#AREA
Barbarian Camp~
Olah~
barbarian camp~
45 0
0
#ROOMS
#66000
By a Bonfire~
Great warmth emanates all around the vicinity as a large @Ybonfire@n
blazes wildly. Suffocating gray smoke fills the sky above and forms
familiar cloud-like patterns. Down below, small piles of twigs lie
scattered upon the barren ground. A few embers occasionally brush
against your face, lightly stinging it. This is perhaps the heart of the
settlement, where the inhabitants gather daily.
~
~
301465601 2 8 0
D0
~
~
0 -1 66005 10 10 5
D1
~
~
0 -1 66004 10 10 5
D2
~
~
0 -1 66001 10 10 5
D3
~
~
0 -1 66010 10 10 5
E
corpse~
The corpse is blackened beyond most recognition. However, it does appear
to be the remains of a barbarian. Perhaps it was burnt as part of some
sacrifice during a ceremony, or perhaps it was cooked for food, but left
too long in the fire.
~
E
twigs ground~
The twigs are thin and mostly burnt. Most likely, they used up their
usefulness feeding the bonfire.
~
A
throw toss~
frozen corpse barbarian warrior~
if( has_obj( 2699, ch ) ) {
obj = has_obj( 2699, ch );
act_tochar( #sac, ch, obj, mob );
act_notchar( #nsac, ch, obj, mob );
wait( 2 );
act_room( #ash, ch, obj, mob );
junk_obj( obj, 1 );
obj_to_room( oload( 2682 ), room );
}
else {
continue;
act_tochar( #nada, ch );
}
~
E
sac~
You throw $p into the @Ybonfire@n.
~
E
nsac~
$n throws $p into the @Ybonfire@n.
~
E
ash~
$p becomes consumed by the @Rf@n@Yl@n@Ra@n@Ym@n@Re@n@Ys@n;
its ashes softly falling into a pile on the ground.
~
E
nada~
You do not have that item.
~
!
0 0 0
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-1
S
#66001
South of a Bonfire~
A soft, wintry breeze passes by you. Littering the lightly frosted
ground are some remains of reindeer, most likely from previous hunts.
Two moderately-sized deerskin tents stand east and west from here. A
strong, pungent odor seems to be originating from the larger, more
thickly-covered deerskin tent to the south. To the north is a blazing
bonfire.
~
~
301465600 2 7 0
D0
~
~
0 -1 66000 10 10 5
D1
tent flap~
tent flap east~
131 -1 66003 10 10 5
D2
furred tent flap~
furred tent flap south~
131 -1 66006 10 10 5
D3
tent flap~
tent flap west~
131 -1 66002 10 10 5
E
moderately-sized deerskin tent thickly-covered~
Thick brown skin from reindeer cover the rectangular tents, providing
some protection from the harsh, cold climate. Four wooden poles firmly
planted in the frozen ground support the each tent.
~
-1
S
#66002
Inside a Tent~
Thick brown reindeer hides carpet the floor of this tent. Chunks of meat
and half-empty glass bottles lie scattered about, as though someone had
been here recently and did not bother to clean up. A stack of dirty
clothes has accumulated in a corner of the room. You can head back out
by leaving eastward.
~
[Merior] parchment - has been slain and its corpse sacrificed?
[Lansharra] barbarian warrior - human?
~
301465604 0 5 0
D1
tent flap~
tent flap east~
131 -1 66001 10 10 5
E
clothes stack corner~
The stack consists of mainly filthy, thick jackets and leggings. Judging
from how soiled they are, the clothes must have been sitting there for at
least weeks.
~
E
thick brown reindeer hides carpet floor~
The reindeer skins which cover the floor are brown and faded. They are
surprisingly still soft, though, providing a good spot to sit down and
relax.
~
A
~
stack dirty clothes~
if( rflag( reset2, room ) ) {
remove_rflag( reset2, room );
obj_to_char( oload( 2700 ), ch );
act_tochar( #parch, ch );
act_notchar( #nparch, ch );
}
else
act_tochar( #nada, ch );
~
E
parch~
You search the stack of dirty clothes and find something.
~
E
nparch~
$n searches the stack of clothes and gets something.
~
E
nada~
You search the stack, but find nothing of use.
~
!
9 0 0
1864 9 1509949540 3 0
-1
S
#66003
Inside a Tent~
Several reindeer skins carpet the floor of this bare tent. On top of
them are half-eaten chunks of meat and empty waterskins. The four wooden
poles that give this tent support appear worn and fragile, as evidenced
by the wooden chips which lie on the ground. You can go back out by
leaving westward.
~
~
301465604 0 5 0
D3
tent flap~
tent flap west~
131 -1 66001 10 10 5
E
floor reindeer skins~
The reindeer skins which cover the floor are brown and faded. They are
surprisingly still soft, though, providing a good spot to sit down and
relax.
~
E
wooden poles~
The poles stand about twelve feet high, but wobble when the wind from the
outside beats against the tent. Quite a few holes have formed in them,
perhaps from termites or some other creature gnawing on them.
~
A
search take~
reindeer skins floor wooden poles chips~
act_tochar( #fake, ch );
act_notchar( #nfake, ch );
~
E
fake~
You search around, but can't find anything of great interest.
~
E
nfake~
$n searches around the tent, but comes up with nothing.
~
!
0 0 0
1864 9 1509949540 3 0
-1
S
#66004
East of a Bonfire~
It is quite warm here due to the bonfire to the west. You can actually
see some soil as parts of the icy ground have melted away. Heading west
would lead to the center of a camp. To the east lies a cleared path,
away from this pleasant warmth.
~
[Merior] why does knife glow?
~
301465600 2 6 0
D1
~
~
0 -1 66013 10 10 5
D3
~
~
0 -1 66000 10 10 5
E
soil~
The soil, peeking its way from the melting snow and ice, appears brown
and soggy. Perhaps something could grow on it had the climate not been
so harsh.
~
1865 9 1509949540 3 0
-1
S
#66005
North of a Bonfire~
A wooden flagpole lies here, entrenched in the soggy soil. Surrounding
the flagpole are large footprints and empty broken bottles. To the east
and west are deerskin tents. To the south is a brightly burning bonfire.
To the north, a narrow walkway has been cleared.
~
~
301465600 2 7 0
D0
~
~
0 -1 66011 10 10 5
D1
tent flap~
tent flap east~
131 -1 66009 10 10 5
D2
~
~
0 -1 66000 10 10 5
D3
tent flap~
tent flap west~
131 -1 66007 10 10 5
E
deerskin tents~
Thick brown skin from reindeer cover the rectangular tents, providing
some protection from the harsh, cold climate. Four wooden poles firmly
planted into the frozen ground support each tent.
~
E
wooden flag pole~
The wooden pole stretches 20 feet into the air. The flag is made of
animal skin, and as it waves in the air, you can see an emblem of a
@csilver@n-colored lightning bolt.
~
A
~
~
send_to_room( #wave, room );
~
E
wave~
The flag waves vigorously in the air above.
~
!
