#AREA Vyan Tombs~ Orb~ Vyan Tombs~ 40 0 0 #ROOMS #49750 A Vaulted Cavern~ You are inside a huge subterranean cavern whose ceiling reaches into the darkness above. Every sound echoes and bounces off the vaulted walls of the cavern. The air is stale, as though it has not been disturbed for centuries. The darkness seems to close in about you. A huge, ornate door has been set into the smooth, level stone of the northern wall. ~ no_mob down is 49805 ~ 301465612 11 5 0 D0 door of mithril and steel~ mithril steel door~ 195 -1 49751 10 10 5 D3 ~ ~ 0 -1 49797 10 10 5 E mithril steel door~ This door is wrought of mithril and steel, making it formidable indeed. Strange runes and sigla are inscribed beneath what appears to be a clan or family insignia. ~ E insignia~ A dark sword, running blood, is clasped in a strong, jet-black hand upon a background of silver. ~ E runes sigla~ Strangely familiar, yet unintelligable, the runes inscribed here underscore the insignia. ~ E wall~ The northern wall of the cavern is made of smooth, dark stone. A sharp contrast to the dull roughness of the other walls. ~ A say recite speak~ runes~ if( is_open( room, north ) ) { act_tochar( #nothing, ch ); end; } if( find_skill( ch, vyanian ) > 6 ) { act_tochar( #recite, ch ); act_notchar( #rrecite, ch ); wait( 1 ); act_tochar( #success, ch ); act_notchar( #rsuccess, ch ); wait( 1 ); send_to_room( #open, room ); open( room, north ); } else if( find_skill( ch, gift of tongues ) > 0 ) { act_tochar( #recite, ch ); act_notchar( #rrecite, ch ); wait( 1 ); act_tochar( #success, ch ); act_notchar( #rsuccess, ch ); wait( 1 ); send_to_room( #open, room ); open( room, north ); } else { act_tochar( #recite, ch ); act_notchar( #rrecite, ch ); wait( 1 ); act_tochar( #fail, ch ); act_notchar( #rfail, ch ); } ~ E recite~ @e@CAfter carefully looking at the runes, you slowly try to pronounce them. ~ E rrecite~ @b@CWith a thoughtful look, $n slowly tries to pronounce the runes. ~ E fail~ Your accent is terrible and all that you end up saying is a garble of mixed up sounds. ~ E rfail~ $n mutters and grumbles a sentence of gibberish. ~ E success~ @b@CWith great care, you pronounce the runes with a nearly perfect accent.@n ~ E rsuccess~ @b@C$n pronounces the runes with a perfect Vyan accent. ~ E nothing~ The door is already open. ~ E open~ @eThe runes flare with a silver light and the door opens. ~ ! 0 0 0 A look examine~ runes symbols~ act_tochar( #look, ch ); act_notchar( #rlook, ch ); continue; ~ E look~ You study the runes etched on the door. ~ E rlook~ $n studies the runes etched on the door. ~ ! 0 0 0 -1 S #49751 Within an Ancient Tomb~ This wide, vaulted chamber is made up of a dark, polished stone; perhaps some type of granite. Set in the south wall is a large door crafted of mithril and steel. The floor is dusty and booted footprints meander along it as though a sentry has been patroling this area. ~ [Lansharra] patrolling ~ 301465612 11 5 0 D0 ~ ~ 0 -1 49752 10 10 5 D2 door of mithril and steel~ steel mithril door~ 195 -1 49750 10 10 5 E footprint print boot~ All made by one style of boot, the slender prints cross and smear each other. ~ E door~ This door is wrought of mithril and steel, making it formidable indeed. ~ A open~ south door s~ if( !is_open( room, south ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, south ); } else act_tochar( #nothing, ch ); ~ E open~ You open the door to the south. ~ E ropen~ $n opens the door to the south. ~ E nothing~ The door is already open. ~ ! 0 0 0 -1 S #49752 A Stone Guard Room~ The walls of this open chamber are finely carved from dark stone, and polished to a dull gleam. The stone floor is worn, though spots of polish are still sparsely scattered throughout. Here and there, rich tapestries are hung, though their golden splendour is dulled by age. A large slab of stone sits in the center of the chamber, dark and cold. Ornate stone arches buttress dark openings to east and west. ~ [Merior] need silence check for freeze [Orb] He isnt hollering, so he cant be silenced. ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49753 10 10 5 D2 ~ ~ 0 -1 49751 10 10 5 D3 ~ ~ 0 -1 49762 10 10 5 E tapestries~ The cloth of gold has faded and is now a dull and ragged affair, the designs now unidentifiable. ~ E slab stone ~ This huge slab of black stone dominates the middle of the chamber. ~ 1330 9 1509949540 3 0 -1 S #49753 A Dark Passageway~ The smooth, dark stone comes together here to form a narrow tunnel. Interlacing patterns of spirals are etched into the wall in a very fine web of lines. Pillars of black stone rest along the walls, supporting the ceiling, reaching up into the darkness above. The granite floor is flawlessly level, though years of use have worn away the polish. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49754 10 10 5 D3 ~ ~ 0 -1 49752 10 10 5 E web lines spiral pattern~ Curling around in a seemingly random pattern, the design was etched into the stone in thin, shallow strokes. ~ E pillar black~ The tall, thin pillars of stone reach up into the darkness above you. Around the bases, fine layers of dust coat the floor. ~ 1330 9 1509949540 3 0 -1 S #49754 A Dark Passageway~ Walls of dark stone compose this constricting corridor. The smooth, burnished walls are broken only by the occasional sturdy stone support. The floor near the support pillars still bears the lustrous finish seen on the walls, though the rest of the stone walkway seems to have been dulled by heavily-booted feet. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49756 10 10 5 D3 ~ ~ 0 -1 49753 10 10 5 -1 S #49756 A Dark Passageway~ The corridor runs east and west into darkness. The air becomes slightly colder and you seem to be descending as you follow the passageway. In comparison to the worn floor, the burnished walls seem to gleam. The elegantly carved pillars seem to be marbled here and there with a vein of silver, winding its way out of the rock behind them. