#AREA
Forgotten Isles~
Void~
~
0 0
3
#ROOMS
#52500
Misty Path~
The grassy path continues, with large oak trees lining either side making
it impossible to venture deeper into the forest. Dense clouds of
ground-hugging fog roll in from the north, obscuring vision for
more than a yard or two. The faint outline of what appears to be the
seashore can just be made out through the mist. In the distance the
sound of water can be heard lapping against the shore.
~
~
301465601 3 5 0
D0
~
~
0 -1 52501 10 10 5
E
grassy path~
The path is blanketed with a carpet of lush green grass, worn away in
spots to reveal patches of rich sandy loam beneath.
~
1069 9 1509949440 3 0
1701 9 1509949440 3 0
1702 9 1509949440 3 0
1703 9 1509949440 3 0
1704 9 1509949440 3 0
1705 9 1509949440 3 0
1706 9 1509949440 3 0
1707 9 1509949440 3 0
1708 9 1509949440 3 0
-1
S
#52501
Shore~
Ever-shifting clouds of grey-white fog envelop this flat stretch of land,
obscuring vision more than a hand's span away. Familiar sounds - waves
lapping gently against a shoreline, the raucous cry of gull and osprey,
the faint scurryings of small creatures across wet sand - underscore the
presence of a large body of water. Peeking through the thick haze, the
beginnings of a wide pier lie nearby, its weathered, nearly rotten,
boards creaking in protest of the water's weight against ancient pilings.
~
horn - big nice noise :P
[Calliope] action blow horn: When blown there is no message presented to the enactor.
~
301465609 3 9 0
D2
~
~
0 -1 52500 10 10 5
E
pier~
What little can be seen of the pier's construction shows long oaken
planks, badly warped and weathered age. Its width suggests it could
easly be large enough to dock a ship.
~
A
blow~
horn~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( mob_in_room( 1324, find_room( 52505 ) ) ) {
send_to_room( #leave, find_room( 52505 ) );
junk_mob( mob_in_room( 1324, find_room( 52505 ) ) );
}
junk_mob( mob_in_room( 1324, find_room( 52502 ) ) );
mload( 1324, find_room( 52502 ) );
act_notchar(#pblow,ch );
wait(1);
act_room(#noise,ch );
wait(1);
act_tochar(#spine,ch );
wait(1);
act_room(#arrive, ch );
wait(1);
act_room(#arrive1, ch );
wait(1);
act_room(#arrive3,ch );
remove_rflag( status1, room );
}
else {
act_tochar( #nope, ch );
act_notchar( #rnope, ch );
}
~
E
blow~
You blow the large horn!
~
E
pblow~
$n blows the large horn!
~
E
noise~
The horn emits a loud noise echoing into the surounding area.
~
E
spine~
A shiver runs down your spine.
~
E
arrive~
The mist splits showing an opening into the sea.
~
E
arrive1~
The breeze blows in from the sea.
~
E
arrive3~
A large ghost ship has pulled up onto the jetty.
~
E
leave~
The ferryman steps back into his boat and leaves at the sound of a distant horn.
~
E
nope~
You blow the horn with all your might, but it only echoes out over the
bay.
~
E
rnope~
$n blows the horn with all $s might, but it only echoes out over the bay.
~
!
0 0 0
A
climb~
ship boat~
if( !rflag( reset0, room ) ) {
act_tochar( #climb, ch );
act_notchar( #climb1, ch );
transfer( ch, find_room( 52502 ) );
wait( 1 );
act_notchar( #arrive, ch );
acode( find_room( 52502 ), 1 );
loop( followers ) {
ch = rch;
acode( room, 2 );
}
end;
}
else
act_tochar( #noship, ch );
continue;
~
E
noboat~
You don't see that.
~
E
climb~
You clamber up onto the ship.
~
E
climb1~
You see $n clamber up onto the ship.
~
E
noship~
You do not see that here.
~
E
arrive~
$n climbs aboard the ship.
~
!
0 0 0
2753 17 1509949540 -2 0
-1
S
#52502
Somewhere in the Sea~
Near impenetrable fog has covered this large oaken boat which creaks with
every wave that breaks against it. The boat has a large, deteriorating
door in the centre of the deck leading down to what must have been the
crews quarters. The wooden stairs that led down to the quarters have
long since rotted, making passage impossible.
~
Give ferryman a gold coin.
Sort the mob out :P was a copy from Gremlins.......
~
301465600 6 9 0
A
entering~
~
wait( 1 );
act_tochar( #enter, ch );
wait( 2 );
if( find_stat( ch, level ) >= 30 )
act_tochar( #oklevel, ch );
else
act_tochar( #notlevel, ch );
~
E
enter~
The boatman looks in your direction and bows his head.
~
E
oklevel~
The boatman stretches out one of his boney arms and says "For a gold coin
I will take you to an island across the sea."
~
E
notlevel~
The boatman looks at you and says,
"You dont look like you belong here, the island is full of danger."
~
!
0 0 0
A
climb~
jetty pier~
act_tochar( #clamber, ch );
act_notchar( #clamber2, ch );
transfer( ch, find_room( 52501 ) );
wait( 1 );
act_notchar( #welcome, ch );
loop( followers ) {
ch = rch;
}
~
E
clamber~
You clamber up onto the pier.
~
E
clamber2~
You see $n clamber up onto the pier.
~
E
welcome~
$n climbs on the pier.
~
!
0 0 0
-1
S
#52503
Somewhere in the Sea~
The fog thickens creating a dense blanket making it impossible to see
more than two feet in any direction. The therapeutic sound of the water
lapping up against the hull can be heard as the boat glides swiftly
through the quiet sea. An eerie feeling descends as you continue this
journey into the unknown.
~
~
301465601 6 9 0
-1
S
#52504
Somewhere in the Sea~
The fog has lifted marginally enabling you to see outside of the oaken
boat. The sea has become slightly rougher with the waves starting to
crash into the hull of the boat. The water has started to seep through
the warped oaken boards making the floor damp underfoot. You start to
get a feeling that this voyage might not have been such a good idea after
all.
~
~
301465601 6 9 0
-1
S
#52505
Shore~
The fog has all but cleared with the boat coming to an abrupt stop at a
small pier. A great expanse of sand is spread out before you. In the
distance you can see the base of the cliff and high above you various
sea-faring birds circle. The only plausible exit appears to be to the
west onto the beach.
~
~
301465600 10 9 0
D3
~
~
0 -1 52506 10 10 5
E
pier~
The pier has been constructed with what appears to be long, oaken planks
of wood, which have been badly warped.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52506
Beach~
The beach is covered entirely with damp sand making the going easy
underfoot. The sea is calm with the waves lapping gently against the
shore. Cliffs loom ominously towards the south and it is possible to
make out a variety of nests where the local wildfowl have made their
homes.
~
~
301465600 10 9 0
D0
~
~
0 -1 52507 10 10 5
D1
~
~
0 -1 52505 10 10 5
D2
~
~
0 -1 52508 10 10 5
E
nest~
The nests have been crudely made from small twigs, moss and clumps of mud.
A foul smell seems to be coming from deep inside the nests.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52507
Beach~
The sand is extremely soft making it very hard to manoeuvre without
losing your footing. The sea can be seen to your east with the waves
quietly lapping up onto the edge of the beach. Far in the distance you
can see the fog that made the journey to this island a harrowing
experience.
~
~
301465600 10 9 0
D2
~
~
0 -1 52506 10 10 5
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52508
Beach~
The ocean lies directly to the east with the water breaking against the
small rocks that line the shore. The rocks have become overgrown with
seaweed that has attached itself as the tide changes. Towards the west a
cliff face can be seen with the rocks rising high into the sky, while to
the north and south the sandy beach continues relentlessly.
~
~
301465601 10 9 0
D0
~
~
0 -1 52506 10 10 5
D2
~
~
0 -1 52553 10 10 5
D3
~
~
0 -1 52509 10 10 5
E
rocks~
The small rocks are scattered all around the shore, a mass of seaweed
partially covering them.
~
E
seaweed~
The dark green, seaweed is strewn over the small rocks that line the
shore.
~
A
get~
seaweed~
send_to_char( #sea, ch );
act_notchar( #sea1, ch );
~
E
sea~
You lean down to get the seaweed, as you attempt to pick up a large clump
it slips through your fingers.
~
E
sea1~
$n leans down to get some seaweed, as $n attempts to pick up a large
clump it slips through $s fingers.
~
!
0 0 0
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52509
The base of a cliff~
The base of a cliff lies directly ahead of you, with the reddish stone
stretching far into the sky. About twenty yards up the cliff a dark
opening can be seen, it appears to be large enough to climb into. From
within the opening, long, thick looking vines cascade down the rock and
onto the sand beneath your feet.
~
climb vine
vine extra
extra for sand would be good.
~
301465600 10 9 0
D1
~
~
0 -1 52508 10 10 5
A
climb~
vine~
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
transfer( ch, find_room( 52510));
~
E
to_room~
$n grabs hold of some vines, and climbs into the cave above.
~
E
to_char~
You grab hold of some vines and climb up into the cave above.
~
!
0 0 0
A
~
~
send_to_room(#rumbling, room );
wait(1);
send_to_room(#falling, room );
wait(1);
send_to_room(#towards, room );
wait(1);
i = 10d10+100;
loop( all_in_room ) {
if( is_player( rch ) )
dam_message( rch, i, "The boulder's crush" );
inflict( rch, mob, i, "The boulder's crush" );
}
~
E
rumbling~
The rumbling of falling rocks can be heard at the top of the cliff.
~
E
falling~
The sound of falling rocks becomes louder.
~
E
towards~
Large boulder's come hurtling towards you.
~
!