2 800 0
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-1
S
#66006
Inside a Tent~
This tent is a little larger and warmer than the others. The first thing
that comes to your attention is the strong, rotten stench, making you
wonder how anyone could remain here for too long. Dried @Rblood@n droplets
stain the floor. Lying disheveled and in total disarray are the
butchered remains of several creatures. A towering stack of wolf,
reindeer, and aurochs skin stands in one corner, but appears ready to
topple over at any moment. You can go back out by leaving northward.
~
[Merior] other barbarians could have some skins at real low repop too
made it so barbarians can now pop them and the skins can be sold to
Briddle on the path here, too
[Jyhad] aurochs
~
301465604 0 6 0
D0
furred tent flap~
furred tent flap north~
131 -1 66001 10 10 5
E
towering stack corner~
The stack contains freshly skinned animals, with occasional @Rblood@n
dripping down the many layers. Gray wolf skin, brown reindeer skin, and
white aurochs skin have been violently disemboweled and tossed carelessly
into the pile.
~
A
~
towering stack corner~
act_tochar( #nada, ch );
~
E
nada~
You start to search through the towering stack of skins, but think better
of it -- don't want the stack to fall on top of you now do we?
~
!
9 0 0
1866 9 1509949540 3 0
949 49 1509949540 -1 0
2761 81 1509949444 -1 0
41 81 1509949450 -1 0
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-1
S
#66007
Inside a Tent~
Several enormous fur wraps carpet the floor. Nestled on top and between
them are many empty and half-empty waterskins of mead. A few bowls and
spoons lie scattered about. @rBlood-stained@n leggings and sleeves are
stacked in a huge pile in a corner of the cramped tent. You can go back
out by leaving eastward.
~
[Merior] i presume parchment is used for something... will wait and see
parchment is invitation to give to guard to enter stone building
[Merior] also, resilience name is not best - but i'm awful thinking of
names ;)
~
301465604 0 5 0
D1
tent flap~
tent flap east~
131 -1 66005 10 10 5
E
fur wraps floor~
Many fur wraps cover the floor, making it pretty comfortable to rest here.
The fur is a dark shade of brown and exceptionally soft.
~
E
huge pile~
The pile stands almost five feet high in the air and smells pretty
wretched. Layers upon layers of dirty sleeves and leggings have gathered
there -- over quite some time it seems.
~
E
few bowls spoons~
Scattered about, the grayish stone bowls remain uncleaned. Several mud
clumps stain the rims of the bowls.
~
A
search~
fur wraps floor leggings sleeves huge pile corner~
act_tochar( #fake, ch );
act_notchar( #nfake, ch );
~
E
fake~
You search around, but can't find anything of interest.
~
E
nfake~
$n searches around the tent, but comes up with nothing.
~
!
0 0 0
A
search~
bowls~
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( random( 3, 10 ) == 7 ) {
act_tochar( #bowl, ch );
act_notchar( #nbowl, ch );
obj_to_char( oload( 158 ), ch );
}
else
act_tochar( #nada, ch );
}
else
act_tochar( #nada, ch );
~
E
bowl~
You search the tent and come up with a bowl in reasonable condition.
~
E
nbowl~
$n searches the tent and finds a bowl in nice condition.
~
E
nada~
You look around, but see no bowl worth taking.
~
!
0 0 0
1864 9 1509949540 3 0
-1
S
#66008
Prisoner Chamber~
Made from rough, cut stone blocks, this chamber is extremely small.
Barely four feet wide, rusty iron chains and sets of shackles hang
loosely from the walls. A layer of rotten hay covers the floor and has
been pushed into the shape of a small pallet. A crude iron brazier is
mounted to the south wall, providing the chamber with barely enough
illumination to see by.
~
~
301465604 0 9 0
D2
stone block~
stone block~
203 -1 66066 10 10 5
E
rusty chains set shackles~
Hanging from the wall are several lengths of iron chains. Many of the
chains are half-eaten through with rust. Fastened to the ends of some of
the chains are thick but crude shackles.
~
E
rotten hay floor pallet~
Covering the floor is a layer of hay. Dirty and damp, the hay has begun
to rot and has a peculiar smell to it. Some of the hay has been gathered
into a pallet and looks to have been recently slept in.
~
A
~
~
if( !rflag( reset0, room ) ) {
act_tochar( #step, ch );
act_notchar( #rstep, ch );
set_rflag( reset0, find_room( 66008 ) );
remove_rflag( reset0, find_room( 66066 ) );
continue;
}
else
continue;
~
E
step~
As you walk through the threshold, you feel something crunch beneath your
foot.
~
E
rstep~
You hear the crunch of stone beneath $n's foot as $e walks though the
threshold.
~
E
close~
A block of stone rises from the ground, sealing off the chamber.
~
!
3 0 4
894 9 1509949540 3 0
-1
S
#66009
Inside a Tent~
This tent is rather narrow and sparsely furnished. Several wolf skins
carpet the floor, providing some warmth to the tent. Empty stone bowls
and half-empty glass bottles are gathered in one corner. Lingering in
that corner is the unmistakable smell of stale alcohol. A flat circular
stone serving as a table rests at another corner, with dirty parchments
arranged on top of it. You can go out by heading westward.
~
~
301465604 0 5 0
D3
tent flap~
tent flap west~
131 -1 66005 10 10 5
E
dirty parchments~
Alcohol seems to have been spilled on the parchments, making it difficult
to make out all of the sketches. Some of the drawings show great battles
with fearsome beasts, while others depict people dancing and frolicking
around a fire.
~
E
flat circular stone table~
The stone is gray and carved into an uneven cylinder. It's about four
feet in diameter, with alcohol staining the edges.
~
E
wolf skins carpet floor~
The wolf skins are pretty wide, and its gray color is somewhat faded due
to constant treading by whomever lives here. The fur is still thick and
appealing, however.
~
E
stone bowls glass bottles~
Cluttered in the corner, the grayish stone bowls lie uncleaned. Several
dried mud clumps stain the rims of the bowls. The strong smell of
alcohol can be detected from the glass bottles which have only been
partially drunk.
~
A
search~
wolf skins floor table dirty parchments~
act_tochar( #fake, ch );
act_notchar( #nfake, ch );
~
E
fake~
You search around, but find nothing of great interest.
~
E
nfake~
$n searches around the tent, but comes up with nothing.
~
!
0 0 0
A
search~
stone bowls~
if( rflag( reset2, room ) ) {
remove_rflag( reset2, room );
if( random( 1, 7 ) == 7 ) {
act_tochar( #bowl, ch );
act_notchar( #nbowl, ch );
obj_to_char( oload( 158 ), ch );
}
else
act_tochar( #nada, ch );
}
else
act_tochar( #nada, ch );
~
E
bowl~
You search the corner, and come up with a bowl in nice condition.
~
E
nbowl~
$n searches the corner and gets a bowl.
~
E
nada~
You look around, but see no bowls worth getting.
~
!
0 0 0
A
search~
glass bottles~
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( random( 1, 7 ) == 7 ) {
act_tochar( #bott, ch );
act_notchar( #nbott, ch );
obj_to_char( oload( 24 ), ch );
}
else
act_tochar( #nada, ch );
}
else
act_tochar( #nada, ch );
~
E
bott~
You search the corner and take a glass bottle.
~
E
nbott~
$n searches the corner and takes a glass bottle.
~
E
nada~
You look around, but see no bottle worth taking.
~
!