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49757 10 10 5 D3 ~ ~ 0 -1 49754 10 10 5 E pillar silver vein~ The pillars seem to have been carved out of the rock around them. The silver vein winds around and through the pillars and walls in this section of the hallway. ~ -1 S #49757 A Dark Passageway~ The walls and pillars in this section of the corridor carry a few spidery veins of silver though the main lode seems to have faded almost entirely back into the stone of the wall. Grooves have been worn into the floor here as though, during the passage of years, the stone melted away. The chamber to the east exudes a dim, flickering light and slightly warmer air air drifts out toward you. ~ [Finius] nice ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49758 10 10 5 D3 ~ ~ 0 -1 49756 10 10 5 E grooves floor~ Nearly an inch deep, and twice as wide, these groves have been worn into the floor over a span of years. ~ E wall silver vein pillar~ The few twisting veins of silver that marble the wall fade as you look eastward, though they become bold and thick westward. ~ -1 S #49758 A Dimly Lit Chamber~ This wide chamber is dimly lit by softly glowing balls of white light. The dark stone walls glimmer in the magical light, chasing away some of the somberness of the tomb. A tiny statue of a vyan woman holding a harp stands in the southeast corner. ~ ~ 301465605 11 5 0 D0 ~ ~ 0 -1 49776 10 10 5 D3 ~ ~ 0 -1 49757 10 10 5 E tiny statue~ Standing only a foot tall, this tiny statue is very life-like. The harp that the vyan woman holds in her tiny stone hands is made of silver, and the tiny strings glimmer in the magical light. ~ A get take search remove~ statue harp~ act_tochar( #get, ch ); ~ E get~ You try to take the statue, but it is firmly attached to the wall. ~ ! 0 0 0 1330 9 1509949540 3 0 -1 S #49759 The Gloomy Passage~ The close stone walls seem to bear down upon you as you make your careful way through the blackness of the corridor. You find it nearly impossible to make out any features of this narrow room, as the thick gloom within the passage is nearly impenetrable. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 49760 10 10 5 D2 ~ ~ 0 -1 49776 10 10 5 1301 9 1509949540 3 0 -1 S #49760 Ceremonial Chamber~ In this room, the corridor opens into a wide hall. In the center of the room lies a dark altar, studded with gems, that seems to glow malevolently. Various murals adorn the walls, mostly depicting the sacrifice of victims to a powerful, cruel god. The darkness here is almost tangible and you feel your movements slow as the numbing cold overwhelms you and seeps into your bones. ~ ~ 301466628 11 9 0 D1 study door~ study door~ 235 -1 49761 10 10 5 D2 ~ ~ 0 -1 49759 10 10 5 D3 ~ ~ 0 -1 49782 10 10 5 E mural~ A terrified elf lies upon a bloody altar as a Vyan priest brandishes a wicked dagger above him. The silhouette of a dark entity hovers above the altar, looking on in approval. ~ E altar~ A low, richly jeweled altar of solid silver. Mysterious symbols have been etched here and there upon its base, either a curse or a prayer. ~ E east e~ The eastern wall of the chamber is smooth. The only thing out of the ordinary is a small indentation in the very center of the wall. It looks as though a small, identical symbol might be placed in it. ~ E indentation~ This small notch in the wall seems to be in the shape of a letter or a symbol. ~ A insert place~ rune~ if( !is_open( room, east ) ) { if( has_obj( 1774, ch ) ) { if( !mob_in_room( 1339, room ) ) { act_tochar( #rrune, ch ); act_notchar( #rune, ch ); open( room, east ); } else act_tochar( #growl, ch ); } else act_tochar( #fail, ch ); } else act_tochar( #nothing, ch ); ~ E rune~ As $n fits the rune into the indentation, a small door slides open revealing a hidden room. ~ E rrune~ As you fit the rune into the indentation, a small door slides open revealing a hidden room. ~ E nothing~ The door is already open. ~ E fail~ You do not have the rune. ~ E growl~ The necromancer glares at you and says, "You may not enter my study." ~ ! 0 0 0 A ~ ~ wait( 2 ); if( !is_open( room, east ) ) end; close( room, east ); send_to_room( #close, room ); send_to_room( #close, find_room( 49761 ) ); ~ E close~ The study door quietly slides shut. ~ ! 1 0 2 1339 9 1509949540 3 0 -1 S #49761 The Necromancer's Study~ This small room is lined with shelves full of unidentifiable vials and pouches. A lovely desk of a polished hard wood is set in one corner. It is littered with scrolls, quills, and a few small items. The walls of the chamber are covered with arcane symbols and runes drawn in the silvery metal found on the walls of the passageways at the front of the tomb. On the floor is inscribed a silvery circle and runed about with the same symbols found on the wall. ~ ~ 301465609 11 9 0 D3 study door~ study door~ 235 -1 49760 10 10 5 E walls~ The symbols painted on the wall seem to glow faintly. Although they do resemble in some ways what little of the written Vyan language outsiders have managed to obtain, they seem somehow older and more powerful. ~ E floor~ While at first it seemed drawn there, closer inspection reveals it is a circle of metal set deeply into the floor. There is no flaw in the metal, nor a break in the circle at any point. Strange runes surround the circle, interlaced so that no gaps are evident. ~ E runes~ Silvery runes wind their way around the circle as if sealing it. They glow faintly and you do not quite dare to touch them. ~ E desk~ This lovely desk must have been brought here hundreds of years ago. The grain of the wood has been all but polished away. The desk contains a single drawer which appears to be securely locked. ~ A touch press~ runes~ i = 3d20; act_tochar( #zap, ch ); act_notchar( #rzap, ch ); inflict( ch, ch, i, "being electrocuted" ); ~ E zap~ As you reach out a tentative hand to touch the runes, they flare brightly and an arc of pure energy @b@CELECTROCUTES@n you!! ~ E rzap~ As $n reaches out a tentative hand to touch the runes, they flare brightly and an arc of pure energy @b@CELECTROCUTES@n $m!! ~ ! 0 0 0 A open~ door west w~ if( is_open( room, west ) ) act_tochar( #nothing, ch ); else { act_tochar( #slide, ch ); act_notchar( #rslide, ch ); open( room, west ); } ~ E slide~ You slide the heavy door open. ~ E rslide~ $n slides the heavy door open. ~ E nothing~ The door is already open. ~ ! 