2 1000 0
A
swing jump hop~
vine~
send_to_char( #swing1, ch );
act_notchar( #oswing1, ch );
wait(1);
send_to_char( #swing2, ch );
act_notchar( #oswing2, ch );
wait(1);
send_to_char( #swing3, ch );
act_notchar( #oswing3, ch );
wait(1);
send_to_char( #swing4, ch );
act_notchar( #oswing4, ch );
i = 10d30;
dam_message( ch, i, "The sharp rocks" );
inflict( ch, mob, i, "The sharp rocks" );
~
E
swing1~
You grab a leafy vine and start swinging back and forth playfully.
~
E
swing2~
You swing yourself faster, enjoying the wind on your face.
~
E
swing3~
Suddenly, the vine catches on an outcropping of rock!
~
E
oswing1~
$n grabs a leafy vine and swings about playfully.
~
E
oswing2~
$n swings $mself faster, enjoying the wind on $s face.
~
E
oswing3~
Suddenly, the vine catches on an outcropping of rock!
~
E
swing4~
You lose control and slam into the rocky cliff!
~
E
oswing4~
$n loses control and slams into the rocky cliff!
~
!
0 0 0
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52510
Cave Entrance~
Small, reddish coloured boulders lie scattered around this dark, foul
smelling cave. Thick vines lie across the floor of the cave, seemingly
growing within the eastern wall. Towards the west of the darkened cave
the boulders are less common with the floor becoming uncluttered giving
the impression that the floor may have been carved to create the start of
an underground passageway.
~
Need vines in rdescription.
need an entry message
~
301465601 3 9 0
D3
~
~
0 -1 52511 10 10 5
A
climb~
vine~
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
transfer( ch, find_room( 52509));
~
E
to_char~
You grab hold of some vines and climb down out of the cave.
~
E
to_room~
$n grabs hold of some vines, and climbs down out of the cave.
~
!
0 0 0
-1
S
#52511
Subterranean Passage~
Tall columns of rock rise from the bed of the earth, creating the chamber
you stand in. The rock, old as time and hard as iron, stands carved with
words and shaped, to form corridors, as tall as two men. The floor is
smooth and cool to touch. The ground vibrates very slightly and a quite
hum resonates through the whole passageway.
~
~
301465601 11 9 0
D1
~
~
0 -1 52510 10 10 5
D2
~
~
0 -1 52512 10 10 5
E
rock~
The rock is grey in colour with flecks of red.
~
E
floor~
The floor is strangely smooth definitely not natural formation of
~
E
coloumn~
The columns are huge made from carved stone, they rise from the
bed of the earth creating the pure strength to hold the chamber from
plunging down.
~
E
old carved words~
In that dreaded place, beneath the moon's pale gaze, damned men walk,
they hunt the labyrinths in that breathless, windless night. They
brandish their weapons in mocking challenge to all life, and, sometimes,
in deep hard voiced, like the thunder and rain, shout the one word, the
word of there ancient, dark master. They shout Garnorgoth the prince of
darkness.
~
A
touch~
floor~
i = 4d10;
dam_message( ch, i, "The floor's cool touch" );
inflict( ch, mob, i, "The floor's cool touch" );
~
!
0 0 0
-1
S
#52512
Great Hallway of the Ancients~
Terrific columns stand in line rising from the floor to the ceiling,
creating the strength to hold the colossal weight of the solid rock above
you head. Carved sentinels decorate the ceiling looking down with
guardianship. A huge stone tablet has been fashioned directly onto the
breastwork of the earth's crust itself. To the west stands an immense
gateway. Strange runes and symbols cling to the gateway.
~
add gate
~
301465601 11 9 0
D0
~
~
0 -1 52511 10 10 5
D2
~
~
0 -1 52513 10 10 5
D3
~
~
0 -1 52514 10 10 5
E
column~
The columns are huge made from interlocking carved stones, there size
shadows the area, creating a feeling of unease.
~
E
stone tablet huge runes symbols~
Here lies the gate way to perplexity, an entrance to chaos itself.
Guardians have stood in rock for timeless ages watching this place, pay
heed now, and go no further. This place is cursed throughout all
eternity. This gateway has been sealed to keep the inside in, and the
foolish out.
~
-1
S
#52513
Hall of the ages~
Huge stone statues lie in arched alcoves along the entire length of the
hall. The foundation of this room has a mist that clings to the floor.
Ivy has grown up one alcove and now grows over head. Small droplets of
water splash down onto your face.
~
~
301465601 11 9 0
D0
~
~
0 -1 52512 10 10 5
E
statues stone~
The men like statues are made from a deep red granite, they stand 15 feet
tall, looking down into the hallway.
~
E
alcove~
The alcove has been over run with ivy, tiny cracks line the internal
structure of the wall where the masonry has become weathered and worn
over centuries of time.
~
E
ivy~
The ivy is twisted and gnarled, and has embedded itself into the wall.
Its running a rampage in the alcove, making itself look evil and
cancerous.
~
-1
S
#52514
Undercity of Ruatonim~
The room glows red, the stone has become blood red. To one side a large
pedestal full of a black liquid burns brightly, filling the room with a
flickering light. Shadows are cast everywhere they seem to dance. Tall
stone columns are patterned from base to crown with a black and white
diamond mosaic. The floor is highly decorated with mosaics of cubed and
interlocking geometric shapes.
~
this code is designed so that the players can't jump to attack the
minotaur....... spells will work against it.... I think thats ok as the
tank will have to rescue and will still cause problems.
reset 1 +s = mob sentinel
[Void] make mobs easier for gods sake :P
~
301465601 11 9 0
D1
~
~
0 -1 52512 10 10 5
D3
~
~
0 -1 52515 10 10 5
E
pedestal~
The pedestal stands about 5 feet from the floor it is made from a metal
that is black as the blood of the earth. An evil flame pours out of the
pedestal bowl filling the room with a hellish light.
~
E
columns diamond~
The columns are huge made from carved stone, onto the carved columns a
pattered mosaic creeps and spirals its way found the column, in a dread
black and desolate white diamond pattern.
~
E
floor geometric interlocking cubed~
The highly decorated mosaic roam and encompass its way across the floor,
in a beautiful cubed and interlocking geometric pattern. The small tiles
are made from a type of ceramic pottery.
~
A
kill~
all minotaur guard albino~
if( mob_in_room( 1771, find_room( 52514 ) ) )
send_to_room( #kill, room );
~
E
kill~
The minotaur guard bellows: "You wait until I am ready"
~
!
0 0 0
1771 137 1509949540 3 0
-1
S
#52515
High Antechamber~
The rocks forming the room have been hammered to create kaleidoscopic
formations, with huge alcoves fashioned into the southern wall. Around
the base of the alcoves, extrude huge pillars adorned with geometric
tessellation's of large man-like creatures being united with horned
beasts.
~
~
301465601 11 9 0
D0
~
~
0 -1 52516 10 10 5
D1
~
~
0 -1 52514 10 10 5
D3
~
~
0 -1 52518 10 10 5
E
rocks kaleidoscopic formations~
Looking closer to the rocks, you see that they have been hammered with a
fine tool, the rocks now are covered with kaleidoscopic patterns.
~
E
alcoves~
The alcoves have tiny cracks line the internal structure of the wall
where the masonry has become weathered and battered over centuries of
time. The Internal ceiling of each alcove has a painting depicting the
heavens and the stars, small fine painted silver lines cover the painting
like a web.
~
E
pillars tellellations~
Huge pillars are adorned with geometric tessellation's of large man-like
creatures being united with horned beasts, the mosaic is made from very
fine cubed ceramic pottery.
~
-1
S
#52516
Fire forge of Olbaid~
A brilliant light hits you face, huge waves of super heated air rushes
over you body. In the centre of the room, a mighty fire forge glows, a
dazzling white light is being created from the tremendous heat.
~
make an anvil
Towards one side a magnificent anvil lies.
~
301465601 11 9 0
D0
~
~
0 -1 52517 10 10 5
D2
~
~
0 -1 52515 10 10 5
E
forge mighty~
A mighty fire forge glows with immense heat, looking closer to believe
that mighty weapons of mass destruction can be made with this fire from
hell. The fire rages lapping at the sides of the hellish forge, like the
sea in a raging storm.
~
1989 9 1509949540 3 0
-1
S
#52517
Armory of ratak~
You have entered a large circular room, wall to wall with rows of what
looks like unfinished armor. The walls are smooth and covered with
hellish pictures that contain strange scenes. The floor is made of pitch
black and blood red tiles, which arc across the entire floor expanse.
~
~
301465601 11 9 0
D2
~
~
0 -1 52516 10 10 5
E
armor~
To one side rows of what looks like unfinished armor rank the walls. The
armor is completely worthless and looking closer you see that they are
linked together by a huge chain, meaning you cant take them.
~
E
pictures scenes~
The walls are smooth and covered with hellish pictures that contain
strange scenes of demons torturing men like creatures, spiking them with
spears and boiling them in large black pots. The picture makes you feel
sick bringing a horrid taste in your mouth.
~
E
floor tiles~
The floor is made of pitch black and blood red tiles, they are smooth to
touch and made form fine cubed ceramic pottery.
~
-1
S
#52518
Chamber of forms~
Twisted shades of red purge this chamber, ripping all colours from the
room. The patterned mosaic shapes continue to spread across the floor,
with relentless vigour and strength. Tall stone columns stand patterned
from base to crown with a black and white diamond mosaic. Torches cling
to the walls, full of a black liquid that burns brightly, filling the
room with a flickering light.
~
~
301465601 11 9 0
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~
~
0 -1 52515 10 10 5
D2
~
~
0 -1 52525 10 10 5
D3
~
~
0 -1 52519 10 10 5
E
mosaic patterns~
The mosaic is a geometric pattern that interlocks with in itself, it is
comprised of black, reds and white small tiles, each tile is made from a
type of smooth ceramic pottery.