0 0 0
1864 9 1509949540 3 0
-1
S
#66010
West of a Bonfire~
Newly cleaned laundry hangs between two wooden poles here, giving off a
distinct but pleasant scent. Ever so gently, the garments sway back and
forth along the clothesline. The bonfire to the east seems to provide
just enough heat to dry the clothes. The view to the west is
awe-inspiring, offering a panoramic view of the snow-peaked mountains.
Two tents are north and south of you, but you see no apparent way to
enter them from here.
~
[Jyhad] can I search the twigs?
[Jyhad] argh, wrong room :P
~
301465600 2 6 0
D1
~
~
0 -1 66000 10 10 5
E
tents~
Thick brown deerskin cover the rectangular tents, providing some
protection from the harsh, cold climate. Four wooden poles planted
firmly in the frozen ground support each tent.
~
E
clothes clothesline garments laundry~
Furred armor, leggings, and sleeves hang to dry upon a rope made from the
gut of some animal. The clothes are still damp, and some @rred blood@n
stains still remain, despite the washing.
~
E
bonfire fire~
The bonfire blazes wildly to the east of you, generating enough heat to
warm the area. Smoke clouds seem to pour from it, and some of it escapes
into your eyes and nose.
~
E
view snow-peaked mountains~
The view is magnificent to behold. You can gaze many mountains, capped
in ivory white. They soar into the heavens and dwarf everything else
around it. A thick fog resides below the mountains, obstructing any view
of things below.
~
A
get grab take~
laundry clothes garments~
act_tochar( #fake, ch );
~
E
fake~
You start to grab the clothes, but decide they're still too cold and wet
to be of use.
~
!
0 0 0
1863 9 1509949540 3 0
-1
S
#66011
In Front of a Strange Tent~
To the north of you lies an odd-looking tent made of hides of many
different creatures. The ground here is totally free of any ice or snow.
Many feet of snow have been shovelled into thick piles to the east and
west, making it difficult to head in those directions. The rest of the
camp lies south of here.
~
[Merior] why spread ashes? not open tent? odd choice of words
It's part of thing you need to figure out in order for tent to open
need to spread ashes of the slain barbarian so the shaman will let you in
hint to use spread in color in dirty parchment in one of the tents
~
301465600 2 6 0
D0
tent flap~
flap north~
219 -1 66012 10 10 5
D2
~
~
0 -1 66005 10 10 5
E
strange odd-looking tent north~
This medium-sized tent has several drawings depicting strange events
along its exterior. One image is of a person being struck by lightning
from the heavens. The next image is of a person kneeling down and
sacrificing a body into a large fire. The last image is of the body
emerging from the fire and floating in mid-air. The words 'Ashes to
ashes' are scrawled at the top.
~
A
spread throw toss~
ashes north n tent pile~
if( is_open( room, north ) )
act_tochar( #open, ch );
else
if( has_obj( 2682, ch ) ) {
obj = has_obj( 2682, ch );
junk_obj( obj, 1 );
act_tochar( #ash, ch );
act_notchar( #nash, ch );
wait( 2 );
send_to_room( #fly, room );
wait( 2 );
send_to_room( #clear, room );
open( room, north );
}
else {
continue;
act_tochar( #nada, ch );
}
~
E
open~
The tent flap to the north is already open.
~
E
ash~
You carefully spread the pile of ashes before the odd-looking tent.
~
E
nash~
$n carefully spreads the pile of ashes before the odd-looking tent.
~
E
clear~
The odd-looking tent's flap mysteriously opens!
~
E
nada~
You do not have that item.
~
E
fly~
The ashes rise into the air and gently dissolve into nothingness.
~
!
0 0 0
A
open~
odd-looking tent north n~
if( !is_open( room, north ) )
act_tochar( #cant, ch );
else
act_tochar( #nada, ch );
~
E
cant~
You attempt to open the odd-looking tent's flap, but a magical barrier
seems to prevent you from doing so.
~
E
nada~
The odd-looking tent's flap is already open.
~
!
0 0 0
-1
S
#66012
Inside a Strange Tent~
The intoxicating smell of burning incense engulfs this room. Standing
menacingly at the center is an altar to some barbarian god. Piles of
herbs, potions, and parchments lie in disarray at one corner of the tent.
A pile of thick deerskin clutters another corner, perhaps providing a
place to sleep for this tent's inhabitant. You can head out by opening
the tent flap to the south.
~
~
301465604 0 5 0
D2
tent flap~
tent flap south~
219 -1 66011 10 10 5
E
altar god statue~
The altar contains a bowl filled with burning incense and a silver statue
of a powerfully-built, bearded man. He is wearing a horned helm and is
wielding a thickly-bladed battle axe. In his other hand is a lightning
bolt, positioned as though he is ready to hurl it at someone.
~
E
pile thick deerskin~
The pile is stacked about a foot high and consists of soft deerskin. It
looks rather comfortable and inviting.
~
A
get take~
burning inc ince incen incens incense~
act_tochar( #pain, ch );
act_notchar( #npain, ch );
dam_message( ch, 3d5+40, "The statue's chop" );
inflict( ch, mob, 3d5+40, "The statue's chop" );
if( rflag( reset2, room ) ) {
remove_rflag( reset2, room );
i = random( 1, 10 );
if( i == 2 ) {
act_tochar( #get, ch );
act_notchar( #nget, ch );
obj_to_char( oload( 1065 ), ch );
end;
}
if( i == 5 ) {
act_tochar( #get, ch );
act_notchar( #nget, ch );
obj_to_char( oload( 1047 ), ch );
end;
}
if( i == 8 ) {
act_tochar( #get, ch );
act_notchar( #nget, ch );
obj_to_char( oload( 1058 ), ch );
end;
}
else {
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
}
}
else {
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
}
~
E
pain~
As you try to grab the incense from the altar, the statue comes alive and
attacks your hand.
~
E
npain~
As $n attempts to grab the incense from the altar, the statue comes alive
and attacks $n's hand.
~
E
get~
You manage to get a stick of incense from the altar.
~
E
nget~
$n manages to get a stick of incense from the altar.
~
E
nada~
You are unable to get the incense.
~
E
nnada~
$n appears unable to get the incense.
~
!
0 0 0
A
open~
south s tent flap~
if( !is_open( room, south ) ) {
act_tochar( #open, ch );
act_notchar( #nopen, ch );
open( room, south );
}
else
act_tochar( #nada, ch );
~
E
open~
You open the tent flap to the south.
~
E
nopen~
$n opens the tent flap to the south.
~
E
nada~
The tent flap is already open.
~
!
0 0 0
1867 9 1509949540 3 0
-1
S
#66013
Frozen Path~
Snow and ice have been cleared to form a trail heading east and west.
The massive, 25 foot high mounds of snow to the north and south of you
loom precariously, threatening to bury you in it at any second. You
might want to continue on quickly.
~
[Merior] you want this corpse to be gettable every reset?
yep, need to throw it in the bonfire to get ashes to spread in front of
the shaman's tent to kill him each reset
~
301465600 2 6 0
D1
~
~
0 -1 66014 10 10 5
D3
~
~
0 -1 66004 10 10 5
E
massive mounds snow~
Trying to avoid the falling ice, you almost miss noticing what appears to
be a frozen arm sticking out of the snow mound. The snow must have
buried the hapless person within it during a recent avalanche.