0 0 0 A get take remove search touch~ desk pouch object quills~ act_tochar( #take, ch ); act_notchar( #rtake, ch ); ~ E take~ @eAs you reach out to take the objects on the desk, a small shield of energy flares, blocking your attempt. ~ E rtake~ @eAs $n reaches out to take the objects on the desk, a small shield of energy flares, blocking $m attempt. ~ ! 0 0 0 1799 49 1509949540 -2 0 1473 81 1509949480 -2 0 16 81 1509949530 -2 0 16 81 1509949510 -2 0 954 81 1509949520 -2 0 2498 81 1509949455 -2 0 16 81 1509949490 -2 0 -1 S #49762 A Dark Passageway~ Constrictingly close walls press in around you to form the narrow corridor. Burnished to a dull gleam, the walls are of what appears to be granite, although the stone is so dark it approaches black. Pillars rise out of the rock to support the corridor's ceiling. Small pieces of rock litter the floor, possibly fallen from the roof of the tunnel. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49752 10 10 5 D3 ~ ~ 0 -1 49763 10 10 5 E pillars~ The black marble pillars rise up out of the wall, tall and strong, to buttress the heavy stone. ~ 1857 17 1509949540 -2 0 1330 9 1509949540 3 0 -1 S #49763 Before a Silent Tomb~ The north wall of the tunnel opens into gaping doorway. The hinges on the doorway are ripped and twisted. Deep scratches run vertically down the dark walls near the door. Bits and pieces of stone litter the floor where they were scraped from the walls. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 49764 10 10 5 D1 ~ ~ 0 -1 49762 10 10 5 D3 ~ ~ 0 -1 49765 10 10 5 E deep scratches~ The deep grooves in the wall are about three inches in diameter and run from a foot below the ceiling, all the way to the floor. ~ E doorway hinges~ The hinges on this doorway are twisted and broken, as though the door was ripped away by great strength. ~ 1857 17 1509949540 -2 0 -1 S #49764 Within the Silent Tomb~ The silence in this chamber is almost unnerving. There are a few scattered weapons here and there. The smooth walls are unadorned and the bier in the middle of the chamber is quite plain. Although this chamber seems totally uninhabited, the feeling of an unseen presence lingers. ~ ~ 301465612 11 5 0 D2 ~ ~ 0 -1 49763 10 10 5 E bier~ A plain, black slab of stone, the bier lies unoccupied in the middle of the room. ~ 1338 9 1509949515 3 0 -1 S #49765 A Dark Passageway~ The narrow stone walls of this corridor seem almost suffocatingly close. A faint chill creeps through the room as though an arctic breeze has somehow found its way here, miles below the surface. The worn granite of the floor is dull and lackluster with many years of use. The skeleton of a tiny animal is nestled between two of the carved pillars. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49763 10 10 5 D3 ~ ~ 0 -1 49771 10 10 5 E skeleton mouse rat~ This tiny skeleton has either escaped the notice of the guards or they're growing lax in their maintainence. Tiny bits of grey-brown fur cling to the small remains. ~ -1 S #49766 A Dark Junction~ A damp coldness creeps through this room, sending an involuntary shiver through you. The chill, stone walls end to the west and south, allowing you passage only into corridors to the north and east. The footing is uneven here and the dark mist obscures the floor. ~ [Finius] *CACKLE* just as i read shiver in room description it says: You shiver. nice timing :) [Eltrex] A dark Junction (vyan tombs) tripped with levitate on :) [Rebekka] misplaces his step ~ 301465604 11 5 0 D0 ~ ~ 0 -1 49775 10 10 5 D1 ~ ~ 0 -1 49771 10 10 5 A ~ ~ loop( all_in_room ){ ch = rand_player( room ); if( is_player( ch ) ) interpret( ch, "shiver" ); end; } ~ ! 2 150 0 1330 9 1509949540 3 0 -1 S #49768 The Corridor's End~ The north-south corridor ends here, a wide opening to the north. The burnished walls gleam, and the archway to the north is finely carved and maintained. The sound of running water sends muted echoes in from the chamber to the north. ~ [Finius] look symbol: do they have any shape or picture or are the reminiscent of...anything? [Orb] Unless your a scholar of ancient vyan symbols, no. [Merior] i'm going other way and not sure if there is an answer i've missed - why can the wraiths detect hidden? ~ 301465604 11 5 0 D0 ~ ~ 0 -1 49769 10 10 5 D2 ~ ~ 0 -1 49775 10 10 5 E archway~ Though undoubtably ancient, the smooth stone archway has been finely maintained and the thin, spiraling symbols are as clear as the day they were etched. ~ E symbol~ The symbols are utterly unknown to you. ~ 1301 9 1509949540 3 0 -1 S #49769 A Massive Stone Hall~ The huge hall, hewn out of the dark granite, has a high vaulted ceiling which disappears into the darkness above. The polished floor gleams in the magical light making the marbled streaks of white seem to glow. The sound of running water burbles up from a beautiful fountain of polished granite in the middle of the room. The stone walls are butressed by elegantly carved metal supports. ~ ~ 301465605 11 5 0 D1 ~ ~ 0 -1 49770 10 10 5 D2 ~ ~ 0 -1 49768 10 10 5 E fountain~ This is a lovely structure, so far the only expression of true beauty you have found in this dismal place. Clear water wells up from the top of the elegantly fluted spout and cascades down to the dark basin below. ~ E metal supports~ Made of steel, or possibly mithril, these supports buttress the gleaming stone walls. ~ 1 17 1509949540 -2 0 1330 9 1509949540 3 0 -1 S #49770 Deep Inside the Tomb~ This part of the tomb is far more ornate than the beginning, and the tombs here have been left intact. The walls are of the same dark stone found throughout the tomb, polished to a dull gleam. Swords, shields, weapons of every kind are hung along the walls. Whether in glass cases or merely on hooks, they are all attached firmly to the wall. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49772 10 10 5 D3 ~ ~ 0 -1 49769 10 10 5 E walls weapons shields crests swords~ Swords and daggers, halberds and maces, a huge assortment of weapons line the walls. Some of the finer weapons are mounted in lovely glass and steel cases. ~ A ~ ~ send_to_room( #shiver, room ); ~ E shiver~ @e@CYou shiver as the numbing cold chills you to the bone. ~ ! 2 150 0 A get take~ weapon sword dagger shield~ act_tochar( #get, ch ); ~ E get~ It is firmly attached to the wall. ~ ! 