~
E
torches liquid~
Small torches cling from the walls they are made from a metal that is
black as the blood of the earth. A baneful flame pours out of the
torches filling the room with a Hadean light.
~
-1
S
#52519
Hall of the ancient Ones~
To one side a large pedestal full of a black liquid burns brightly,
filling the room with a flickering light that twists and turns creating
shadows that dance round the room like small devils dancing round. The
complex geometric patterned mosaic shapes continue to spread across the
floor, with continued puissance and energy. Thick stone columns stand
patterned from base to crown with spiralling black and crimson red
diamond interlocking mosaic. More Torches cling to the walls, full of a
black liquid that burns brightly.
~
~
301465601 11 9 0
D0
~
~
0 -1 52520 10 10 5
D1
~
~
0 -1 52518 10 10 5
E
torches~
Small torches cling from the walls they are made from a metal that is
black as the blood of the earth. A baneful flame pours out of the
torches filling the room with a Hadean light.
~
E
pedestal~
The pedestal stands about 5 feet from the floor it is made from a metal
that is black as the blood of the earth. An evil flame pours out of the
pedestal bowl filling the room with a hellish light.
~
E
stone columns~
The columns are huge made from carved stone, onto the carved columns a
pattered mosaic creeps and spirals its way found the column, in a black
and crimson red diamond pattern.
~
E
mosaic~
The mosaic is a geometric pattern that interlocks with in itself, it is
comprised of black, reds and white small tiles, each tile is made from a
type of smooth ceramic pottery.
~
-1
S
#52520
Chamber of the ages~
To the west stands an awesome gate created with ultra rare metals with
Gold and krynite banding, giving the gate way its colossal strength.
Terrific columns stand line the walls rising from the floor to the
ceiling, creating the strength to hold the colossal weight of the solid
blood red rock above you head.
~
~
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~
~
0 -1 52521 10 10 5
D2
~
~
0 -1 52519 10 10 5
D3
~
~
0 -1 52523 10 10 5
E
gate~
An awesome gate stands here, reinforced with ultra rare metals, such as
Gold and krynite banding, giving the gate way its colossal strength.
~
E
columns stone~
The columns are huge and have been made from carved stone, they rise from
the bed of the earth creating the pure strength to hold the chamber from
crashing down.
~
E
rock~
The rock has the equivalent colour of deep red blood. The rock is quite
smooth and cool to the touch.
~
-1
S
#52521
Corridor of light~
To the north you hear the sound of rushing liquid. Flickering light
spirals and fluctuates causing shadows to swish and flutter around the
chamber like butterflies. The floor is patterned with a black and blood
red diamond mosaic. In the passageway, rectangular slots line the walls.
~
~
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~
~
0 -1 52522 10 10 5
D2
~
~
0 -1 52520 10 10 5
E
mosaic~
The highly decorated mosaic roams and encompasses its way across the
floor, in a beautiful black and blood red diamond pattern. The small
tiles are made from a type of ceramic pottery.
~
E
rectangular slots~
Rectangular slots line the walls, looking closer you see that they were
most probably carved into the rock, to allow mofe tofches to be mounted
onto the wall.
~
-1
S
#52522
Pool of radiance~
A glowing pool or radiance ripples in front of you, with its own enriched
pure energy. Lightning cracks and crackles across the deep pool surface.
A Brilliant blue light is radiated from the pool. As you watch the pool,
the occasional waves of pure blue fire pulse across the surface of the
pool like the charging of wild horses. In the centre of the pool twists
a vortex, a column of pure enriched energy flowing with unadulterated
power. Awesome columns created with interlocking blood red stone, Gold
gems and krynite line these columns. The floor you stand on lies a
mosaic created with ultra rare metals.
~
~
301465601 11 9 0
D2
~
~
0 -1 52521 10 10 5
E
pool radiance~
A glowing pool or radiance ripples in front of you, it's presents pulls
at you Seiki, never before have you witnessed such un-harnessed raw power.
Waves of pure blue fire pulse across the surface of the pool like the
charging of wild horses. Looking closer to the pool itself, you see the
body of the pool change in hues of blue. You cannot determine the depth
of the pool, but it looks deep.
~
E
lightning~
You watch the pool pulsate and ripple, time to time you see a sudden
speed change and flow of the pool. As the pool changes direction, a huge
build up of energy causes Lightning, to crack and crackle across the deep
pool surface. Causing the chamber to be filled with a bright light.
~
E
vortex~
In the centre of the pool twists a vortex, a column of pure enriched
energy flowing with unadulterated power, it twists at high speeds causing
a mind bending sound. It cracks and crackles, pulsate and ripple in hues
of blue and vivid whites. It looks like a nexus and intertwining energy
streams or strands. Maybe this is a place where all time and energy is
focused, forming this rift of pure raw power.
~
E
column awesome stone~
The columns are huge made from interlocking carved stones, there size
shadows the area, creating a feeling of unease.
~
E
gold gem krynite~
Gold gems and krynite line these columns they have been inset into the
columns And covered in a clear amber.
~
E
mosaic rare metals~
The floor you stand on lies a mosaic created with ultra rare metals. the
metals have been cut into tetrahedral shapes, then inset into the ground
followed by a covering of clear amber.
~
-1
S
#52523
Mosaic filled Corridoor~
The floor is highly decorated with kaleidoscopic mosaics of cubed and
interlocking locking geometric shapes. The walls are smooth and pure
crimson red in colour. Small slots line the walls to the north and south.
To the east stands the huge gate full of strength and presents. Fine
gold lines run across the ceiling creating a diamond pattern.
~
add gate
~
301465601 11 9 0
D1
~
~
0 -1 52520 10 10 5
D3
~
~
0 -1 52524 10 10 5
E
floor mosaic kaleidoscopic cubed~
The floor is highly decorated with kaleidoscopic mosaics of cubed and
interlocking locking geometric shapes.
~
E
slots small~
Small Rectangular slots line the walls, looking closer you see that they
were most probably carved into the rock, to allow more torches to be
mounted onto the wall.
~
E
fine gold lines~
Fine gold lines run across the ceiling creating a diamond pattern.
~
E
gate~
To the east, an awesome gate stands here, reinforced with ultra rare
metals, such as Gold and krynite banding, giving the gate way its
colossal strength.
~
-1
S
#52524
anti-chamber of desolation~
The floor is covered with a black and red tile effect, the texture
ripples causing the light to reflect in strange patterns. Huge pedestals
line the walls causing a large smoky build up, that makes your eyes fill
with water. This antechamber has a cold mist that clings to the floor;
large bands of mithril are imbedded into the rock to the north, south and
west.
~
add big mob
~
301465601 11 9 0
D1
~
~
0 -1 52523 10 10 5
E
floor tile~
The floor is covered with a black and red tile effect, the tiles are made
from a smooth pottery, that is cold to touch.
~
E
huge pedestal~
Huge pedestals cling from the walls they are made from a metal that is
black as the blood of the earth. A baneful flame pours out a thick
smoke, that makes your eyes fill with water.
~
E
bands imbedded~
large bands of mithril are imbedded into the rock to the north and south
and west.
~
-1
S
#52525
Hall way of arches~
Aloft rise towering arches that extend to the pinnacle of the carved
geodesic dome, looking closer you spy a series of carved cherubs
that line the walls, all peering down from there seats on high with
faces of despondency and despair. The floor is made up of pitch
black and blood red tiles that are locked together in pure conflict.
~
~
301465601 11 9 0
D0
~
~
0 -1 52518 10 10 5
D2
~
~
0 -1 52526 10 10 5
E
tiles~
The highly evil tiles roam and encompass its way across the floor, in
pure conflict. The cubed and interlocking geometric pattern is comprised
of pitch black and blood red tiles. The large tiles are made from a type
of ceramic pottery.
~
E
cherubs~
Looking closer you at the series of carved cherubs you see they have been
carved from a pure veined marble, they have been carved with a flowing
toga. Their heads seem large compared with their bodies, the cherubs
have large eyes made from large swirling gems. All peer down from there
seats on high with faces of despondency and despair. Their sight brings
a feeling of sadness and woe into your heart.
~
-1
S
#52526
Fountain of Blood~
In the centre of the room a multi-tiered circular fountain spews gallons
of blood. A huge blood covered statue stands looking into the pool of
blood. The floor is highly decorated with mosaics of cubed and
interlocking locking geometric shapes. Blood has showered onto the floor
making the floor very slippery.
~
make floor slippy
blood dripping from ceiling
make a statue mob... comes out when touched.
~
301465601 11 9 0
D0
~
~
0 -1 52525 10 10 5
D1
~
~
0 -1 52528 10 10 5
D2
~
~
0 -1 52529 10 10 5
D3
~
~
0 -1 52527 10 10 5
E
circlular fountain~
In the centre of the room a multi-tiered circular fountain spews gallons
of blood. looking closer you see it is made from smooth deep red crystal.
You can't determine the depth of blood in the main tier. This is truly a
horrific sight.
~
E
floor mosaics~
The highly decorated mosaic crosses the floor, in a beautiful cubed and
interlocking geometric pattern. The small tiles are made from a type of
ceramic pottery.
~
E
statue~
The tall statue stands poised over the fountain covered in blood. The
statue is shaped like a large muscular man. It has been carved out of a
milky coloured rock.
~
-1
S
#52527
Room of Phases~
The walls are smooth and mosaics cover the walls with hellish pictures
that contain strange scenes of large man-like creatures being united with
horned beasts. The ground vibrates very slightly and a quite hum
resonates through the whole chamber, this room has a reddish mist that
clings to the floor.
~
~
301465601 11 9 0
D1
~
~
0 -1 52526 10 10 5
E
mosaics~
Mosaics cover the walls with hellish pictures that contain strange scenes
of large man-like creatures being united with horned beasts, looking
closer you see that the mosaic is made from tiny coloured crystals and
gems.