~
A
~
~
loop( all_in_room ) {
act_tochar( #ice, rch );
dam_message( rch, 2d5+5, "The falling ice" );
inflict( rch, mob, 2d5+5, "The falling ice" );
}
~
E
ice~
The snow mounds begin to tremble.
~
!
2 750 0
A
dig get~
arm snow mounds~
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
obj_to_room( oload( 2699 ), room );
act_tochar( #cor, ch );
act_notchar( #ncor, ch );
}
else {
act_tochar( #nada, ch );
act_notchar( #nnada, ch );
}
~
E
cor~
You carefully dig through the snow and discover a frozen corpse.
~
E
ncor~
$n digs through the snow and uncovers a frozen corpse.
~
E
nada~
You dig through the snow, but can't seem to clear enough of it.
~
E
nnada~
$n digs through the snow, but seems unable to clear enough of it.
~
!
0 0 0
1602 17 1509949515 -2 0
-1
S
#66014
Frozen Path~
The ground is mostly frozen here. You can make out some footprints,
suggesting that some creatures have passed by often. Towering mountains
loom to the south, while thick mounds of snow lie north of you. The
frozen trail continues west, while the path to the east is blocked by a
heap of solid ice.
~
~
301465600 2 6 0
D1
heap of ice~
heap ice east~
251 -1 66058 10 10 5
D3
~
~
0 -1 66013 10 10 5
E
thick mounds snow~
The snow has been dug and dumped into several mounds of snow to the north.
The mounds rise 25 feet into the air, dwarfing your presence.
~
E
towering mountains~
The mountains seem larger from this vantage point. Their snow-capped
peaks and triangular shape form a ridge-like pattern, like white-tipped
spears piercing across the landscape.
~
E
footprints~
Several footprints the size of a large human, and many little hoofprints
can be barely noticed along the frozen ground.
~
A
dig~
heap solid ice east e~
if( !is_open( room, east ) ) {
act_tochar( #open, ch );
act_notchar( #nopen, ch );
open( room, east );
}
else
act_tochar( #nada, ch );
~
E
open~
After a lot of effort, you manage to clear the heap of ice.
~
E
nopen~
$n manages to dig a path eastward.
~
E
nada~
The heap of ice has already been cleared.
~
!
0 0 0
A
l look~
heap solid ice east e~
if( !is_open( room, east ) )
act_tochar( #block, ch );
else
act_tochar( #clear, ch );
~
E
block~
The pile of ice seems to have formed instantaneously there. With enough
effort, you might be able to clear it and continue onward.
~
E
clear~
The heap of ice has been cleared, allowing passage eastward.
~
!
0 0 0
-1
S
#66040
In Front of a Stone Edifice~
To the north of you stands a large, ancient, gray-stoned building which
seems to protrude from the mountains to the far north of you. It is
rectangular in shape, and its top is covered in snow. A giant,
boulder-like object seems to serve as the entrance. Two leafless bushes
covered in icicles are positioned before the entrance, as though guarding
it. The snow has been cleared into a large mound to your west,
preventing further passage there.
~
[Rebekka] one person having parchment should let whole group in
~
301465600 2 8 0
D0
stone door~
stone door north~
211 -1 66062 10 10 5
D1
~
~
0 -1 66042 10 10 5
D2
~
~
0 -1 66058 10 10 5
E
giant boulder-like object entrance~
The giant boulder stands about 10 feet high and looks very thick and
solid. There seems to be no keyhole nor any obvious way to open it.
~
E
large ancient gray-stoned building~
This building spans most of your view of the north. It seems to be
constructed out of a dull gray stone which strangely, has not eroded much
despite the harsh weather.
~
E
leafless bushes~
Two bushes sit in front of the building's entrance. You can see the
light-brown of the wood encased within two inches of ice. The bushes are
surprisingly tall, about four feet high, and probably grow berries during
the warmer time of the year.
~
E
large mound~
The entrance to the building has been cleared of snow, and someone must
have cleared the snow into a large mound to the west. The mound stands
over 15 feet high, too high dig through.
~
A
~
0~
if( mob_in_room( 1900, room ) )
act_tochar( #stop, ch );
else continue;
~
E
stop~
The guard will not let you pass unless you have an invitation.
~
!
3 0 1
A
open move push~
giant boulder-like object entrance north n~
if( !is_open( room, north ) ) {
if( find_stat( ch, str ) > 19 ) {
act_tochar( #open, ch );
act_notchar( #nopen, ch );
open( room, north );
}
else {
act_tochar( #cant, ch );
act_notchar( #ncant, ch );
}
}
else
act_tochar( #nada, ch );
~
E
open~
You strain with all your @cmight@n, finally managing to push open the
entrance.
~
E
nopen~
$n strains with all $s @cmight@n, finally able to muscle open the
entrance.
~
E
cant~
You strain with all your might, but are unable to open the entrance.
~
E
ncant~
$n strains with all $s might, but is unable to open the entrance.
~
E
nada~
The entrance to the stone building is already open.
~
!
0 0 0
1900 9 1509949540 3 0
-1
S
#66042
A Frozen Clearing~
A few partially frozen tree logs lie haphazardly here. Placed on top of
them are what appears to be freshly cut tree limbs. A large boulder that
is remarkably cleared of snow rests beside the wood, offering you a place
to rest your aching muscles while examining your surroundings. The view
to the east is breath taking. You can see the mountain tops and peering
below it, is a partially frozen stream.
~
~
301465600 2 9 0
D2
~
~
0 -1 66052 10 10 5
D3
~
~
0 -1 66040 10 10 5
E
freshly cut tree limbs logs~
The tree limbs rest in a neat pile. Judging by the lack of ice on their
thick brown bark, these branches have been recently chopped. Someone
must have brought them since no trees can be seen anywhere near here.
~
E
view~
The mountain tops form a ridge-like pattern, like snow-tipped triangles.
Gazing below them, you see a rippling stream that from this distance,
looks like a silver worm wrapping the base of the mountains.
~
1863 9 1509949540 3 0
2535 17 1509949540 -2 0
-1
S
#66052
A Frozen Clearing~
The air here is paper thin, making it difficult to breathe. All around
is a treeless, icy wonderland. The ground is blanketed in a brilliant
white, although a few frozen twigs have poked their way to the surface.
Thick sheets of cold air swirl around lifting with them loose pieces of
snow, thus making it almost impossible to see your own feet.
~
[Lansharra] hmm...does the wind do damage? it ought to :P
~
301465600 2 9 0
D0
~
~
0 -1 66042 10 10 5
D1
~
~
0 -1 66067 10 10 5
D2
~
~
0 -1 66061 10 10 5
D3
~
~
0 -1 66058 10 10 5
E
frozen twigs~
These twigs have been frozen within two inches of clear ice. They're
probably from some bush or other plant that grows here, when or if it's
not so cold.
~
A
~
~
send_to_room( #arc, room );
~
E
arc~
The arctic winds pound against your face and body.
~
!
2 900 0
1865 9 1509949540 3 0
-1
S
#66055
A Frozen Clearing~
The chilly air continues to numb your face. Fierce winds have created
many hills of snow all around you. A snowy patch that's a little higher
than the others appears to be covering something. You can see the
snow-white peaks of the mountains filling the horizon to the west and
south of you.
