#AREA
Tireth's Swamp~
Adakar~
Tireth's swamp~
45 0
0
#ROOMS
#67500
Before The Encompassing Darkness~
You stand near the edge of a jagged cliff, not quite close enough to see
over the edge. Floating off to the north, just above eye level, is a
roiling cloud of shadows and darkness. Pungent odors seemingly brought
forth from the ominous cloud assault your senses. The smells of death
and decay mingled with the acrid scent of sulfur burn your nose. The
darkness brought on by the massive cloud deepens as it radiates out from
the edge of the cliff to the north. A deep crevice can be seen within
the southern wall of the cliff, heading into darkness.
~
~
301465601 2 9 0
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~
~
0 -1 67502 10 10 5
E
massive cloud~
A deep blackness, that appears to be slowly building as it edges closer
and closer to you, hovers just above eye level to the north. While hard
to truly focus on this cloud, as all natural light that manages to pass
through it is scattered and distorted, the cloud appears to be more than
just amassed common vapors.
~
E
cliff edge~
Just a short distance to the north is the edge of the cliff upon which
you stand. While hard to gather any details, it is obvious that to get a
closer look at the roiling cloud you will have to venture much closer to
the edge of the cliff.
~
A
enter~
crevice 1 southern cliff fracture~
act_tochar( #enter1, ch );
act_notchar( #enter2, ch );
wait( 2 );
transfer( ch, find_room( 30877 ) );
act_notchar( #arrival, ch );
~
E
enter1~
You crawl into the dark crevice in the cliff face and hope to leave the
roiling cloud behind.
~
E
enter2~
$n crawls into the dark crevice in the cliff face.
~
E
arrival~
Crawling forth on $s knees, $n emerges from the dark crevice in the
northern cliff face.
~
!
0 0 0
A
remove~
~
remove_cflag( 86, ch );
remove_cflag( 88, ch );
~
!
0 0 0
-1
S
#67502
Entering The Darkness -- Jagged Cliff~
Standing on the edge of the jagged cliff, you are now able to look out
over the dismal swamp. No living creatures can be seen from this height,
though a few errant ripples can be viewed in the murky water. The few
trees that remain standing appear as if they are mere skeletons of their
former selves. An occasional, faint crackling sound can be heard,
reminiscent of a distant fire being squelched.
~
~
301465601 2 9 0
D2
~
~
0 -1 67500 10 10 5
E
murky water~
A deep grey landscape looms below you, only the occasional ripple allows
you to distinguish that the ground is in fact covered by water.
~
E
trees~
The trees of this swamp have not fared well over the years; all of them
now appear to be dead. Those that are standing speak of the strength the
tree must have posessed in past years, as even in death they have not
succumbed to the elements and fallen.
~
E
jagged cliff~
Looking carefully at and over the jagged cliff, it appears to be quite
easily climbable. Convenient hand and footholds seem to be placed at
heights just right for an average human male. The jagged protrusions of
the rough granite have been noticeably smoothed away near each of the
handholds.
~
E
dismal swamp~
A feeling of dread begins to creep over you as you stare out over the
dismal swamp that looms before you. Combinations of the roiling cloud,
acrid scents and odd, indescribable noises force you to believe that all
is not normal in this swamp.
~
A
climb~
1 down cliff~
if( find_skill( ch, climb ) >= random(5, 7 ) ) {
act_tochar(#climb1, ch );
act_notchar( #climb2, ch );
transfer( ch, find_room( 67503 ) );
act_notchar( #arrival, ch );
}
else {
act_tochar( #fail1, ch );
act_notchar( #fail2, ch );
}
~
E
climb1~
You slide over the edge of the cliff and lower yourself down the jagged
cliff.
~
E
climb2~
$n slides over the edge of the cliff and lowers $mself down the jagged
cliff.
~
E
arrival~
Thankful to be done with the climb, $n drops the last few feet down to
land standing in swamp water.
~
E
fail1~
Looking at the steep climb ahead of you, you decide that you lack the
skill to successfully descend the cliff face.
~
E
fail2~
Looking at the steep climb ahead of $m, $n backs away from the cliff.
~
!
0 0 0
-1
S
#67503
Below The Jagged Cliff~
A jagged cliff soars high overhead off towards the east as it curves
around in a northerly direction. The soft, mushy ground beneath the
depths of stagnant water seems to be wrought with remnants of vines and
tree roots. Undoubtably the swamp used to be a much healthier ecosystem,
though now it appears to be virtually dead of natural life. The shallow
waters stretch to the base of a granite cliff to the east, while to the
northwest the shadows deepen over the heart of the swamp.
~
[Starshine] remove no.mob? area high enough level. seems bad to break it in two so people can gather.
removing the no.mob and having players arrive via climb down could lead to players walking into 3 or 4 mobs, and creating a dt
[Starshine] walking into 3-4 mobs is not an automatic death trap if they're prepared. will only be a death trap the first time, like boars are to newbies.
[Adakar] Terek backed me up, That if this room were no.mob, it could
*and* would eventually be a Deathtrap.
~
301465609 13 9 0
D1
~
~
0 -1 67507 10 10 5
D3
~
~
0 -1 67504 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
bubbles~
Small greenish bubbles occasionally surface from beneath the stagnant
water. The bubbles do not appear to be anything more than trapped sulfuric
gases escaping from some pocket of air deep beneath the ground.
~
E
jagged cliff~
The jagged cliff appears quite easily climbable: protrusions that can
serve as handholds are conveniently placed at distances just right for an
average human male to navigate up the cliff.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
A
climb~
up u cliff~
if( find_skill( ch, climb ) >= random(5, 7 ) ) {
act_tochar(#climb1, ch );
act_notchar( #climb2, ch );
transfer( ch, find_room( 67502 ) );
act_notchar( #arrival, ch );
}
else {
act_tochar( #fail1, ch );
act_notchar( #fail2, ch );
}
~
E
climb1~
Sliding your hands into a convenient handhold, you climb up the jagged cliff.