~
-1
S
#52528
Darkened Cavern~
Large, reddish coloured boulders lie scattered around this dark cavern.
A large broken mosaic lies across the expanse of the floor obviously from
neglect and erosion. Towards the south of the darkened cavern the
boulders are common with the floor becoming irregular giving the
impression that the floor may be an entrance to the start of an
underground passageway.
~
~
301465601 11 9 0
D3
~
~
0 -1 52526 10 10 5
D5
~
~
0 -1 52530 10 10 5
E
boulders~
Scattered around this dark cavern, Large reddish coloured boulders lie on
the floor. The boulders look like they have fallen from the ceiling and
crashed down onto the ground.
~
E
floor mosaic~
A highly decorated mosaic use to crosses the floor, in a beautiful cubed
and interlocking geometric pattern. Now A large broken mosaic across the
expanse of the floor obviously from neglect and erosion. Some of the
small tiles that make up the mosaic are now scattered across the area.
~
-1
S
#52529
Room of Purity~
To the southern wall a large honeysuckle grows. Small droplets fall from
the chambers ceiling which touch the honeysuckle's flowers creating a
wave of sweet smelling perfume. Tall stone columns rise from the floor
patterned from base to crown with a black and blood red diamond mosaic.
~
~
301465601 11 9 0
D0
~
~
0 -1 52526 10 10 5
E
honeysuckle~
To the southern wall a large honeysuckle grows in full vigour. Waves of
sweet smelling perfume emanate from the water covered flowers.
~
E
columns stone~
The columns are huge made from carved stone, onto the carved columns a
pattered mosaic creeps and spirals its way found the column, in a black
and blood red diamond pattern.
~
-1
S
#52530
Humming Chamber~
The ground vibrates very slightly and a quiet hum resonates through the
whole passageway. This antechamber has a cold and chilling mist that
clings to the floor, and claws at your legs. A blood red liquid runs
down the wall to the west, creating a puddle that ripples and bubbles.
~
~
301465601 11 9 0
D2
~
~
0 -1 52531 10 10 5
D4
~
~
0 -1 52528 10 10 5
E
blood liquid puddle~
A blood red liquid runs down the wall to the west, creating a puddle that
ripples and bubbles. The puddle is quite shallow but warm to touch. The
liquid runs into deep cracks in the floor creating a deep gurgling sound.
~
-1
S
#52531
Whokey Hole~
Small charred black roots grow from the ceiling; they resemble witches
fingers with long nails that claw your head as you pass through the
passageway. Stalactites form from the low cavern ceiling, they
constantly drip a red liquid. The liquid runs into deep cracks in the
floor creating a deep gurgling sound.
~
~
301465601 10 9 0
D0
~
~
0 -1 52530 10 10 5
D2
~
~
0 -1 52532 10 10 5
E
charred root witches fingers~
Small charred black roots grow from the ceiling; they resemble witches
fingers with long nails that claw your head as you pass through the
passageway.
~
-1
S
#52532
Cavern of Stalactites~
Off to one side the wall grows a vein of krynite and what likes a cluster
of deep red crystals. Stalactites continue to grow from the low cavern
ceiling. To the north you hear the sound or rushing liquid. Large,
reddish coloured boulders lie scattered around this dark cavern making
walking quite hard because of the uneven floor surface.
~
~
301465601 10 9 0
D0
~
~
0 -1 52531 10 10 5
D2
~
~
0 -1 52533 10 10 5
E
vein krynite red~
To one side, the wall grows a vein of violet krynite and what likes a
cluster of deep red crystals
~
E
stalactites~
Large stalactites grow from the low cavern ceiling the occasional drip of
red liquid can be seen, falling from the stalactites.
~
E
boulders~
Large, reddish coloured boulders lie scattered around this dark cavern.
~
-1
S
#52533
Gloomy chamber~
Columns of rock rise from the bed of the earth, creating the chamber you
stand in, the rock is sharp and irregular. A pool of pure creamy white
liquid lies in a stone repository, it swirls and twists creating a
bubbling froth. Huge stone statues lie in arched alcoves along the
entire length of the hall, all the stature look on with anguish and woe.
~
~
301465601 10 9 0
D0
~
~
0 -1 52532 10 10 5
D1
~
~
0 -1 52534 10 10 5
E
stone repository liquid creamy~
The stone repository is full of pure creamy white liquid, the liquid
swirls and twists creating a bubbling froth and a strange gurgling noise.
~
E
statues~
Huge stone statues lie in arched alcoves along the entire length of the
hall, all the stature look on with anguish and woe. The statues have
been shaped like large muscular men. They have been carved out of a
milky coloured rock.
~
-1
S
#52534
Chilled Cavern~
To the south some light emanates, the sound of wind and the smell of
fresh air radiates from the path to the south. The rustling of leaves
can be heard faintly to the distant south. To the west a strange
bubbling sound can be heard and a distant sound of liquid trickling into
a deep hole can be heard.
~
~
301465601 10 9 0
D2
~
~
0 -1 52535 10 10 5
D3
~
~
0 -1 52533 10 10 5
-1
S
#52535
Cavern Entrance~
To the south there is an opening in the trees, which seems to be passable
with two large oak trees shaping the exit, the smell of fresh air is
strong here. A fresh cool breeze washes this area that cleanses you
entire sole. The rocks sparkle with a gold and red. To the north the
passageway becomes darker and more enclosed with small boulders that line
the floor.
~
~
301465601 10 9 0
D0
~
~
0 -1 52534 10 10 5
D2
~
~
0 -1 52536 10 10 5
E
tree oak~
The large oak trees stand about 45 feet tall, they look like they have
stood for a long time.
~
E
rocks gold red~
The rocks on the wall sparkle with a gold and red shimmer, maybe there is
a high concentration of minerals in the rock.
~
-1
S
#52536
Wooded Grove~
Above and around you, dark trees blacken the area. It is impossible to
tell whether it is night or day in the world outside. To the north there
is an opening in the trees, which seems to be passable with two large oak
trees shaping the exit. There is a faint trail leading to the west.
~
~
301465601 3 9 0
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~
~
0 -1 52535 10 10 5
D3
~
~
0 -1 52537 10 10 5
E
large oak trees~
Surrounding you blackened trees loom, stretching toward two larger oak
trees to the north. These stand bowing out, encircling a dark cave.
~
-1
S
#52537
Dark Ditch~
The trees around you block out the light entirely. There is the feeling
of thick dingy air, crowding around you. A damp smell lingers on the
light wind that passes through the trees. What you can just make out are
two narrow paths, to the east and west.
~
~
301465601 3 9 0
D1
~
~
0 -1 52536 10 10 5
D3
~
~
0 -1 52552 10 10 5
-1
S
#52538
Temple Vestry~
This is a small area, which has been divided from the rest of the temple
by crudely hung curtains to the south and west. Clothes lay strewn
across the floor and over a small bench. A tall wall supported by large
columns tower above you to the north and east. Across the wall, more
symbols decorate the masonry.
~
~
301465601 1 9 0
D2
~
~
0 -1 52540 10 10 5
D3
~
~
0 -1 52539 10 10 5
E
Symbols painted wall~
Across the wall are scratches and a painting, which has been, scrawled
deep into the masonry. Looking closer at the markings, your thoughts
fill with deep demonic evil.
~
E
huge column~
The columns are huge made from carved stone, they rise from the marble
floor, holding the flimsy weight of the crumbling shelter.
~
E
purple curtain~
This is a small area, which has been divided from the rest of the temple
by crudely hung curtains to the south and west. Clothes lay strewn
across the floor and over a small bench. A tall wall supported by large
columns tower above you to the north and east. Across the wall, more
symbols decorate the masonry.
~
-1
S
#52539
North temple quarter~
A smooth marble floor contrasts with the darker, rougher column
stretching into the dark roof. Debris is scattered around, coated in
deep red blood. To the east are some deep purple curtains, crudely hung
from a brass rail. There is a small statue resting on a shelf dug out of
the wall to the north.
~
~
301465601 1 9 0
D1
~
~
0 -1 52538 10 10 5
D2
~
~
0 -1 52541 10 10 5
D3
~
~
0 -1 52549 10 10 5
E
purple curtain brass rail~
An old tattered curtain slumps off its rail, torn and eaten with age.
Dirt has gathered over its matted surface, rubbing off onto you armor and
tainting the surface.
~
E
debris furniture marble benches~
Strewn around the floor, are the remnants of benches and furniture, they
lay scattered across the marble. There appears to be nothing of value
other than firewood.
~
E
statue small shelf~
A small stature rests on the shelf, crudely dug out of the crumbling
masonry. There is a definite shape to the figure, depicting an evil god
of death and destruction. Although hideous to look at, this artifact
would be invaluable to those who worship and follow this path.
~
-1
S
#52540
Inside the temple of Angrell ~
The temple stretches out before you in complete ruin. Huge columns tower
up to the height of the wall to support what was once a wooden ceiling.
Debris lays scattered across benches which are spread across ahead of you.
Symbols are painted across a wall, broken up by a large black doorway to
the east. Deep purple curtains hang to the north.
~
do something about the door to the east
~
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D0
~
~
0 -1 52538 10 10 5
D1
~
~
0 -1 52552 10 10 5
D2
~
~
0 -1 52542 10 10 5
D3
~
~
0 -1 52541 10 10 5
E
purple curtain~
An old tattered curtain slumps off its rail, torn and eaten with age.
Dirt has gathered over its matted surface, rubbing off and tainting your
armors surface.
~
E
Symbols painted wall~
Across the wall are scratches and a painting, which has been, scrawled
deep into the masonry. Looking closer at the markings, your thoughts
fill with deep demonic evil. A pair of huge black doors leaves a dark
expanse in the hypnotic evil runes. The blackness of these doors envelop
you into there darkness.