0 0 0 -1 S #49771 A Dark Passageway~ The endless dripping of water permeates this area of the hallway. Running through a crack in the wall, a natural spring seems to have worn through the stone gradually. The beads of moisture run down the wall to fall with a soft splash into growing puddle on the floor. The stone walkway is nearly covered by the dark pool. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49765 10 10 5 D3 ~ ~ 0 -1 49766 10 10 5 E pool puddle water~ You noticed the oily sheen on the water's surface, no doubt the result of the polishing agent used to burnish the walls and floor long ago. ~ A drink ~ spring puddle~ act_tochar( #drink, ch ); act_notchar( #rdrink, ch ); ~ E drink~ You bend down to drink from the spring but the oily sheen to the water changes your mind. ~ E rdrink~ $n bends down toward the spring, then shakes $s head and straightens without drinking. ~ ! 0 0 0 819 17 1509949540 -2 9 -1 S #49772 Deep Inside the Tomb~ The polished walls here make the narrow corridor seem larger than it truly is. Murals of fierce battles have been painted over the walls, though most seem to have been torn away with time. The floor of the corridor is smooth and unblemished. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49773 10 10 5 D3 ~ ~ 0 -1 49770 10 10 5 E mural~ Painted in dark jewel-tones, the scenes of battle depict the slaughtering of countless elves. ~ A ~ ~ send_to_room( #shiver, room ); ~ E shiver~ @b@CYou shiver as the numbing cold chills you to the bone. ~ ! 2 150 0 1301 9 1509949540 3 0 -1 S #49773 Before a Richly Carved Door~ The polished rock wall is interrupted here by a richly crafted and carved door of black marble. The door stretches up into the darkness of the ceiling; the top is not visible in the thick gloom of the passageway. Finely crafted runes and facets of the marble door glint in the magical light. ~ ~ 301465605 11 5 0 D1 ~ ~ 0 -1 49777 10 10 5 D2 finely crafted door~ door marble~ 195 -1 49774 10 10 5 D3 ~ ~ 0 -1 49772 10 10 5 E door~ This lovely marble creation stretches up into the darkness and you get the impression that the door was never meant to be opened. ~ A open~ door s south~ if( is_open( room, south ) ) { act_tochar( #nothing, ch ); end; } if( find_stat( ch, str ) < 16 ) { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); } else { act_tochar( #success, ch ); act_notchar( #rsuccess, ch ) ; open( room, south ); } ~ E pull~ As you try to force the door, a ward flares to life, rimming the door in a pale white glow. Try as you might, the door will not budge. ~ E rpull~ As $n tries to force the door open, a ward flares to life, rimming the door in a pale white glow. ~ E success~ As you pull with all your might, the magical seal breaks with a @eblinding flash@n and the door opens. ~ E rsuccess~ As $n pulls on the door, the magical seal breaks with a blinding flash and the door opens. ~ E nothing~ The finely carved door is already open. ~ ! 0 0 0 1330 9 1509949540 3 0 -1 S #49774 A Richly Decorated Chamber~ Beautiful tapestries and platinum inlays line the wall of this heavily decorated chamber. The floor is carpeted with rugs woven of silk and embroidered with battle scenes depicting vyan victories over various races. This particular vyan must have been very rich in life to take such priceless treasures with him in death. The stone bier in the middle of the room is draped with a finely woven silk shroud. The desicated body beneath the shroud is quite slender. ~ [Lansharra] wrait summons a gust of wind...that doesn't do any damage...? ~ 301465612 11 9 0 D0 door~ door~ 195 -1 49773 10 10 5 E bier~ Unlike the great slabs of stone most biers are, this one seems to have been carved out of a solid block of black marble. Like the door to this tomb, runes and designs have been delicately etched upon the stone. Gems of every color imaginable are placed throughout the stone bier adding to its magnificence. ~ E body~ The desicated body beneath the shroud is slender, not even the size of a human child. ~ E rugs floor~ Rich carpets of finely woven silk grace the floor with their softness. Jewel-tone shades of red, blue, and green are mottled together in each rug. Embroidered into the silk, the scenes of vyan-elf battles are quite vivid. ~ A open~ door north~ if( !is_open( room, north ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, north ); } else act_tochar( #nothing, ch ); ~ E open~ You push the heavy door open. ~ E ropen~ $n pushes the heavy door open. ~ E nothing~ The door is already open. ~ ! 0 0 0 1333 9 1509949540 3 0 -1 S #49775 Further into the Tomb~ The dark, stone walls form yet another passageway here, running north into the inner crypt. The darkness is complete here, thick and cloying. The numbing coldness deepens here, and the unnatural sensation sends chills down your spine. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 49768 10 10 5 D2 ~ ~ 0 -1 49766 10 10 5 -1 S #49776 Further into the Tomb~ The dark stone walls form a passageway here which leads into the blackness of the inner crypt. The darkness here is thick and menacing. An occasional bead of moisture runs down a pillar to drop with a soft sound into a small puddle. What little of the floor you can see is lightly worn, though the stone is pitted here and there by years of dripping water. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 49759 10 10 5 D2 ~ ~ 0 -1 49758 10 10 5 E puddle~ This dark puddle collects in the basin between two marble pillars. Hollowed out by years of dripping, the basin is only a few inches deep. ~ 819 17 1509949540 -2 0 -1 S #49777 Deep Within the Tomb~ Walls of dark, polished rock form the corridor around you. Murals line the walls, depicting various vyan victories. Columns of stone buttress the arching passageway and the ceiling ascends into darkness. The floor beneath you is free of dust and is just as carefully tended as the walls seem to be. Silence permeates the area and a deep chill seems to seep out of the very walls. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49778 10 10 5 D3 ~ ~ 0 -1 49773 10 10 5 E walls~ The dark stone, possibly granite, is polished to a dull glow here. If you look carefully, you can almost make out your reflection. ~ E columns~ The slender columns of black marble rise up out of the stone of the wall to buttress the arching passageway. ~ E murals~ Each painting is predominately red with the blood of vyan enemies. Depicting legious of vyans fiercely fighting many foes, you can determine several different races among the enemies. ~ 1301 9 1509949540 3 0 -1 S #49778 A Gloomy Intersection~ The darkly beautiful stone splits into three directions at this junction. The arched entrances to the three rooms are finely carved and inlaid with an unidentifiable metal. Intricate patterns are etched into the expertly polished floor. The vaulted ceiling disappears into the darkness above, making the slightest sounds echo loudly in the large chamber. To the west and east, the passages stretch into darkness while the southern exit is blocked by a large, dark door. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49779 10 10 5 D2 door of dark wood~ door dark wood~ 131 1882 49783 10 10 5 D3 ~ ~ 0 -1 49777 10 10 5 E door~ This expertly carved piece of wood fits perfectly into its stone jamb. Ringed about by arcane symbols and sigils, it almost radiates an aura of malice. A plaque of polished obsidian is placed in the center of the door. In a bold hand, there are several lines of runes carved upon it. ~ E pattern circle floor~ Winding around and around, the patterns spiral toward the center of the room, becoming smaller and smaller until they fade into a dot near the middle. Thin and spidery, the runes are expertly etched into the floor. ~ A look read~ plaque obsidian inscription runes~ if( find_skill( ch, vyanian ) < 7 ) { act_tochar( #rune, ch ); act_notchar( #rrune, ch ); wait( 1 ); act_tochar( #fail, ch ); act_notchar( #rfail, ch ); } else { act_tochar( #rune, ch ); act_notchar( #rrune, ch ); wait( 1 ); act_tochar( #success, ch ); act_notchar( #rsuccess, ch ); wait( 1 ); act_tochar( #plaque, ch ); } ~ E rune~ You stare at the inscription for a long moment. ~ E rrune~ $n stares at the inscription for a long moment. ~ E success~ After a few moments' thought, you are able to decipher the inscription. ~ E rsuccess~ $n's thoughtful look turns to one of understanding. ~ E fail~ After staring at the inscription for several moments, the words dont seem to be any clearer. You throw up your hands in frustration and turn away. ~ E rfail~ $n looks blankly at the inscription for awhile, before throwing up $m hands in frustration and turning away. ~ E plaque~ @bPrince Drosten Karnak @bKnight Protector of Shai'zarn ~ ! 0 0 0 -1 S #49779 Deep Within the Tomb~ Expertly carved and polished walls of dark stone enclose the narrow passageway, melding up into the ceiling far above you. The floor has no trace of dust, though the air is stale and chill. Columns of thick, dark stone buttress the walls and high ceiling, reaching up into the darkness above you. To the east and west, the passageway stretches into a thick gloom. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49780 10 10 5 D3 ~ ~ 0 -1 49778 10 10 5 E columns~ Carved from the wall around them, the stone columns bear the weight of the walls and ceiling. ~ 1301 9 1509949540 3 0 1330 9 1509949540 3 0 -1 S #49780 Before a Tightly Sealed Door~ The finely polished walls are broken by a huge, stone door. Unlike the floor and walls, the stone door is drab and lackluster. Pieces of polished marble litter the floor here and there, as if a large stone object had shattered in the hall. Steel hinges hold the massive door, and you imagine it must have taken an army to put it into place. On closer inspection, you see that the edges of the door are tightly sealed with a silvery metal. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 49781 10 10 5 D2 large stone slab~ large stone slab~ 195 -1 49784 10 10 5 D3 ~ ~ 0 -1 49779 10 10 5 E door slab south s~ This large stone slab looks to have replaced what must have been the original door, now lying in pieces in the hall. The door is firmly held in place by sturdy steel hinges and is sealed tightly by an unknown, silvery metal. ~ E broken pieces marble~ The shattered pieces of marble are polished and smooth on some pieces, possibly the remains of a door. ~ A open~ slab door south s~ if( is_open( room, south ) ) { act_tochar( #nothing, ch ); end; } if( find_stat( ch, str ) < 16 ) { act_tochar( #fail, ch ); act_notchar( #rfail, ch ); } else { act_tochar( #success, ch ); act_notchar( #rsuccess, ch ); open( room, south ); } ~ E fail~ You strain and heave but the seal holds tightly; the stone slab wont move. ~ E rfail~ $n strains and heaves but the seal holds tightly. ~ E success~ The binding seal cracks and bursts, releasing the giant slab of stone. ~ E rsuccess~ $n pulls with all $s might and the seal cracks under $s mighty effort. ~ E nothing~ The stone slab is already open. ~ ! 0 0 0 1857 17 1509949540 -2 0 -1 S #49781 Deep Within the Tomb~ Perfectly polished walls and a high, arched ceiling form this corridor. The floor is as polished as the walls, unblemished by use. Metal and stone columns buttress the ceiling, supporting what feels like millions of tons of rock. A biting cold creeps in around you, making the complete darkness here very frigid. ~ ~ 301465604 11 9 0 D1 ~ ~ 0 -1 49782 10 10 5 D3 ~ ~ 0 -1 49780 10 10 5 1301 9 1509949540 3 0 -1 S #49782 Outside the Dark Hall~ The passageway deep within the tomb ends abruptly to the east in a dark, cavernous hall. The floor and walls are polished here and the archway leading to the hall is lined with what appear to be religious symbols drawn in a faintly glowing metallic substance. The biting cold seems to recede a little outside this hall, though the smell of old blood replaces it. ~ ~ 301465604 11 9 0 D1 ~ ~ 0 -1 49760 10 10 5 D3 ~ ~ 0 -1 49781 10 10 5 E arch symbols~ Carved from the dark granite of the wall, this thin, cylindrical arch is twined about with unidentifiable silvery runes and symbols. ~ -1 S #49783 Entrance to the Shai'zarn Mausoleum~ Carved out of the solid rock, this half-circular chamber could only have been shaped by the labor of master stone masons. The floor and ceilings shine from countless years of polishing, as does