~
~
301465600 2 9 0
D0
~
~
0 -1 66058 10 10 5
D1
~
~
0 -1 66061 10 10 5
E
snowy patch~
Upon closer inspection, you notice the frozen skull of a cow-like
creature, most likely that of an auroch which roam these areas. A few
sharp cuts can be detected. It's obvious whoever killed it is skilled at
hunting them.
~
E
peaks mountains horizon west w south s~
The mountains appear rather small across the distant horizon, like
upside-down cones frosted with gleaming-white cream.
~
A
take search get~
frozen skull cow-like patch~
act_tochar( #fake, ch );
act_notchar( #nfake, ch );
~
E
fake~
You attempt to take the frozen skull, but it seems to be buried too deep
within the snow.
~
E
nfake~
$n attempts to take the frozen skull but fails.
~
!
0 0 0
1865 9 1509949540 3 0
-1
S
#66058
A Frozen Clearing~
Small, ice-covered twigs litter the snowy ground. A few of them hit your
knees as the powerful winds carry them into the air. To the distant
north stands a building constructed out of grayish stone. A large heap
of ice blocks passage to the west.
~
~
301465600 2 9 0
D0
~
~
0 -1 66040 10 10 5
D1
~
~
0 -1 66052 10 10 5
D2
~
~
0 -1 66055 10 10 5
D3
heap of ice~
heap ice west~
251 -1 66014 10 10 5
E
distant grayish stone building~
You can make out a building far north of you. Its outline is a
distinctive rectangular shape and its color a dull gray.
~
E
small ice-covered twigs snowy ground~
These twigs have been frozen within two inches of clear ice. They're
probably from some bush or other plant that grows here, when or if it's
not so cold.
~
A
dig~
large heap ice west w~
if( !is_open( room, west ) ) {
act_tochar( #open, ch );
act_notchar( #nopen, ch );
open( room, west );
}
else
act_tochar( #nada, ch );
~
E
open~
After a lot of effort, you manage to clear the heap.
~
E
nopen~
$n manages to clear a path westward.
~
E
nada~
The heap of ice has already been cleared.
~
!
0 0 0
A
l look~
large heap ice west w~
if( is_open( room, west ) )
act_tochar( #clear, ch );
else
act_tochar( #block, ch );
~
E
clear~
The large heap of ice has been cleared, allowing passage westward.
~
E
block~
A tall, partially frozen heap of ice obstructs movement westward. With
enough effort, however, you might be able to dig through it to see if
anything lies beyond the heap.
~
!
0 0 0
1602 17 1509949540 -2 0
-1
S
#66061
A Frozen Clearing~
You notice that you have to breathe in deeper as it has become arduous to
stay conscious here. Scattered along the milky-white ground are frozen
pebbles and some tracks in the snow the size of a large human. You can
see very little else save for more snow to the east, north, and west of
you. To the south, however, you can glimpse magnificent mountain peaks.
~
~
301465600 2 9 0
D0
~
~
0 -1 66052 10 10 5
D1
~
~
0 -1 66068 10 10 5
D3
~
~
0 -1 66055 10 10 5
E
tracks ground~
The tracks are almost two feet long and a few inches deep. They bear
remarkable resemblance to those of a large human. It's likely someone
has passed by here recently.
~
E
mountain peaks~
The mountains appear rather small across the distant horizon, like
upside-down cones frosted with gleaming-white cream.
~
1602 17 1509949540 -2 0
-1
S
#66062
Inside a Meeting Hall~
The warmth in here offers a refreshing respite from the arctic air
outside. The floors are carpeted with thick brown deer skins. Banners
with the silver lightning bolt emblem painted on them hang from the
rafters above you. A large, round wooden table sits prominently at the
center of the room. You can continue through the archways to the north,
east, and west; or head south to the chill of the outside.
~
~
301465612 0 7 0
D0
~
~
0 -1 66063 10 10 5
D1
~
~
0 -1 66065 10 10 5
D2
stone door~
stone door south~
211 -1 66040 10 10 5
D3
~
~
0 -1 66064 10 10 5
E
large round wooden table center~
The polished table appears to be able to fit eight large humans around it.
Scattered upon its smooth surface are various parchments and scrolls, as
well as bits of meat and mostly empty bottles of beer. Displayed across
the middle of the table is an elaborately painted map of the surrounding
areas.
~
E
banners rafters~
The @Yyellow@n banners droop down about five feet. They still look new,
their color unfaded. Not a single tear nor scratch can be detected. The
silver lightning bolts painted on the banners seem to glow, as if on
their own...
~
E
floors thick brown deer skins~
The reindeer skins which cover the floor are brown and faded. They are
surprisingly still soft, providing comfort when walking or resting upon
them.
~
E
map~
The map spans half of the table's length and width. Made of animal hide,
it details most of the surrounding area. The northern and western
mountain range, the deep eastern valley, and a large cylindrical tower at
the south surround the stone building, which is painted at the center.
~
A
open pull~
south s stone door~
if( !is_open( room, south ) ) {
act_tochar( #open, ch );
act_notchar( #nopen, ch );
open( room, south );
}
else
act_tochar( #nada, ch );
~
E
open~
You pull real hard and manage to open the stone door to the south.
~
E
nopen~
$n manages to open the stone door to the south.
~
E
nada~
The stone door is already open.
~
!
0 0 0
2714 17 1509949540 -2 0
-1
S
#66063
Inside a Meeting Hall~
The northern section of the hall is perhaps the grandest. Carpeting the
floor are gray wolf skins lined with silk. A magnificent tapestry
depicting an enormous, bearded man with @mcrimson@n eyes hangs on the
northern wall. Two torches bracket this tapestry. Lifeless heads of
reindeer, aurochs, and wolves are mounted on the western and eastern
walls. Dangling from the ceiling are silver beads in the shape of
lightning bolts. Thick, silvery wolf skins cover a large couch which
rests at the center of the room upon a sloped platform. You can leave
through the archway to the south.
~
~
301465605 0 6 0
D0
tapestry~
tapestry north~
235 -1 66066 10 10 5
D2
~
~
0 -1 66062 10 10 5
E
magnificent tapestry enormous bearded man crimson eyes~
The woven design of the man is exceedingly realistic, as though the image
is staring straight at you. You think you see it moving a little, as
though it is covering something behind it.
~
A
move~
magnificent tapestry~
if( !is_open( room, north ) ) {
if( !mob_in_room( 1869, room ) ) {
act_tochar( #move, ch );
act_notchar( #nmove, ch );
open( room, north );
}
else
act_tochar( #cant, ch );
}
else
act_tochar( #nada, ch );
~
E
move~
You move the tapestry aside, revealing a secret passage.
~
E
nmove~
$n moves the tapestry aside, revealing a secret passage.
~
E
nada~
The tapestry has already been moved.
~
E
cant~
You think about moving the tapestry but realize the chief will detect you
if he sees the tapestry moving.
~
!
0 0 0
A
~
~
if( mob_in_room( 1869, room ) )
act_tochar( #cant, ch );
else
continue;
~
E
cant~
The barbarian chief is blocking your way north.
~
!