~
E
Column huge~
The columns are huge made from interlocking carved stones, their size
shadows the area, creating a feeling of unease.
~
E
debris furniture marble benches~
Strewn around the floor, are the remnants of benches and furniture, they
lay scattered across the marble. There appears to be nothing of value
other than firewood.
~
-1
S
#52541
Temple Centre~
This appears to be the center of the temple. You can see columns
stretching up into the sky, once they would have supported by the
ceiling, but this now lies crumbling beneath your feet. Scattered across
the area sit several benches, most covered in debris and blood soaked
rags.
~
~
301465601 1 9 0
D0
~
~
0 -1 52539 10 10 5
D1
~
~
0 -1 52540 10 10 5
D2
~
~
0 -1 52548 10 10 5
D3
~
~
0 -1 52550 10 10 5
E
huge column~
The columns are huge, made from carved stone. They rise from the marble
floor, where they once would have supported the sheltering wood that now
lies crumbling at your feet.
~
E
debris furniture marble benches blood rags~
Strewn around the floor, are the remnants of benches and furniture, they
lay scattered across the marble. Several blood soaked rags lie amongst
the debris. There appears to be nothing of value other than firewood.
~
-1
S
#52542
Dark Temple Corner~
This area seems to have been used recently, in contrast with the rest of
the temple. There is no dust or debris here and around a tall column a
few benches are neatly arranged to face the south wall. On the wall to
the south painted symbols stretch around the corner of the temple onto
the east wall.
~
exit south is hole
~
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~
~
0 -1 52540 10 10 5
D2
~
~
0 -1 52543 10 10 5
D3
~
~
0 -1 52548 10 10 5
E
benches~
These small wooden benches are crudely constructed, forming an uneven and
rough surface.
~
E
tall column~
The column is very tall and is made from stone inscribed with evil forms.
It stands up from the marble floor, where they once would have supported
the sheltering wood that now lies crumbling at your feet.
~
E
symbols painted corner wall~
Fiendish symbols are painted all around the walls, some of the evil art
has flaked away from the rotting wall, crumbling into the floor.
~
E
rotting crumbling~
A section of the plaster has flaked away from the wall, leaving a hole
big enough for you to crawl through.
~
-1
S
#52543
Cave Entrance~
The cave around you narrows with each step you make, giving the
impression that the cave is closing in on you. There is very little room
inside the cave making you have to crouch under the low, tunneled, stone
ceiling. There is no actual shape to the room, but it seems to tunnel
off to the south. There is a dug out hole in the crumbling wall to the
north, which looks big enough to climb through.
~
~
301465601 11 9 0
D0
~
~
0 -1 52542 10 10 5
D2
~
~
0 -1 52544 10 10 5
-1
S
#52544
Twisted Tunnel~
Climbing through this tunnel you become aware of the putrid stench of
death. The tunnel seems to twist and turn off towards the east and north.
The darkness of the tunnel seems to filter into the light coming from the
east.
~
~
301465601 11 9 0
D0
~
~
0 -1 52543 10 10 5
D1
~
~
0 -1 52545 10 10 5
-1
S
#52545
Cave Opening~
The light filling this tunnel radiates from the east, flickering over the
rough walls. A putrid stench floats on a light breeze past you, turning
your stomach. A gentle but deep hum can be heard, vibrating from further
along the tunnel.
~
~
301465601 11 9 0
D1
~
~
0 -1 52546 10 10 5
D3
~
~
0 -1 52544 10 10 5
-1
S
#52546
Large Cavern~
The continuous crack and splinter of bones is heard as you move around.
In the wall to the east there seems to be a basin dug into the wall. The
stone walls all around you are deeply scratched and mauled with what
would appear to be claws. The cavern narrows to the west and continues
to the south. The continuous crack and splinter of bones is heard as you
move around. The stone walls all around you are deeply scratched and
mauled with what would appear to be claw marks. The cavern narrows to
the west and continues to the south.
~
~
301465601 11 9 0
D2
~
~
0 -1 52547 10 10 5
D3
~
~
0 -1 52545 10 10 5
E
bones~
Scattered around are numerous skeletal bones that have been crushed
underfoot.
~
E
scratches claw marks wall~
Deeply scratched into the stone walls are random claw marks, gouged from
the rough surface.
~
-1
S
#52547
Lair~
Throughout the cavern bones are strewn across the floor making a thick
carpet of ivory. Rags lay here, ripped and shredded. There is a
clearing in the bones, forming a circular nest of enormous proportions.
There is a tunnel dug into the east wall with bars crossing the entrance
preventing any access.
~
~
301465601 11 9 0
D0
~
~
0 -1 52546 10 10 5
E
bones carpet ivory~
Thick underfoot is a blanket of bones, obviously the past meals of
something big.
~
E
scratches claw marks wall~
Deeply scratched into the stone walls are random claw marks, gouged from
the rough surface.
~
E
bar tunnel~
Dug into the east wall, a tunnel stretches off into the darkness. From
within the tunnel, you can hear some activity and whispering, but you
cannot make out anything in the darkness of the tunnel.
~
1322 9 1509949540 3 0
-1
S
#52548
South Temple Quarter~
This seems to be the start of the main temple, stretching off to the west.
The floor is smooth marble, shadowed by a lone column standing in the
center of the floor. In the south wall, a small dug out shelf holds a
statue. Debris is scattered around the floor and over some benches.
~
~
301465601 1 9 0
D0
~
~
0 -1 52541 10 10 5
D1
~
~
0 -1 52542 10 10 5
D3
~
~
0 -1 52551 10 10 5
E
lone column~
The single column is immense and is made from delicately carved stone.
It rises from the marble floor, where they once would have supported the
sheltering wood that now lies crumbling at your feet.
~
E
debris furniture marble benches blood rags~
Strewn around the floor, are the remnants of benches and furniture, they
lay scattered across the marble.
~
E
statue small shelf~
A small stature rests on the shelf, crudely dug out of the crumbling
masonry. There is a definite shape to the figure, depicting an evil god
of death and destruction. Although hideous to look at, this artifact
would be invaluable to those who worship and follow this path.
~
-1
S
#52549
Sacrificial pit~
There is a change of floor surface in this area of the temple. The
smooth marble cracks into flagstones, increasing in size as they get
nearer a large pit in the center of the floor. In the wall to the north,
there is a small boarded up window, effectively blocking the light out
from the outside.
~
~
301465601 1 9 0
D1
~
~
0 -1 52539 10 10 5
D2
~
~
0 -1 52550 10 10 5
E
window bordered small~
A shaped window has been cut onto the symbolic wall; several crudely
shaved planks of wood, effectively blocking the light have blocked your
view.
~
E
planks wood shaved~
No description Several small planks of wood cover the window, blocking
the light.
~
E
Symbols wall~
Across the wall are scratches and a painting, which has been, scrawled
deep into the masonry. Looking closer at the markings, your thoughts
fill with deep demonic evil.
~
-1
S
#52550
Ancient Altar~
Before you, stands a small altar carved out of black marble. It seems to
be the focal point of the entire temple. It sits, raised above the rest
of the temple floor on a wooden stand. To the west, there sits a statue,
resting on a dug out shelf in the wall.
~
~
301465601 1 9 0
D0
~
~
0 -1 52549 10 10 5
D1
~
~
0 -1 52541 10 10 5
D2
~
~
0 -1 52551 10 10 5
E
altar small carved black marble wooden stand~
Standing in the middle of the temple, a small marble altar rests on a
marble plinth. The blackened marble is inscribed with similar runes as
the surrounding walls. A delicate wooden stand holds the altar off the
dusty floor.
~
E
statue small shelf~
A small stature rests on the shelf, crudely dug out of the crumbling
masonry. There is a definite shape to the figure, depicting an evil god
of death and destruction. Although hideous to look at, this artifact
would be invaluable to those who worship and follow this path.
~
-1
S
#52551
Decayed Font~
Entering the side room, you see an empty font, crumbling into dust and
stone. Above the font hangs a cap, forming the same shape and size of
the font itself. In the center of the room sits a tall column,
stretching into the darkness above.
~
~
301465601 1 9 0
D0
~
~
0 -1 52550 10 10 5
D1
~
~
0 -1 52548 10 10 5
E
font stone, cap~
Resting in front of you sits a large stone font decaying from age and
lack of use. Engraved into both the base and cap are devilish figures
performing strange religious rights.
~
E
huge column~
The huge columns made from carved stone rise from the marble floor.
Fastened out of your reach you can see the old fraying rope suspending
the font cap about its base.
~
E
fraying rope~
The tired old rope creaks under the immense weight of the engraved stone
cap.
~
-1
S
#52552
Temple Entrance~
The trees on either side of you seem to make a pathway up to a tall wall.
The wall has scratches scrawled across it, with two large black doors,
which tower over you, stretching almost half way up the wall. To the
east, a trail leads into darkness.
~
~
301465601 1 9 0
D1
~
~
0 -1 52537 10 10 5
D3
~
~
0 -1 52540 10 10 5
E
walls scratches tall~
The wall has been created with large, carved granite boulders and stands
at least 12ft high. Numerous scratches have been gouged deep into the
face of the wall.
~
E
black doors~
Huge doors tower above you coloured the blackest of black. Above the
doors, scratched into the wall are several runes, but you are unable to
make out what they mean.
~
-1
S
#52553
Beach~
By your feet there is a small rock pool, created by an inlet from the sea
as the tide washes in and out. To the east, the ocean stretches far away
into the distance with mist lying low making visibility difficult. The
soft sandy beach leads off to the north and south, creating a path
between the ocean and the towering dunes to the west.
~
~
301465600 10 9 0
D0
~
~
0 -1 52508 10 10 5
D2
~
~
0 -1 52554 10 10 5
E
dune~
The enormous sand dune has created a natural barrier, preventing travel
to the west. The harsh wind has created ripples all along the surface of
the sand dunes.