the interlacing design of silvery runes and wards. The high ceiling, a dome of gleaming stone, is worked in the same runes that ring the rest of the room. In the middle of the chamber lies an elegantly crafted bier of delicately worked silver. Finely wrought and shot through with filaments of a black gemstone, the bier holds no body though a faint, bluish outline can be seen on its surface, as though the occupant faded into the metal. ~ [Lansharra] can't look bier, look floor, ground... ~ 301465612 11 5 0 D0 door~ door~ 131 -1 49778 10 10 5 D5 trapdoor~ trapdoor trap door~ 2187 -1 49785 10 10 5 E silver~ This priceless work of art has obviously lain here undisturbed for time out of mind. Looking more like an altar than a bier, it lies empty but for the bluish outline of a humanoid body. ~ E down trapdoor d~ The faint outline of a door is visible in the stones. ~ E rune~ The silvery runes scrawled across the room are of a pattern unknown to you. Spiraling around and across the entire room, there is no break evident in the rune pattern. ~ A search~ floor stone down d~ if( !is_open( room, down ) ) { act_tochar( #door, ch ); act_notchar( #rdoor, ch ); show( ch, room, down ); } else act_tochar( #nothing, ch ); ~ E door~ You search the floor carefully, finding a trap door. ~ E rdoor~ $n looks up from the floor with a startled expression on $m face. ~ E nothing~ The trapdoor is already open. ~ ! 0 0 0 A ~ trap door~ if( mob_in_room( 1336, room ) ) { if( !is_open( room, down ) ) { act_tochar( #block, ch ); act_notchar( #rmblock, ch ); } else continue; } else continue; ~ E to_char~ You open the trapdoor, leading down deeper into the earth. ~ E to_room~ $n opens a trapdoor in the floor. ~ E block~ The presence of Prince Karnak prevents you from opening the trapdoor. ~ E to_side~ The trap door above you opens. ~ E rmblock~ The presence of Prince Karnak prevents $n from opening the trapdoor! ~ ! 8 0 32 1336 9 1509949540 3 0 -1 S #49784 Within the Sealed Tomb~ As you step into this room, you begin to see why the door was sealed. The perfectly crafted walls of polished stone are splashed with old blood and raked with claws, marring the smooth perfection. Tapestries lie in a tattered ruin upon the floor and what once must have been burial gifts are broken and shattered all around the room. The ornate stone bier in the middle of the room has been overturned, and a large crack runs down the middle. A crumpled, long dead skeleton lies in the southeastern corner of the room. ~ ~ 301465612 11 9 0 D0 slab of stone~ stone slab door~ 195 -1 49780 10 10 5 E door~ The huge stone slab that served to seal the chamber looks as though huge claws have repeatedly raked the inside of it. ~ E skeleton~ This must be all that is left of the occupant of this tomb; you can see a faint gleam in the pile of bones, warranting a closer look. ~ A search~ bones pile skeleton~ if( mob_in_room( 1334, room ) ) { act_tochar( #nothing, ch ); end; } if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); act_tochar( #skel, ch ); act_notchar( #rskel, ch ); mload( 1334, room ); } else { act_tochar( #nothing, ch ); act_notchar( #rnothing, ch ); } ~ E skel~ @b@RAs you rummage through the pile of bones, a bone-chilling shriek echoes through the chamber. A cloud of darkness billows up from the pile of bones! ~ E rskel~ @b@RAs $n rummages through the pile of bones, a high pitched shriek echoes through the chamber. A cloud of darkness billows up from the pile of bones! ~ E nothing~ You search the pile of bones, finding nothing. ~ E rnothing~ You see $n search the pile of bones but comes up empty-handed. ~ ! 0 0 0 A ~ ~ if( find_stat( ch, level ) > 90 ) continue; if( mob_in_room( 1334, room ) ) { act_tochar( #block, ch ); act_notchar( #rblock, ch ); } else continue; ~ E block~ You attempt to leave the room but the wraith quickly blocks your path. ~ E rblock~ $n tries to leave the room but the wraith quickly rushes in front of $m, blocking $m exit. ~ ! 3 0 1 A open~ door north n slab~ if( is_open( room, north ) ) act_tochar( #nothing, ch ); else { act_tochar( #door, ch ); act_notchar( #rdoor, ch ); open( room, north ); } ~ E door~ You push the heavy stone slab open. ~ E rdoor~ $n pushes the heavy stone slab open. ~ E nothing~ The heavy slab is already open. ~ ! 0 0 0 -1 S #49785 Above a Spiral Stair~ You find yourself above a spiraling stone staircase. Above you is a heavy slab of stone, blocking your way upward. Each step is finely carved into the stone, and steel rails line the staircase, guarding your steps. Twisting around in a downward spiral, the bottom of the staircase is clouded in darkness. ~ ~ 301465612 11 9 0 D4 trapdoor~ trap door trapdoor heavy slab stone~ 2187 -1 49783 10 10 5 D5 ~ ~ 0 -1 49786 10 10 5 -1 S #49786 Below the Staircase~ At the bottom of the stairs, you find yourself in a vaulted chamber. The staircase spirals up into the darkness above. The expertly burnished walls gleam with polish. Although the floors of the upper crypt were dull with use, these gleam with no trace of a blemish. No dust at all settles here, no water drips; there is only utter silence. ~ no_mob ~ 301465612 11 9 0 D0 ~ ~ 0 -1 49787 10 10 5 D4 ~ ~ 0 -1 49785 10 10 5 -1 S #49787 A Gloomy Hallway~ The beautiful, gleaming black stone of the walls and floor does nothing to detract from the air of sterility here. Flawlessly finished, the stone bears no blemish of any kind. Lovely, black marble doors dominate the walls to the east and west, each glowing softly with magical energy. