out of the pool.  A greasy looking growth covers the

stones, making the only dry crossing of the area slippery footing.

~
~
301596672 11 9 0
D0
~
~
0 -1 40792 10 10 5
D1
~
~
0 -1 40801 10 10 5
D3
~
~
0 -1 40802 10 10 5
-1
S

#40798
Earth magics cave.~
The cave floor is cracked and split dried earth broken up by sharp

protruding stones.  Sharp edges of obsidian glass glint in the light and

make the area difficult to negotiate through safely.  A bright light

shines in the darkness to the north, catching your eye in the deep

subteranean blackness around you.  The cave opens out in all directions

except the east, where a wall of naked stone blocks passage.

~
~
301596672 11 9 0
D0
~
~
0 -1 40799 10 10 5
D2
~
~
0 -1 40801 10 10 5
D3
~
~
0 -1 40792 10 10 5
-1
S

#40799
Earth magics cave.~
The floor of bare earth slopes up steeply to become the wall of the

chamber, extending high above you beyond your vision to the north and

east.  A huge crystal standing taller than an ogre emerges from a rough

grey stone near the western wall.  A bright light shines from the

crystal, giving illumination to the area about you.  The south and west

open out into a huge cave so large you can not see the far walls. 

Stones with glittering facets of crystal embedded in them catch the light

and send slanting beams of light around the room.

~
~
301596673 11 9 0
D2
~
~
0 -1 40798 10 10 5
D3
~
~
0 -1 40796 10 10 5
E
stone crystal facets light western~
A bright light emanates from a monstrous clear crystal that extends out

of a plain grey boulder resting by the western wall.  It stands taller

than an ogre and is almost the same in width.  The light illuminates a

wide area around it as bright as sunshine.  Stones with tiny crystals in

a myriad of colors embedded in them refract the light, sending glittering

beams about the room.

~
A
get take grab~
crystal light~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
You attempt to lift a crystal massing many times your own with a mighty

effort, but come up empty handed.  The crystal is just to huge and heavy

for you to budge.

~
E
not~
$n walks up the the crystal, find a handhold and makes a valiant effort

at moving the object massing hundreds of times $s own size.  $e walks

back defeated, red faced and breathing hard.

~
!
0 0 0
A
get grab take~
stones facets~
act_tochar( #ch, ch );

act_notchar( #not, ch );

~
E
ch~
You try to pick up one of the many stones bearing small crystals in them,

but find that it is larger than you thought.  It extends below the

surface of the soil, and even making the effort to dig around it yields

nothing.

~
E
not~
$n tries to pick up one of the many stones with embedded crystal, but

finds them to be too large to handle.

~
!
0 0 0
1632 9 1509949540 3 0
-1
S

#40800
Earth magics cave.~
Under Construction.

~
~
301465601 11 9 0
-1
S

#40801
Earth magics cave.~
A murky pool of water lies in a depression in the soil here.  Rough

stones poke out of the dank pool, slippery with faintly glowing moss. 

The cavern wall blocks the exits to the east and south with the slimy

water lapping right up to the rough stone.  The cavern opens to the north

and east away from the pool of water.

~
~
301596672 11 9 0
D0
~
~
0 -1 40798 10 10 5
D3
~
~
0 -1 40797 10 10 5
-1
S

#40802
Earth magics cave.~
Tubes of dried mud extend up from the floor, taller than the average

halfling, and almost as big around.  The ground between the tubes is

moist clay clumped up into heavy lumps of soil.  The cavern wall circles

around the south and west sides of the room, blocking passage in those

directions.  To the east and north, the cavern extends beyond your vision.

~
~
301596672 11 9 0
D0
~
~
0 -1 40795 10 10 5
D1
~
~
0 -1 40797 10 10 5
-1
S

#40803
Earth magics cave.~
A table of rough rock forms the floor here, rising about one foot above

the surrounding floor of bare dirt.  The rock is dark and cracked, and

has large, deep, gaping holes scattered about.  The surface is mottled

with a dark brown and crusty covering, like a dried liquid deposit.  A

huge cave opens to the east and south, while densly packed dirt forms a

high wall to the north and west.

~
~
301596672 11 9 0
D1
~
~
0 -1 40796 10 10 5
D2
~
~
0 -1 40795 10 10 5
-1
S

#0