3 0 1
1869 9 1509949540 3 0
2711 17 1509949540 -2 0
-1
S
#66064
Inside a Meeting Hall~
The western section of the hall is neatly furnished. Lining the northern
and southern walls are fine tapestries which depict the barbarians in
various states of defeating an immense white dragon. The floors are
carpeted in thick brown deer skins, and a few couches covered with gray
wolf skins are placed on top of them. You can leave through the archway
to the east.
~
~
301465604 0 6 0
D1
~
~
0 -1 66062 10 10 5
E
fine tapestries~
One tapestry depicts several barbarians luring a fearsome-looking dragon
away from its den while a couple of barbarians are on top of it, chopping
at the dragon's neck. Another tapestry shows the dragon chewing on a
barbarian while stepping on a few others. A third tapestry shows @csilver@n
bolts of lightning from the heavens striking down the dragon. The last
tapestry shows the barbarians celebrating, carrying the corpse of the
dragon above their heads.
~
E
floors thick brown deer skins~
The reindeer skins which cover the floor are brown and faded. They are
surprisingly still soft, providing comfort when walking or resting upon
them.
~
1868 9 1509949540 3 0
2710 17 1509949540 -2 0
2710 17 1509949540 -2 0
-1
S
#66065
Inside a Meeting Hall~
The eastern section of the hall is not as tidy as the rest of the
building. Dust and cobwebs have crept up in the corners of the room.
The thick brown deerskins that carpet the floor are wet and crinkled.
Hanging upon the northern and southern walls are tapestries which depict
proud-looking, bearded men. Two couches covered in gray wolf skin have
been placed at the center of the room. You can leave through the archway
to the west.
~
~
301465604 0 6 0
D3
~
~
0 -1 66062 10 10 5
E
tapestries proud-looking bearded men~
These tapestries present some bearded men in various poses. One shows a
muscular man with thick, bushy eyebrows waving an axe over his head in a
victory pose. Another shows a @yyellow@n-bearded man stomping his foot
on a slain auroch. A third shows an @rauburn@n-haired, @bblue@n-eyed man
pointing at something to his west. The last one shows a @ggreen@n-eyed,
hulking man screaming in celebration.
~
1868 9 1509949540 3 0
2710 17 1509949540 -2 0
2710 17 1509949540 -2 0
-1
S
#66066
A Barbarian Treasure Room~
You are in what appears to be the barbarians' storage room. The air is
thick and warm here from an undiscernable source. Fine silk and many
hand-woven tapestries are stacked in a neat pile at the corner of the
room. Round wooden barrels, most likely containing alcohol, rest against
the damp, stone walls. The back of a tapestry hangs on the southern wall.
~
~
301465604 0 6 0
D0
stone block~
stone block~
203 -1 66008 10 10 5
D2
tapestry~
tapestry south~
235 -1 66063 10 10 5
E
fine silk hand-woven pile~
The tapestries and silk have been neatly organized into a pile in the
corner. The silk feels smooth and delicate, while the tapestries are
exquisite. Most of them depict muscular men, wild animals, and
picturesque landscapes.
~
E
tapestry~
You can tell the tapestry has been well-crafted, even from its back, by
the skilled needlework and unblemished colors.
~
E
stone walls~
The walls are moist and humid. When touched, they seem to give off heat,
but from no apparent source.
~
A
move~
tapestry south s~
if( !is_open( room, south ) ) {
act_tochar( #move, ch );
act_notchar( #nmove, ch );
open( room, south );
}
else
act_tochar( #nada, ch );
~
E
move~
You move the tapestry to the south.
~
E
nmove~
$n moves the tapestry to the south.
~
E
nada~
The tapestry has already been moved.
~
!
0 0 0
A
inspect~
A closed furred wooden chest~
i = random( 3, 9 );
if( find_skill( ch, inspect ) > i ) {
act_tochar( #disc, ch );
act_notchar( #ndisc, ch );
}
else
act_tochar( #fail, ch );
~
E
disc~
You carefully inspect the chest and discover a small wire beneath the
keywhole which serves as a trap.
~
E
ndisc~
$n carefully inspects the chest, and signals to everyone that it's
trapped.
~
E
fail~
You see nothing unusual.
~
!
0 0 0
A
untrap disarm~
A closed furred wooden chest~
if( rflag( reset0, room ) ) {
i = random( 4, 12 );
act_tochar( #try, ch );
act_notchar( #ntry, ch );
if( find_skill( ch, untrap ) > i ) {
remove_rflag( reset0, room );
act_tochar( #done, ch );
act_notchar( #ndone, ch );
}
else {
act_tochar( #fail, ch );
act_notchar( #nfail, ch );
act_room( #hurt, ch );
loop( all_in_room ) {
if( is_player( rch ) ) {
dam_message( rch, 3d5+40, "A sharp, poison-tipped dart" );
inflict( rch, mob, 3d5+40, "sharp, poison-tipped dart" );
poison( rch );
}
}
}
}
else
act_tochar( #noneed, ch );
~
E
try~
You cautiously attempt to untrap the chest.
~
E
ntry~
$n cautiously attempts to untrap the chest.
~
E
done~
You successfully untrap the chest!
~
E
ndone~
$n successfully untraps the chest!
~
E
fail~
You leap back realizing you accidentally set off the trap!
~
E
nfail~
$n leaps back in terror!
~
E
hurt~
@RSharp, poison-tipped darts start flying out of the chest!@n
~
E
noneed~
The trap has already been disarmed.
~
!
0 0 0
A
pick unlock~
A closed furred wooden chest~
if( rflag( reset0, room ) ) {
act_tochar( #try, ch );
act_notchar( #ntry, ch );
act_tochar( #dumb, ch );
act_room( #hurt, ch );
loop( all_in_room ) {
if( is_player( rch ) ) {
dam_message( rch, 3d5+40, "A sharp, poison-tipped dart" );
inflict( rch, mob, 3d5+40, "sharp, poison-tipped darts" );
poison( rch );
}
}
}
else
continue;
~
E
try~
You attempt to pick open the chest.
~
E
ntry~
$n attempts to pick open the chest.
~
E
dumb~
Suddenly you realize that the chest is still trapped!
~
E
hurt~
@RSharp, poison-tipped darts start flying out of the chest!@n
~
!
0 0 0
A
1 look~
round barrels~
if( rflag( reset0, find_room( 66008 ) ) )
act_tochar( #no, ch );
else
act_tochar( #desc, ch );
~
E
no~
The barrels look like they can contain many liters of alcohol. A few
drops of it drip from the spout near the base of the barrels, leaving a
small puddle there.
~
E
desc~
The barrels look like they can contain many liters of alcohol. A few
drops of it drip from the spout near the base of the barrels, leaving a
small puddle there. Behind one of the barrels, against the north wall,
there is a notch in the stone.
~
!
0 0 0
A
1 look~
1 north notch~
if( rflag( reset0, find_room( 66008 ) ) )
continue;
else
act_tochar( #desc, ch );
~
E
desc~
Along the north wall, behind one of the barrels, there is a notch in the
stone. The small, stony divot looks to be depressible.
~
!