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 49790 10 10 5 D1 marble door~ marble door~ 131 -1 49789 10 10 5 D2 ~ ~ 0 -1 49786 10 10 5 D3 marble door~ marble door~ 131 -1 49788 10 10 5 E marble door ~ Hewn of lustrous, black marble these doors are carved and etched with various symbols and designs. ~ E symbols designs runes~ Thin, spidery runes and symbols decorate the doors, though whether they have some arcane significance or are merely words, you cannot tell. ~ -1 S #49788 The Crypt of Lord Ancalagon~ This cubical chamber is small and compact. The stone walls are hung with tapestries which are now little more than tatters and threads. Piled here and there are various treasures, broken and tarnished by time. The only exit lies to the east, a marble door which leads back to the hall. ~ ~ 301465604 11 5 0 D1 marble door~ marble door~ 131 -1 49787 10 10 5 E treasure pile heap~ What once must have been rich loot is now tarnished, worthless junk. ~ A get take search~ treasure pile various~ if( !mob_in_room( 1401, room ) ) { act_notchar( #rgone, ch ); act_tochar( #gone, ch ); } else { act_tochar( #get, ch ); act_notchar( #rget, ch ); } ~ E get~ As you reach out to get the treasure, the wraith blocks your path! ~ E rget~ As $n reaches out to take the treasure, the wraith blocks his path! ~ E gone~ You pick through the treasure, finding nothing but broken, tarnished rubbish. ~ E rgone~ $n picks through the treasure, finding nothing but broken, tarnished rubbish. ~ ! 0 0 0 1401 9 1509949540 3 0 -1 S #49789 The Crypt of Lord Maesin~ Small and compact, this chamber is sparsely decorated with plaques and various items. In one corner, a heap of scrolls lies decaying, little more than moldy pulp. Burn marks mar the burnished perfection of the walls, giving the stone a mottled look. ~ ~ 301465604 11 5 0 D3 marble door~ marble door~ 131 -1 49787 10 10 5 E heap scrolls corner pile~ Forgotten and largely worthless, this heap of moldy papers lies here in ruin. ~ A search~ scrolls heap pile moldy~ if( mob_in_room( 1400, room ) ) { act_tochar( #nope, ch ); end; } if( rflag( reset1, room ) ) { if( random( 1, 10 ) < 9 ) { remove_rflag( reset1, room ); act_tochar( #fail, ch ); act_notchar( #rfail, ch ); } else { remove_rflag( reset1, room ); act_tochar( #search, ch ); act_notchar( #rsearch, ch ); obj_to_char( oload( 1004 ), ch ); } } else { act_tochar( #fail, ch ); act_notchar( #rfail, ch ); } ~ E search~ @eYou search the moldy pile of scrolls, finding one useful one. ~ E rsearch~ $n searches the moldy pile of scrolls, finding a useful sheet of paper. ~ E fail~ You search the moldy pile of scrolls, finding nothing useful. ~ E rfail~ $n searches the moldy pile of scrolls but finds nothing useful. ~ E nope~ The wraith hovers protectively over the pile, blocking access. ~ ! 0 0 0 1400 9 1509949540 3 0 -1 S #49790 A Gloomy Hallway - Before a Steel Door~ This dark junction is walled on three sides by ornately worked doors. To the east and west, black marble doors seal the chambers while a finely crafted door of steel blocks your passage to the north. Beneath your feet the burnished, dark stone of the floor lies silent and cold. ~ ~ 301465604 11 5 0 D0 steel door~ steel door~ 131 -1 49793 10 10 5 D1 marble door~ marble door~ 131 -1 49792 10 10 5 D2 ~ ~ 0 -1 49787 10 10 5 D3 marble door~ marble door~ 131 -1 49791 10 10 5 E marble door~ Hewn of lustrous, black marble this door is carved and etched with various symbols and designs. ~ E steel door~ Made of a thin sheet of steel, the northern door is plain and sturdy. ~ -1 S #49791 The Crypt of Lady Sindara~ Dominating the center of this small tomb is a silvery altar. Runed about with strange symbols, it glows faintly, lending light to the tiny room. Various sigils are drawn and etched onto the dark walls, perhaps holy symbols, perhaps meaningless. ~ [Dalthas] Look run -> no description [Stile] look rune - no description ~ 301465605 11 5 0 D1 marble door~ marble door~ 131 -1 49790 10 10 5 E altar~ Though made out of a silvery metal, possibly platinum or mithril, the altar is relatively plain. Odd symbols are etched into the bottom, though you cannot decipher them. ~ E runes~ No description~ 1402 9 1509949540 3 0 -1 S #49792 The Crypt of Lord Kamsae~ Lacking the austerity of the rest of the lower crypt, this chamber seems more suited to an average, surface-dweller crypt. Dirt, the bones of tiny animals, and twigs litter the floor of this small room. Elegantly carved into the dark, granite walls are outlines of various and sundry animals. ~ ~ 301465604 11 9 0 D3 marble door~ marble door~ 131 -1 49790 10 10 5 E walls outlines animals~ The walls are covered in eerily life-like outlines of many animals. Wolves, bears, boars and badgers, to name a few, are painted here in great detail. ~ 1403 9 1509949540 3 0 -1 S #49793 The Crypt of Lord Daeshin~ Larger and more vaulted than the tombs before it, this chamber's high ceiling ascends into darkness. The walls to the east and west are buttressed by columns of black marble, carved and polished to an elegant perfection. Suits of armor are displayed in each of the corners, black steel with silver trimming. ~ ~ 301465604 11 5 0 D0 marble door~ marble door~ 131 -1 49794 10 10 5 D2 steel door~ steel door~ 131 -1 49790 10 10 5 E armor suit corner~ Apparently made for the same, slender warrior these suits of armor are of the finest make. Black steel plates trimmed with silver and embossed with various symbols, they radiate an aura of enchantment. ~ A open~ north n door~ if( mob_in_room( 1405, room ) ) { act_tochar( #guard, ch ); act_notchar( #rguard, ch ); } else continue; ~ E guard~ @eThe ghostly paladin steps in front of you, blocking your path. ~ E rguard~ @eThe ghostly paladin steps in front of $n, blocking $m path. ~ ! 8 0 1 A get take remove search touch~ armor suits ~ act_tochar( #get, ch ); act_notchar( #rget, ch ); ~ E get~ @BAs you try to approach the armor, a shield of glowing blue envelops the suits, prohibiting your advance. ~ E rget~ @BAs $n tries to approach the armor, a shield of glowing blue envelops the suits, prohibiting $s advance. ~ ! 0 0 0 1405 9 1509949540 3 0 -1 S #49794 Crypt of Wraithlord Szearin~ Carved rather roughly out of the dark granite, this chamber is utterly different from the polished, lustrous stone found elsewhere in the crypt. No items or decorations adorn this chamber; it is completely empty. The only smooth surface in the entire chamber is a small oval in the center of the room. ~ ~ 301465604 11 9 0 D0 marble door~ marble door~ 195 -1 49795 10 10 5 D2 marble door~ marble door~ 131 -1 49793 10 10 5 E oval smooth center stone~ Smoothed down from the original roughness of the stone, this small, smooth patch of granite is a perfect oval. ~ A open~ door north n~ if( mob_in_room( 1407, room ) ) { act_tochar( #guard, ch ); act_notchar( #rguard, ch ); wait( 2 ); send_to_room( #form, room ); } else continue; ~ E guard~ @eThe wraith moves swiftly to block your path. ~ E rguard~ @bThe wraith moves swiftly to block $n's path. ~ E form~ @CAfter a moment, the wraith flows away from the door. ~ ! 