~
E
rock pool~
Small, sharp rocks in the shape of a circle have created a rock- pool,
which has been filled by the sea. The sea appears to have been mixed
with another liquid creating a strange dark appearance to the water.
~
A
~
~
send_to_room(#sand, room );
~
E
sand~
A sudden blast of wind blows sand into your face!
~
!
2 100 0
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52554
sand~
Towards the north-east the ocean can be clearly seen with black- headed
gulls flying overhead looking for any scraps of food left on the beach.
Small tufts of wispy grass sprout from underneath the fine-grained sand
creating a pleasant place to relax and enjoy the ocean view. The damp
sand appears to have been untouched with the tide wiping away any marks
that may have been there previously.
~
~
301465610 10 9 0
D0
~
~
0 -1 52553 10 10 5
D1
~
~
0 -1 52560 10 10 5
D2
~
~
0 -1 52555 10 10 5
E
tufts wispy grass~
The grass sways slightly in the gentle breeze that blows in from the sea.
~
E
fine grained sand~
The fine sand stretches down towards the shore.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52555
sand~
The surrounding beach area is sheltered from the wind by a large sand
dune that lies off to the west. There are several small nesting areas
scattered around the steep slope of the sand dune, causing the smell of
rotting food to linger in the stale air. Further toward the east, you
see a large cliff stretching high into the sky. The beach continues off
to the north, south and east.
~
~
301465600 10 9 0
D0
~
~
0 -1 52554 10 10 5
D1
~
~
0 -1 52559 10 10 5
D2
~
~
0 -1 52556 10 10 5
E
dune~
The enormous sand dune has created a natural barrier, preventing travel
to the west. Numerous nests lie abandoned scattered amongst the dunes.
~
E
nests~
The remnants of shattered eggshells and broken bones lie amongst the
otherwise empty nests.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and
make a fool of yourself.
~
!
0 0 0
-1
S
#52556
Beach~
The fine sand appears to have been disturbed here, with strange foot
marks indicating that someone or something may have passed through here
recently. Towards the west there is a large sand dune making passage in
that direction impossible, however the beach continues to the north,
south and the east.
~
~
301465600 10 9 0
D0
~
~
0 -1 52555 10 10 5
D1
~
~
0 -1 52558 10 10 5
D2
~
~
0 -1 52557 10 10 5
E
foot marks strange~
Each footprint left in the sand consists of three, large, claw like
indentations.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52557
sand~
Underfoot the conditions have started to change, with the sand being
mixed with smaller stones making walking much easier. Towards the east
the cliff can be seen much more clearly, with the summit appearing to
stretch far into the sky. Your passages to the south and the west have
been blocked by huge sand dunes that must have been created by a recent
storm.
~
~
301465600 10 9 0
D0
~
~
0 -1 52556 10 10 5
D1
~
~
0 -1 52561 10 10 5
E
stones~
Amongst the stones that lie here, you see a variety of small insects.
~
E
insects~
A number of small, yet harmless insects scamper around between the rocks.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52558
sand~
A large palm tree grows here, creating some protection from the rdesc
towards the south the sand has become more coarse with a combination of
small stones and soft sand, covering the tracks. To the east several
boulders have fallen down from the top of the cliff that blocks off any
exit in that direction.
~
~
301465600 10 9 0
D0
~
~
0 -1 52559 10 10 5
D3
~
~
0 -1 52556 10 10 5
E
stones~
Some small smooth stones lie here.
~
E
footprints tracks~
Each footprint left in the sand consists of three, large, claw like
indentations.
~
E
large palm tree~
A large palm tree stands here, leaves blowing in the breeze.
The canopy provides a good shelter from the weather.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
-1
S
#52559
sand~
A small fire has recently been abandoned on the eastern part of the only
remains are the burnt out wood and a discarded tin. Sand has over the
fire in an attempt to muffle the still smoking embers. The sand seems to
have been left untouched, other than footprints leading towards rdesc the
south.
~
~
301465600 10 9 0
D0
~
~
0 -1 52560 10 10 5
D2
~
~
0 -1 52558 10 10 5
D3
~
~
0 -1 52555 10 10 5
E
tin~
The tin can has been used to heat something over the fire, the outside
charred by the fire.
~
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
A
get~
tin~
send_to_char( #tin, ch );
act_notchar( #gtin, ch );
wait(1);
do_spell( burning hands, ch );
wait(1);
send_to_char( #tin1, ch );
act_notchar( #gtin1, ch );
~
E
tin~
You pick up the tin unaware how hot it was.
~
E
gtin~
$n picks up a tin, suddenly $e screams.
~
E
tin1~
Screaming in pain you throw the tin to the ground.
~
E
gtin1~
Screaming in pain $n throws the tin to the ground.
~
!
0 0 0
-1
S
#52560
sand~
The sea surrounds you here, with small waves lapping onto the shore both
to the north and the east. At the shores edge you can see small pieces
of driftwood that have been washed up with the tide. A trail of
footprints have been left in the sand, they appear to have come from the
waters edge and lead towards the south.
~
~
301465600 10 9 0
D2
~
~
0 -1 52559 10 10 5
D3
~
~
0 -1 52554 10 10 5
A
get~
sand~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
yes_room~
$n focuses on the beach and find a grain of sand!
~
E
yes_char~
You focus on the beach and find a grain of sand!
~
E
no_room~
Attempting to grab a grain of sand $n trips over $s feet and makes a fool
of $s.
~
E
no_char~
Attempting to grab a grain of sand you trip over your feet and make a
fool of yourself.
~
!
0 0 0
A
~
~
ch = rand_player( room );
send_to_char( #wave, ch );
act_notchar( #gwave, ch );
~
E
wave~
A huge wave crashes onto the beach, causing you to run further up the
beach to relative safety!
~
E
gwave~
$n prances up the beach, cowering in fear of the sea.
~
!
2 200 0
A
wave~
~
~
!
0 0 0
-1
S
#52561
Canyon~
Standing in a clearing from the sand and rock, you see all around you
rubble and soil that has been created from years of decay. There appears
to be only one exit from the clearing, this being a path cleared away to
the west. To the east there is a great cliff face, with stones
protruding from the surface, stretching into the sky above you.
~
do a climb code with hand holds to climb up.
~
301465600 3 9 0
D3
~
~
0 -1 52557 10 10 5
E
rocks~
Looking at the rocks you think you could use them as hand holds to climb
the cliff.
~
A
climb~
up hand holes rock~
send_to_char( #climb, ch );
act_notchar( #rclimb, ch );
wait(1);
send_to_char( #climb2, ch );
wait(1);
send_to_char( #climb3, ch );
transfer( ch, find_room( 52562 ) );
wait(0);
act_notchar( #arrive, ch );
loop( followers ) {
ch = rch;
acode( room, 1 );
}
~
E
climb~
You place your hands in the hand holes and gradually climb up the rocky
cliff.
~
E
rclimb~
$n places $s hands in some hand holes and climbs up the rocky cliff.
~
E
arrive~
$n climbs over the edge of the cliff, breathing heavily.
~
E
climb2~
Reaching a handy rest point, you pause to catch your breath before
continuing upwards.
~
E
climb3~
Finally after a long and exhausting climb, you reach the ledge before the
cavern.
~
!
0 0 0
-1
S
#52562
Rocky cliff~
You stand on a small ledge at the side of a huge cliff. The cliff towers
above you, seemingly for miles. You can pick a path off to the north,
allowing you to traverse the cliff face. You can see a trail down the
rocks below you, leading off to some sand dunes below and to the west.
~
~
301465601 3 9 0
D0
~
~
0 -1 52563 10 10 5
A
leap jump~
down edge cliff~
send_to_char( #jump, ch );
act_notchar( #rjump, ch );
wait(1);
transfer( ch, find_room( 52561) );
i = 10d10+100;
act_notchar(#ouch, ch );
dam_message( ch, i, "The rough floor" );
inflict( ch, mob, i, "The rough floor" );
~
E
jump~
After a deep breath, you leap into the horizen and drop intro the world
below.
~
E
rjump~
$n takes a deep breath before leaping over the edge of the cliff.
~
E
ouch~
$n falls from the sky above, landing with a thud on the floor.
~
!
0 0 0
-1
S
#52563
Canyon~
The ledge seems to narrow as you advance further across the precipice.
To the north, boulders bar you progress. A random set of footholds seems
to trail off to the south, enabling you to reach a wider ledge. Cracks
in the stone around your feet seem to move under your weight, shifting
uncertainly. Above you, several rocks protrude from the surface.
~
add acode... room 20 on disk
climb up - eagle crashes out and no transfur...
delete up
north should be move rock
~
301465601 3 9 0
D0
~
~
0 -1 52564 10 10 5
D2
~
~
0 -1 52562 10 10 5
D4
~
~
0 -1 52565 10 10 5
E
boulders~
A particularly large boulder catches your eye, it has been rounded by the
harsh elements, and smaller stones lie around the boulder.
~
E
smaller stones~
Smaller stones lie around the base of the boulder, very similar to their
larger counterparts, you notice a single small stone props up the larger
boulder, you think you can pry it free.
~
E
rocks~
Looking at each single protruding rock, you feel you could pick a path
along them and climb the cliff face, although this looks a treacherous
path, it looks like the only one leading to the top.
~
A
climb~
cliff up holds path face~
send_to_char( #c_climb, ch );
act_notchar( #o_climb, ch );
if( random( 0, 5 ) == 1 ) {
wait(1);
send_to_char( #luck, ch );
}
wait(1);
send_to_char( #arrive, ch );
act_notchar( #o_arrive, ch );
transfer( ch, find_room( 52565 ) );
interpret( ch, "rest" );
~
E
c_climb~
Clutching at a handhold, you swing yourself up and continue the climb up
to the top.