0 0 0
A
touch depress press~
notch stone divot~
if( rflag( reset0, find_room( 66008 ) ) )
continue;
else {
act_tochar( #press, ch );
act_notchar( #rpress, ch );
wait( 2 );
open( room, north );
send_to_room( #open, room );
send_to_room( #open2, find_room( 66008 ) );
}
~
E
press~
You press your hand upon the notch in the stone and it sinks into the
wall.
~
E
rpress~
$n presses $s hand against the northern wall.
~
E
open~
A stone block sinks into the floor, revealing a hidden chamber to the
north.
~
E
open2~
A way opens up to the south as one of the stone blocks in the wall sinks
into the ground.
~
!
0 0 0
A
~
~
if( rflag( reset2, find_room( 66008 ) ) ) {
remove_rflag( reset2, room );
wait( 2 );
send_to_room( #close, room );
send_to_room( #close, find_room( 66008 ) );
close( room, north );
}
~
E
close~
A block of stone rises to seal off the chamber.
~
!
1 0 1
2679 49 1509949540 -2 0
2675 81 1509949444 -2 0
16 81 1509949465 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
2 81 1509949480 -2 0
1 65 1509949540 -2 0
1 65 1509949490 -2 0
3130 81 1509949444 -2 0
-1
S
#66067
A Frozen Clearing~
You are in a snow-covered clearing. The only visible objects on the
ground besides snow and ice are some pebbles and an occasional frozen
twig. The freezing winds continue to beat against your face and body.
Overlooking the view to the north are mountains that penetrate deeply
through the clouds. To the west and south is a frozen clearing. To the
east, a treacherous passage heads downward.
~
~
301465600 2 8 0
D2
~
~
0 -1 66068 10 10 5
D3
~
~
0 -1 66052 10 10 5
D5
~
~
0 -1 66069 10 10 5
E
frozen twig~
These twigs have been frozen within two inches of clear ice. They're
probably from some bush or other plant that grows here, when or if it's
not so cold.
~
E
view mountains~
The mountains stretch high into the heavens. Their tops look as though
they're piercing through the clouds.
~
A
~
~
act_tochar( #down, ch );
act_notchar( #ndown, ch );
continue;
~
E
down~
You carefully make your way down the passage.
~
E
ndown~
$n carefully heads down the passage.
~
!
3 0 32
1602 17 1509949540 -2 0
-1
S
#66068
A Frozen Clearing~
It's a little difficult to maintain your footing here, as the ground is
slick with many patches of ice. The only sounds you hear are the echoing
of the blistering winds and your own heavy breathing. To the east and
south of you is a mountain skyline, offering a picturesque view of the
land below.
~
~
301465600 2 9 0
D0
~
~
0 -1 66067 10 10 5
D3
~
~
0 -1 66061 10 10 5
E
mountain skyline~
The mountains appear rather small across the distant horizon, like
upside-down cones frosted with gleaming-white cream.
~
1865 9 1509949540 3 0
-1
S
#66069
A Frozen Slope~
You struggle to maintain your balance along the narrowed, frozen slope.
The air is thin, making you spend more time to catch your breath. This
offers an excuse to take in the view around you. The mountain skylines
encompass most of the northern and southern horizons. Looking up, you
see a frozen clearing. The frozen slope widens a little downward.
~
~
335020040 5 9 0
D4
~
~
0 -1 66067 10 10 5
D5
~
~
0 -1 66070 10 10 5
E
view mountain skylines~
Snow-peaked mountains span all of your view of the north and south. They
form a ridge-like pattern, like spear tips laced with white cream ripping
through the heavens.
~
A
~
~
act_tochar( #leave, ch );
act_notchar( #nleave, ch );
continue;
~
E
leave~
You carefully make your way downward.
~
E
nleave~
$n carefully makes $s way downward.
~
!
3 0 32
A
~
~
i = random( 4, 10 );
if( find_stat( ch, dex ) > i ) {
act_tochar( #leave, ch );
act_notchar( #nleave, ch );
continue;
}
else {
act_tochar( #fail, ch );
act_notchar( #nfail, ch );
transfer( ch, find_room( 66070 ) );
dam_message( ch, 3d5+10, "the fall" );
inflict( ch, mob, 3d5+10, "falling down" );
}
~
E
leave~
You cautiously make your way up the slope.
~
E
nleave~
$n cautiously makes $s way up the slope.
~
E
fail~
You try to go up the slope, but suddenly lose your footing.
~
E
nfail~
$n tries to go up the slope, but suddenly loses $s footing.
~
!
3 0 16
A
sleep~
~
act_tochar( #cant, ch );
~
E
cant~
It's too dangerous to be sleeping on the slope.
~
!
0 0 0
-1
S
#66070
A Frozen Trail~
The ground is glistening white, as though glazed with smooth, cold
frosting. Lining the sides of the trail are some frozen bushes. The
trail leads further up, along a dangerous-looking slope. It also
continues eastward into more open space.
~
~
301465600 5 9 0
D1
~
~
0 -1 66071 10 10 5
D4
~
~
0 -1 66069 10 10 5
E
sides frozen bushes~
The branches of the bushes are encased within an inch of ice. Wild
berries possibly grow on them during warmer times.
~
A
~
~
act_tochar( #up, ch );
act_notchar( #nup, ch );
continue;
~
E
up~
You carefully make your way up the slope.
~
E
nup~
$n carefully makes $s way up the slope.
~
!
3 0 16
-1
S
#66071
A Frozen Trail~
The path is relatively level here, making it somewhat easier to traverse
the frozen trail. Part of the ground has melted around a dying campfire,
its smoke rising faintly into the air. Snowdrifts as tall as an ogre
have accumulated to the south of you, while the north overlooks
snow-capped mountains. The trail extends westward, as well as sloping
down a partially frozen incline.
~
~
301469696 5 9 0
D3
~
~
0 -1 66070 10 10 5
D5
~
~
0 -1 66072 10 10 5
E
snowdrifts~
Piled high and thick, the snowdrifts resemble white stalagmites. Judging
by their height, the snowdrifts have been accumulating for quite some
time.
~
E
snow-capped mountains~
The snow-capped mountains spanning the northern horizon is breath taking
to behold. They form a ridge-like pattern, like cream-covered spear tips
ripping through the heavens.
~
1357 17 1509949540 -2 0
1952 9 1509949540 3 0
-1
S
#66072
A Partially Frozen Slope~
Ice patches scattered randomly across the slope make passage a little
precarious. The path is relatively wide, however, allowing you to avoid
the slippery ice patches and maintain more sure footing in the softer
snow. You can make out faint smoke rising from something at the top of
the slope. You can trudge up to find the source of the smoke, or descend
the slick slope.
~
~
301465600 5 9 0
D4
~
~
0 -1 66071 10 10 5
D5
~
~
0 -1 66073 10 10 5
E
slippery ice patches~
The ice patches vary from being only a few feet wide to six or so feet
wide. They are clear enough for you to see your own reflection.
~
-1
S
#66073
A Partially Frozen Slope~
You have reached the base of a partially frozen slope along the cliff.
Working your way along the slope may prove rather messy. Some melted
snow and ice have mixed with the brown soil to form muddy puddles against
the sloped path. You can make your way up the slope, or climb down and
off the cliff.
~
down to 66074
~
301465600 4 9 0
D4
~
~
0 -1 66072 10 10 5
E
muddy puddles~
The puddles are a dark-brown color. They are scattered all along the
slope making it difficult to continue without getting yourself dirty.