3 0 1 A open~ door south marble s so sou sout~ if( is_open( room, south ) ) act_tochar( #open, ch ); else { act_tochar( #door, ch ); act_notchar( #rdoor, ch ); open( room, south ); } ~ E open~ The door is already open. ~ E door~ You push the heavy, marble door open. ~ E rdoor~ $n pushes the heavy, marble door open. ~ ! 0 0 0 1407 9 1509949540 3 0 -1 S #49795 The Crypt of Lord Raschid~ Burnished to a muted gleam, the stone work here is particularly fine. The flat, perfectly smooth floor is almost completely covered by richly woven rugs and tapestries, which, curiously, have not faded with time. Weapons, armor, items of every type are carefully set in various displays about the large chamber. Set high on the northern wall is the crest of House Shai'zarn. ~ ~ 301465604 11 5 0 D2 marble door~ marble door~ 195 -1 49794 10 10 5 E crest shai'zarn~ A dark sword, running blood, is clasped in a strong, jet-black hand upon a background of silver. ~ E rugs floor~ The smooth floor of dark stone is swathed in silk carpets and finely woven rugs. Each carpet is a rich jewel-tone, accenting the darkness of the room. ~ A open~ door south s~ act_tochar( #door, ch ); act_notchar( #rdoor, ch ); open( room, south ); ~ E door~ You open the marble door. ~ E rdoor~ $n opens the marble door. ~ ! 0 0 0 A get take~ crest weapons armor items~ act_tochar( #get, ch ); ~ E get~ It is firmly attached to the wall. ~ ! 0 0 0 1408 9 1509949540 3 0 -1 S #49796 A Vaulted Cavern~ Under Construction. ~ ~ 301465612 11 9 0 -1 S #49797 A Rough Stone Chamber~ The water trickling down from above forms a small pool in the middle of the floor. A large crack in the stone on the eastern side of the chamber swallows the water as tries to run down the sloping floor. Rough and jagged, the stone floor beneath the pool is uneven. ~ ~ 301465612 11 9 0 D1 ~ ~ 0 -1 49750 10 10 5 D4 ~ ~ 0 -1 49798 10 10 5 E pool~ The pool is filled with cold, murky water. ~ E crack~ This large crack in the floor consumes the water that trickles down from the overflowing pool. ~ 1513 17 1509949540 -2 14 -1 S #49798 A Rough Stone Chamber - Near a Large Hole~ The floor of this rough chamber slopes downward here, toward a large hole. Roughly chiseled out of the rock, the hole is so large that it takes nearly the entire floor of the chamber. Water drains down from the north to trickle slowly into the large opening. ~ ~ 301465612 11 9 0 D0 ~ ~ 0 -1 49799 10 10 5 D5 ~ ~ 0 -1 49797 10 10 5 E hole opening~ A wide hole yawns in the middle of the room. It appears large enough for several people to climb down it at the same time. ~ A ~ ~ act_tochar( #enter, ch ); continue; ~ E enter~ You carefully climb down into the hole. ~ ! 3 0 32 -1 S #49799 A Rough Stone Chamber~ The floor of this cubical chamber has been leveled off and made relatively flat. The grey walls are roughly hewn and have various jagged stone outcroppings. A large pool has accumulated in the center of the floor, and the water has a strange smell. Sloping downward to the south, the chamber continues. A large hole in the ceiling ascends into darkness. ~ ~ 301465612 11 9 0 D2 ~ ~ 0 -1 49798 10 10 5 D4 ~ ~ 0 -1 49800 10 10 5 E pool~ The water is murky and gives off the musty scent of minerals. ~ E outcroppings~ Randomly scattered outcroppings of stone jut out of the walls of this rough chamber. ~ A eat~ corpse maiden vyan~ if( race( ch ) == Troll ) act_tochar( #eat, ch ); else continue; ~ E eat~ You start to tear into the corpse, but are prevented by an unseen force. ~ ! 0 0 0 A ~ ~ mob = mob_in_room( 1852, room ); if( mob ) { if( !is_fighting( mob ) ) { send_to_room( #dis, room ); junk_mob( mob ); } } ~ E dis~ The vyan woman gestures angrily and is consumed by a burst of flame. ~ E work~ THIS WORKS!!!!!!!!! ~ ! 2 500 0 1513 17 1509949540 -2 14 1773 17 1509949540 -2 16 1112 17 1509949540 -2 0 1332 9 1509949540 3 0 -1 S #49800 A Forgotten Shaft~ The constant dripping of water echoes through the old tunnel. Jagged handholds have been carved in the shaft, obviously made for huge hands. The cold of the rock chills you and the rough stone bites into your hands as you climb through the shaft. ~ ~ 301465612 11 9 0 D4 ~ ~ 0 -1 49801 10 10 5 D5 ~ ~ 0 -1 49799 10 10 5 E handholds~ The outcroppings of rock are too regular to be natural features. They are rough and somewhat sharp. ~ -1 S #49801 A Forgotten Shaft - Near a Vein of Quartz~ The drab grey stone of the shaft appears black where the rivulets of water wash down it. A vein of pure white quartz runs down the southern side of the shaft, branching out into tendrils of white which fade back into lackluster grey. ~ ~ 301465612 11 9 0 D4 ~ ~ 0 -1 49802 10 10 5 D5 ~ ~ 0 -1 49800 10 10 5 E quartz~ Pure white quartz runs down the shaft in a blaze of white. ~ -1 S #49802 A Forgotten Shaft~ Deposits of minerals line the rough stone walls in lumps of white. The water trickling down the shaft has deep grooves in the stone, adding to the available handholds. Patches of slippery fungus cling to the walls at various intervals, fed by the ever-present water. ~ ~ 301465612 11 9 0 D4 ~ ~ 0 -1 49804 10 10 5 D5 ~ ~ 0 -1 49801 10 10 5 E fungus~ The slippery green fungus gives off a faint green light. ~ -1 S #49803 A Vaulted Cavern~ Under Construction. ~ ~ 301465612 11 9 0 -1 S #49804 A Forgotten Shaft~ Carved out of the stone itself, this narrow hole runs deep into the earth here. Rough handholds have been carved out of the stone, making passage down the tunnel relatively easy. Water drips down the sides of the tunnel and phosphorescent fungus grows on the walls, giving off a faint light. ~ up is 28146 ~ 301465605 11 9 0 D4 ~ ~ 0 -1 28146 10 10 5 D5 ~ ~ 0 -1 49802 10 10 5 E fungus~ This fungus gives off a sickly green glow which faintly illuminates the tunnel. ~ -1 S #49805 A Vaulted Cavern~ Under Construction. ~ ~ 301465612 11 9 0 D5 ~ ~ 0 -1 49806 10 10 5 -1 S #49806 A Vaulted Cavern~ Under Construction. ~ ~ 301465612 11 9 0 D4 ~ ~ 0 -1 49805 10 10 5 -1 S #0