~
E
o_climb~
Scrapping up the wall, $n continues $s climb up the cliff face.
~
E
arrive~
You take one last, daring snatch at an overhang. Exhausted you swing
yourself over the ledge and roll over on to your back to catch your
breath.
~
E
o_arrive~
You see two hands grasping at the soils from over the edge of the cliff
as $n hauls $s self over the edge, collapsing in exhaustion.
~
E
luck~
A confused eagle lands on you, adjusting itself accordingly, it marks
your shoulder as its territory. With a hop it disappears into the sky
above. You must me lucky !
~
!
0 0 0
-1
S
#52564
sand~
Entering the cave, you are immediately struck by a horrible stench of
decaying flesh. Searching around the darkness of the cave you notice a
grass nest, resting on what looks like a small crevice cut out from the
rock wall. The walls seem to be made of a sand-like stone, crumbling at
the slightest touch.
~
add acode from room 21
~
301465604 3 9 0
D2
~
~
0 -1 52563 10 10 5
E
grass nest~
A large nest carefully woven out of grass, it looks almost large enough
for you to climb into it. From where you stand, you can't quite see
anything in the bottom of the nest.
~
A
search~
nest~
if( !is_player( ch ) )
end;
if( rflag( reset0, room ) ) {
i = random( 1, 20 );
if( i == 1 ) {
send_to_char( #yes_char, ch );
act_notchar( #yes_room, ch );
obj_to_char( oload( 1410 ), ch );
end;
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
remove_rflag( reset0, room );
}
else {
send_to_char( #no_char, ch );
act_notchar( #no_room, ch );
}
~
E
no_char~
Looking through the nesting, you dont manage to finds anything of use.
~
E
yes_char~
You rummage around the old nest, you managed to find a peice of troll
flesh !!
~
E
yes_room~
Rummaging arounsd the old nesting, $n finds a peice of trolll flesh !!
~
E
no_room~
Hunting around the nesting, $n comes up semmling a bit musty
~
!
0 0 0
A
look in~
nest~
~
!
0 0 0
-1
S
#52565
sand~
You are standing at the summit of a mountainous cliff, with an entire
world of forests and cities spread out below you. Looking directly down
over the edge of the cliff face, you see a trail of craggy rocks leading
down into the clouds below. Rocks block your exit to the east. There
are openings in the rocks to the north and south, which look big enough
for you to fit through.
~
add acode 24
heh not sure why sitting on the floor... ah coz you are knackered.
~
301465601 3 9 0
D0
~
~
0 -1 52566 10 10 5
D2
~
~
0 -1 52580 10 10 5
D5
~
~
0 -1 52563 10 10 5
E
trail rocks edge face~
Peeking over the edge of the canyon, you can pick a path of rocks that
would help you climb down the face in relative safety.
~
-1
S
#52566
sand~
You are standing along side a great canyon; there are several rocks here,
scattered around in the powdery soil. Some rocks to the east stretching
high above you. To the west, woodlands and fields stretch into the
distance from far below your feet. There is a trail leading to the south
and north.
~
~
301465601 3 9 0
D0
~
~
0 -1 52567 10 10 5
D2
~
~
0 -1 52565 10 10 5
E
rocks soil powdery~
Looking around your feet, the powdery soil seems to float around some
rocks on the breeze.
~
-1
S
#52567
Canyon~
You walk into a rocky clearing, only to find it's a dead end. You are
standing on a ridge, with a sheer drop down into the dark canyon floor.
Looking out into the distance you see the vast forests domain stretching
out below you. The dusty soil floats on the breeze, disturbed from
beneath your feet.
~
acode for east...
room 22
~
301465601 3 9 0
D1
~
~
0 -1 52568 10 10 5
D2
~
~
0 -1 52566 10 10 5
E
ridge edge canyon~
You edge up close to the lip of the path, and carefully peer over the
edge. Far below you, you can make out distant sounds of life on the
darkest depths of the canyon. About 3 meters below your feet you can see
a ledge that could just about be big enough to hold you, you may be able
to jump down onto it.
~
-1
S
#52568
sand~
BRIDGE!!!!!
~
~
301465601 3 9 0
D1
~
~
0 -1 52569 10 10 5
D3
~
~
0 -1 52567 10 10 5
-1
S
#52569
sand~
Standing on a narrow ledge, hanging over a great canyon, you begin to
feel gravity pulling you over the edge. Looking down to the depths below
you, there is nothing to be seen but the never-ending darkness. The
ledge leads to the south. To the west, you see some footholds that could
enable you to climb up the face of the canyon.
~
add acode 41
~
301465601 3 9 0
D2
~
~
0 -1 52570 10 10 5
D3
~
~
0 -1 52568 10 10 5
E
footholds face~
Stretching a little way above you are a selection of cracks and holes
that could enable you to climb up onto a ledge just out of reach, above
your head.
~
-1
S
#52570
sand~
You are standing at the end of the ledge, with a cave entrance off to the
west with the ledge continuing to the north. There is another ledge to
the south resting about five foot lower down to the one you are standing
on, it looks stable enough to easily hold you weight.
~
add acode 42
~
301465601 3 9 0
D0
~
~
0 -1 52569 10 10 5
D2
~
~
0 -1 52571 10 10 5
D3
~
~
0 -1 52574 10 10 5
E
cave entrance west~
Taking a quick glance at the opening in the face of the cliff next to
you, it would seem to have been made from hacking at the stone with a
blunt tool. Judging by the hard stone of the cliff, you would think that
this cave would have taken centuries to dig.
~
E
ledge south~
The ledge seems strangely large compared to the other nooks and cracks in
the cliff face. It hangs just down the face from where you are standing,
and you think you could lower yourself down to it easily. Looking around
the ledge, you see nothing but the darkness of the canyon, it would take
a brave man to jump to the ledge.
~
-1
S
#52571
Rocky crap :P~
You are standing on a small ledge; there is barley enough room to move
around. Looking over the edge, you see nothing but blackness below you.
If you listen quietly, you can hear a murmur of life echoing from below.
On the wall to the south of you, you seem to notice a vine sway in a
slight breeze.
~
add acode 43 bungee!
~
301465601 3 9 0
D0
~
~
0 -1 52570 10 10 5
D2
~
~
0 -1 52572 10 10 5
E
vine~
The blackened vine hangs in front of you. Looking up, you cannot see
where it is secured to, and looking down, you cannot see where it
finishes.
~
A
leap swing jump~
vine~
send_to_char( #swing1, ch );
act_notchar( #oswing1, ch );
wait(1);
send_to_char( #swing2, ch );
act_notchar( #oswing2, ch );
wait(1);
send_to_char( #swing3, ch );
act_notchar( #oswing3, ch );
wait(1);
i = 10d30;
dam_message( ch, i, "The rock face" );
inflict( ch, mob, i, "The rock face" );
~
E
swing1~
You grab a leafy vine and swing out into the canyon.
~
E
oswing1~
$n grabs a leafy vine and swings out into the canyon.
~
E
swing2~
You feel the wind changing direction as you see the rocky ledge coming
closer and closer.
~
E
oswing2~
$n looks worried as the wind changes direction.
~
E
oswing3~
A sudden gust of wind sends $n sprawling into the cliff!.
~
E
swing3~
A sudden gust of wind sends you sprawling into the cliff!.
~
!
0 0 0
-1
S
#52572
sand~
You are standing at the bottom of the canyon. The immense rock-face
stretching high above you into the blackness. The entire area is cast
into darkness, lost in the blackness shaded from the towering rocks.
Beneath your feet the ground feels dusty and hard, the presence of life
in these dull conditions is unlikely. You can make out a prominent vine
stretching into the darkness above. The visible exit seems to head off
to the south.
~
add acode 44
~
301465601 3 9 0
D0
~
~
0 -1 52571 10 10 5
D2
~
~
0 -1 52573 10 10 5
E
vine~
The blackened vine hangs in front of you. Looking up, you cannot see
where it is secured to, and looking down, you can see its end flick
around in the wind just below the ledge you stand on.
~
-1
S
#52573
sand~
You stand in a blackened corner of the canyon. Around this area, there
seems evidence of recent disturbance. To the south, there is a
collection of grass and hay. It seems to be collecting into some sort of
bedding. A rock next to the flattened foliage appears to be smoothed off
and flattened through centuries of use. The only visible exit lies to
the north.
~
add acode 45
~
301465601 3 9 0
D0
~
~
0 -1 52572 10 10 5
E
bedding grass hay collection~
A large mass of grass and hay lay here, flattened down into some sort of
bedding. You dare yourself to lie in it, but wonder what sort of vermin
could be settled within the depths of the nesting.
~
E
flattened stone smoothed~
This dark rock appears to have been used as a small table. On the
flattened surface, there is a small pile of junk sitting in the dust of
time. On closer examination, you doubt any of the junk would be of any
use to you.
~
E
junk pile~
You lean closer to take a look at the small pile of junk on a
flattened stone. A freak gust of wind sweeps through the dust and
the junk, blowing it in your face.
~
-1
S
#52574
sand~
You are crouched in a lit cavern within the canyon face. It would appear
that this area is the entrance to a larger home for some animal. Around
you are bits of useless discarded debris, which seem to have been
collected together. The cave entrance is to the east, the cave continues
off into the darkness of the south.
~
~
301465601 3 9 0
D1
~
~
0 -1 52570 10 10 5
D2
~
~
0 -1 52575 10 10 5
E
useless discarded debris~
Discarded around the area, amongst soil and stones are trinkets and bones
collected together. Looking around you see nothing of value.
~
-1
S
#52575
sand~
The cave opens out here slightly and is illuminated by an unknown source
from above. The cave stretches north and southward. There is an eerie
scratching coming from the south, but you are unable to decide what could
be causing it.