~
A
climb~
down d~
i = random( 0, 4 );
if( find_skill( ch, climb ) > i ) {
act_tochar( #down, ch );
act_notchar( #ndown, ch );
transfer( ch, find_room( 66074 ) );
act_notchar( #arri, ch );
loop( followers ) {
if( is_player( rch ) ) {
transfer( rch, find_room( 66074 ) );
act_notchar( #arri, rch );
}
}
}
else {
act_tochar( #hurt, ch );
act_notchar( #nhurt, ch );
transfer( ch, find_room( 66074 ) );
dam_message( ch, 3d5+40, "The fall" );
inflict( ch, mob, 3d5+40, "falling down a cliff" );
}
~
E
down~
You carefully climb down the cliff.
~
E
ndown~
$n carefully climbs down the cliff.
~
E
arri~
$n arrives from above.
~
E
hurt~
You attempt to climb down the cliff, but lose your grip and fall!
~
E
nhurt~
$n attempts to climb down the cliff, but loses $s grip
and falls down!
~
!
0 0 0
A
~
~
act_tochar( #mud, ch );
act_notchar( #nmud, ch );
continue;
~
E
mud~
Mud splatters all over your clothing as you head up.
~
E
nmud~
$n gets dirtier as $e continues onward.
~
!
3 0 16
-1
S
#66074
A Narrow Trail~
The trail comes to an abrupt end northward, as majestic snow-capped
mountains fill the horizon in that direction. The ground is lightly
frosted and a soft, chilly breeze passes by you. The edge of the valley
lies to the east, while the steep cliff blocks the entire area west of
you. You can head back south along the trail.
~
up to 66073
~
301465600 2 9 0
D2
~
~
0 -1 66075 10 10 5
E
magnificent snow-capped mountains north n~
The grand, snow-peaked mountains span the entire view of the north. They
form a ridge-like pattern, and their peaks resemble white-spear tips
piercing through the clouds.
~
E
edge valley east e~
The bright green valley below appears to reach its end as a winding river
at the base of the mountain range serves as the border.
~
E
steep cliff west w~
The enormous cliff towers over you. You notice a few rocks that appear
securely sunken into the cliff. They can perhaps allow someone brave
enough to scale it.
~
A
climb~
up u cliff~
i = random( 1, 5 );
if( find_skill( ch, climb ) > i ) {
act_tochar( #up, ch );
act_notchar( #nup, ch );
transfer( ch, find_room( 66073 ) );
act_notchar( #arri, ch );
loop( followers ) {
if( is_player( rch ) ) {
transfer( rch, find_room( 66073 ) );
act_notchar( #arri, rch );
}
}
}
else {
act_tochar( #fail, ch );
act_notchar( #nfail, ch );
}
~
E
up~
You grab onto a rock on the cliff and make your way up.
~
E
nup~
$n grabs onto a rock on the cliff and makes $s way up.
~
E
arri~
$n arrives from below.
~
E
fail~
You fail to climb up the cliff.
~
E
nfail~
$n tries to climb up the cliff, but fails.
~
!
0 0 0
-1
S
#66075
A Narrow Trail~
The chilly northern winds caressing your head and body feel like soft
whispering from the snow-capped mountains to the very distant north.
Light traces of snow on the ground can now be detected. The cliff to the
west of you seems to have also begun to accumulate some snow. You can
continue north or south along the trail.
~
~
301465600 2 9 0
D0
~
~
0 -1 66074 10 10 5
D2
~
~
0 -1 66076 10 10 5
E
snow-capped mountains north n~
The mountains are barely visible from here. You can still make out their
white peaks forming a magnificent view of the distant northern horizon.
~
E
light traces ground~
A thin layer of gleaming white snow partially covers the hardened ground.
~
E
cliff west w~
Several white specks against the cliff can be seen, making the cliff look
like it's decorated in white paint spots.
~
-1
S
#66076
A Narrow Trail~
As the wind picks up and brushes against your body, you notice how cold
it is here. A few twigs and rocks disseminated across the ground get
carried off by the wind, rolling southward as the wind apparently
originates from the north. Off to the east, most of the valley can be
viewed. You can head north into the cold winds; or travel westward along
the rocky trail.
~
~
301465600 2 9 0
D0
~
~
0 -1 66075 10 10 5
D3
~
~
0 -1 66077 10 10 5
E
twigs rocks~
Brown twigs broken from dead bushes and small rocks the size of a baby
human's thumb have been randomly dispersed along the trail by the chilly
winds.
~
E
east e valley~
You can see the lush green tops of trees and other plants winding their
way down to the east of you. The tremendous depth of the valley makes
travel along the trail tricky and a little dangerous.
~
474 17 1509949540 -2 0
-1
S
#66077
A Narrow Trail~
The path winds its way around the side of the cliff. Directly beside the
cliff lie a few twigs which have fallen from above. Pebbles and rocks
cover most of the dirt trail, although a few bushes have managed to grow
on the otherwise infertile ground. You can carefully continue south or
east along the trail.
~
~
301465600 2 9 0
D1
~
~
0 -1 66076 10 10 5
D2
~
~
0 -1 66078 10 10 5
E
cliff~
The cliff towers directly above you. Placed a little above your reach is
what appears to be a large nest. The nest rests firmly on a large branch
which hangs against the cliff.
~
E
twigs~
The twigs are blackish-brown and very thin.
~
E
bushes~
The bushes are leafless, but surprisingly large. Perhaps they can bear
wild berries during more suitable seasons.
~
E
pebbles rocks~
Brown, dust-covered rocks and pebbles about the size of a small button
lie randomly scattered along the trail.
~
-1
S
#66078
A Rocky Trail~
This obviously little-used trail is comprised mainly of dust and pebbles,
mostly from the fallen pieces of the cliff to the west. A deep valley
spans the view to the east, making travel along the path somewhat
dangerous. The trail continues northward and narrows a bit southward.
~
~
301465600 5 9 0
D0
~
~
0 -1 66077 10 10 5
D2
~
~
0 -1 66079 10 10 5
E
deep valley east e~
You can see verdant peaks of trees and other plants wind down the valley
to the east of you. The great depth of the valley makes travel eastward
improbable.
~
E
cliff west w~
An occasional brown pebble from the cliff beside this path gently rolls
down. The cliff stretches too high for you to determine its peak.
~
78 17 1509949540 -2 0
-1
S
#66079
A Rocky Trail~
The path beside the cliff is narrow and rocky. A soft breeze brushes
against you from the east. Overlooking that direction is a lush green
valley. You make certain that your footing is solid and sure, for one
false step could mean disaster. A massive, gray tower looms in the
distant south, while the trail continues northward.
~
~
301465600 5 9 0
D0
~
~
0 -1 66078 10 10 5
D2
~
~
0 -1 27568 10 10 5
E
east e lush green valley~
You can see the verdant peaks of trees and other plants wind down the
valley to the east of you. The depth of the valley makes travel eastward
improbable.
~
E
massive gray tower~
The gray tower rises high in the air and narrows at its peak.
~
E
cliff~
The cliff towers everything to the east of you. Its light brown color
appear faded due to many years of erosion.
~
-1
S
#0