~
~
301465601 3 9 0
D0
~
~
0 -1 52574 10 10 5
D2
~
~
0 -1 52576 10 10 5
-1
S
#52576
sand~
You have entered a large cavern, nesting in the heart of the mountainous
rock. The cavern stretches far above and below you and is illuminated by
a flickering orange glow, which seems to cover the floor of the cavern
below. There is a strong heat coming from the cavern below. A narrow
path circles the outside edge of the cavern. There are two exits,
leaving north and south.
~
~
301465601 3 9 0
D0
~
~
0 -1 52575 10 10 5
D2
~
~
0 -1 52577 10 10 5
-1
S
#52577
sand~
You feel yourself climbing deeper in the mountain heart. As you enter
the cavern's area; you see a large collection of old bones mixed with
fresh looking corpses. You have a strange feeling of being watched from
the depths of the darkness stretching into the cavern roof. Passageways
leave north and southward.
~
add acode 39
~
301465601 3 9 0
D0
~
~
0 -1 52576 10 10 5
D2
~
~
0 -1 52578 10 10 5
E
old bones fresh corpses~
You force yourself to look closer at the remains of these unfortunate
creatures. As you cats your eye over the lifeless surroundings you
notice that the bones are of several different dismembered creatures,
scattered around. One, more fresher corpse rests on top, slowly decaying
down into the other old bones.
~
-1
S
#52578
sand~
You have reached an opening from the darkest depths of the cavernous pit
of the mountain. Above you can see the peak of the mountain and a bridge
stretching across the area. Exits leave back into darkness to the north
and a small tunnel to the east.
~
add acode 40
~
301465601 3 9 0
D0
~
~
0 -1 52577 10 10 5
D1
~
~
0 -1 52579 10 10 5
-1
S
#52579
well~
You seem to be at the bottom of a well, standing within a cramped cave
which stretches high above you, narrowing into a spot of light, you can
only assume is the sky. The cave walls around you are smoothed and
constructed to taper into a circular opening from the tunnel. The only
way out is back to the west.
~
~
301465601 3 9 0
D3
~
~
0 -1 52578 10 10 5
E
smooth wall~
Looking at the smooth surface of the walls, you are only struck
with the seamless taper as it stretches high above you.
~
-1
S
#52580
sand~
Following the edge of the canyon, the trail continues to lead off north
and south. Large rocks towering above you block any exit to the west.
To the east is the vast drop of the canyon, stretching off into the
darkness.
~
~
301465601 3 9 0
D0
~
~
0 -1 52565 10 10 5
D2
~
~
0 -1 52581 10 10 5
E
canyon~
Shuffling closer to the edge of the canyon, to dare a peek into the
depths of the darkness. Some rocks tumble off the edge of the pathway,
falling off into the distance. Noticing you never here them land, you
back away from the edge.
~
-1
S
#52581
sand~
You are standing on a narrow ledge, forcing you to venture very close to
the edge. A sudden movement causes several rocks to displace themselves
and fall into the darkness. The confined ledge continues north and south.
There is an opening in the wall to the west; it looks large enough for
you to squeeze through.
~
add acode 26
~
301465601 3 9 0
D0
~
~
0 -1 52580 10 10 5
D2
~
~
0 -1 52582 10 10 5
D3
~
~
0 -1 52583 10 10 5
E
opening wall~
Looking at the weathered face to the west, you notice a hole seemingly
just big enough to enter into the darkness within.
~
-1
S
#52582
canyon~
You are standing on a large ledge, cut away onto the wall. This ledge
would appear to have been recently been used by a creature of some kind.
There are several scattered remains strewn around the floor. There are
only two exits from the ledge, one being suicidal.
~
~
301465601 3 9 0
D0
~
~
0 -1 52581 10 10 5
E
scattered remains~
Bending over to examine the rotten meat and bone, you begin to feel
uneasy. What ever it was that bought the demise of these adventurers, it
had to have vast strength and anger to cause this devastation.
~
-1
S
#52583
sand~
This is a narrow passageway passing through the elevated rocks. You can
see nothing past the rocks, only the sky above and the cold, smooth
surface of the walls. The occasional sharp jagged snag of rock reaches
out to you as you pass. The passageway seems to turn a corner, moving
east and south.
~
add acode 28
~
301465601 3 9 0
D1
~
~
0 -1 52581 10 10 5
D2
~
~
0 -1 52584 10 10 5
E
jagged rock wall cold smooth~
Small rocks reach out like rocks are very sharp at the edges. Running
your hand along the smooth surface of the wall, getting a contrast of the
surface, you from the otherwise smooth, cold rocks. Some of the
flint-snag yourself on the jagged rock.
~
-1
S
#52584
sand~
The narrow passage continues though the shadows of the tall, smooth rocks.
On the base of the eastern wall, you notice delicate engravings carved
into the even rock. The rocks stretch away into the sky, blocking any
view into the distance. The passageway leads north and south.
~
~
301465601 3 9 0
D0
~
~
0 -1 52583 10 10 5
D2
~
~
0 -1 52585 10 10 5
E
delicate engravings~
Looking closely at the patterns and figures carved into the face etched
into the wall were created with such fine precision and detail.
Following the pattern of the fine engravings, you feel you are following
the tale of someones life.
~
-1
S
#52585
sand~
Standing in a small opening, you get the uneasy feeling that you are
being watched. There are a several small rocks scattered throughout the
area. To the west, you can see the towns and cities on the horizon. The
clearing would appear to have been used in the past as a camp for
previous travelers, but by the junk that has been scattered, it would
appear the travelers didn't stay long.
~
add acode 30
~
301465601 3 9 0
D0
~
~
0 -1 52584 10 10 5
D1
~
~
0 -1 52586 10 10 5
D2
~
~
0 -1 52588 10 10 5
E
rocks junk scattered~
Spread around the opening, in which you stand a scattering of old camping
equipment lay strewn amongst the rocks in the dusty soil. A long
burnt-out fire sits in the middle, circled with small rocks.
~
E
fire burnt-out small~
Looking closer at the soot-stained rocks, a gust of wind blows through
the clearing. Some soot blows off the burn rocks into your face.
~
-1
S
#52586
sand~
You are standing at the beginning of what appears to be an ancient
bridge, stretching off across the canyon. It is impossible to make out
the destination of the bridge. The old ropes of the bridge are supported
by the surrounding rocks and look sturdy enough. There are exits to the
west and to the south.
~
add acode 33
~
301465601 3 9 0
D2
~
~
0 -1 52587 10 10 5
D3
~
~
0 -1 52585 10 10 5
E
bridge ancient ropes~
Stretching across the width of the canyon is what would appear to be a
primitive bridge construction. It sways in the wind, although it looks
unused, it would appear to be sturdy enough to hold a group of
traveller's. Looking along the bridge, you are unable to make out what
it is attached to on the other side.
~
-1
S
#52587
sand~
You are standing amongst what appears to be an arrangement of
artificially flattened rocks, which are arranged so to be facing out onto
the canyon. There seems to be a central rock, which has the faded
remnants of blood coating it, as if it had once been used as a
sacrificial altar. To the north you can see an old bridge stretching
across into the darkness of the canyon. There are exits to the north and
to the west.
~
~
301465601 3 9 0
D0
~
~
0 -1 52586 10 10 5
D3
~
~
0 -1 52588 10 10 5
E
blood altar sacrificial central~
Standing in what would be the focus of all the other rocks is a taller,
carved rock. Its is larger then all the others, and slightly more
decorative. Across the top of the altar, old, dried blood stains the
surface, marking the smoother stone.
~
E
rocks~
Ordered around the area, are several carved rocks. All of these rocks
seem to face a central rock, bigger then the rest. The smaller rock
pattern of the carving around the edges has been smoothed away by time
and use on the top.
~
-1
S
#52588
sand~
Patches of dry mud mixed with small patches of fine- bladed grass
encircle the area around you. A small pond is visible, which would
appear to have been naturally formed over many years. The water spills
out of a crack in some rocks above the algae filled pond, although you
cannot detect the source.
~
add acode 31
~
301465601 3 9 0
D0
~
~
0 -1 52585 10 10 5
D1
~
~
0 -1 52587 10 10 5
D2
~
~
0 -1 52589 10 10 5
E
pond water crack rocks~
A pleasant trickle of water seeps out of the smoothed rock, forming a
pond contained within smaller smooth rocks. A natural alga floats around
the edges of the water, bubbling with life.
~
E
algae natural~
The greenish mixture of natural alga bobs in the lapping ripples of the
water. Small bubbles of life rise from the bottom of the algae, twisting
its way to the water surface. The presence of this natural substance
tells you the water is fresh and clean.
~
-1
S
#52589
sand~
This is the southwest corner of the mountainous rock. You have a
tremendous view over the treetops of the forest stretching out in front
of you. There is a set of flat looking rocks settled down near the edge
of the cliff, making a handy bench for you to rest on.
~
add acode 32
~
301465601 3 9 0
D0
~
~
0 -1 52588 10 10 5
D1
~
~
0 -1 52590 10 10 5
E
flat rocks~
Sitting near the edge of the cliff, an assortment of flattened rocks
rests, almost inviting you to sit there and enjoy the view. There seems
no reason as to why they are here, or how they got here.
~
-1
S
#52590
sand~
You are standing in a dead-end, with the rough rock walls overhanging
creating a sheltered cave. There are some small rocks on the caves
floor, inscribed with strange engravings. The only exit is back to the
west the way you entered
~
add acode 35
~
301465601 3 9 0
D3
~
~
0 -1 52589 10 10 5
E
small rocks engravings~
Bending down to look at the small rocks around the floor, you pick a
couple up and examine them. The rocks are rough on one side, but has
been smoothed off and polished to a high shine. Engravings have been
delicately carved into the smooth surface. It is obvious to you that a
lot of time has been spent etching in great detail small figures and
forms onto each individual rock.
~
-1
S
#0