~
E
climb2~
$n uses a convenient handhold and ascends the jagged cliff face.
~
E
arrival~
With a final last effort, $n pulls $mself up over the jagged cliff's edge.
~
E
fail1~
Attempting to use the handholds available, you find you lack the skill
and strength to pull yourself up the cliff face.
~
E
fail2~
Attempting to use the handholds available, $n seems unable to scale the
cliff face.
~
!
0 0 0
A
none~
~
Send_to_room( #bubble, room );
~
E
bubble~
A small green bubble bursts from below the stagnant water, sending acrid
vapors past your nose.
~
!
2 150 0
-1
S
#67504
Along the Granite Cliff~
The cliff walls sweep around you from the east and continue around you to
the northwest. You are in a small, protected cubby formed by the curving
of a granite cliff, offering you some protection from the wind. The
depth of the water seems to dramatically change from just a few inches up
close to the cliff to a few feet as you head away from the cliff to the
northeast. You can see a faint yellowish stain on the face of the cliff
at a height just above the level of the water.
~
~
301465601 13 9 0
D0
~
~
0 -1 67505 10 10 5
D1
~
~
0 -1 67503 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
cliff fissure~
The granite cliff is grey in color and shows obvious signs of harsh
weathering. Blasted by the winds over the years, the only breaks in the
near-perfect smoothness of the cliff face are the tiny fissures forming
along weak points in the rock.
~
E
yellowish stain~
A sickly yellowish stain mars the surface of the cliff. Judging by the
acrid vapors and the occasional bubble welling up from the dark depths of
the water, the stain could very well be a residue of sulfur left on the
rocks.
~
2061 9 1509949540 3 0
-1
S
#67505
Along the Granite Cliff~
A towering granite cliff dominates your view to the west, and can be seen
curving around you a short distance to the south. The granite here
appears to be well worn by the water and is generally smooth, though odd
pockmarks mar its surface in a few places. Small boulders litter the
area, apparently pieces of the cliff that have sheared off over the past.
The deepening of the water, from the cliff face eastward seems to halt at
a tangle of vines that bars your passage.
~
[Starshine] entry - trip over rocks, hurts you?
~
301465601 13 9 0
D0
~
~
0 -1 67506 10 10 5
D2
~
~
0 -1 67504 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
granite cliff odd pockmarks holes 1 west~
Small holes, each approximately four to six inches around and two inches
in depth seem to have been randomly carved out of the cliff face. At
closer inspection the holes seem to have been more burned into the rock
face by acid, as they are all perfectly smooth.
~
E
tangle vines~
An impassable mire of vines and tree trunks thwart any progress to the
east. From this distance the trees, each more than seven feet around,
seem to have deep gouges cut into them.
~
E
rocks boulders~
These small boulders appear to be pieces of the cliff that have fallen
off in days past. None show anything more interesting than simple wear
from the weather.
~
2061 9 1509949540 3 0
-1
S
#67506
A Crumbling Granite Cliff~
Large chunks of the granite cliff litter the area. The granite boulders
enclose a pool of dark water that seems to be cut off from the rest of
the swamp. The great cliff soars high overhead to the west; to the north
it wraps around, blocking all movement in that direction. As if thrown
about by an enraged giant, large tree trunks lie amongst the tangle of
vines to the east. Your only available path lies to the south, making
your way along the granite cliffs and from there back into the heart of
the swamp.
~
[Starshine] do the chunks also block the way south? did you have to climb boulders to enter? if so, use leaving acode please in 67505. and leaving acode here.
[Starshine] dummy acode clim trees 1 east cliff 1 west?
[Starshine] add acode down that calls acode 1?
i wanted the dive down to be a much more concious move, then just typind down
~
301465601 13 9 0
D2
~
~
0 -1 67505 10 10 5
E
chunks pool~
These large boulders seem to have been displaced from the cliff quite
some time ago. Forming a small ring, they have been able to capture a
large amount of water in them.
~
E
water ring~
Upon closer inspection of the water in the pool, you notice a slight
swirling effect in it. The movement of the pool suggests that the water
may be escaping to somewhere under the surface of the land.
~
E
large tree trunks tangle vines~
An impassable mire of vines and tree trunks thwart any progress to the
east. From this distance the trees, each more than seven feet around,
seem to have deep gouges cut into them.
~
E
granite cliff~
The granite cliff has suffered from some great force sometime in the
distant past. Large chunks of the face have been shattered away, and now
lie in the murky water at its base.
~
A
dive enter~
pool ring~
if( find_skill( ch, swimming ) >= random( 7, 10 ) ) {
act_tochar( #swim1, ch );
act_notchar( #swim2, ch );
wait( 1 );
act_tochar( #swim3, ch );
wait( 1 );
act_tochar( #arrival2, ch );
transfer( ch, find_room( 67523 ) );
act_notchar( #arrival, ch );
}
else {
act_tochar( #fail1, ch );
act_notchar( #fail2, ch );
}
~
E
swim1~
You take a deep breath and dive down into the deep pool.
~
E
swim2~
$n takes a deep breath and dives down into the dark pool.
~
E
arrival~
Gasping for breath, $n breaks the surface of the dark water and climbs
out, dripping wet.
~
E
fail1~
You look at the dark pool of water and decide that the murky depths is
not a place you want to go.
~
E
fail2~
Looking at the dark pool of water, $n slowly backs away from it.
~
E
arrival2~
You break the surface of the water, arriving inside of a large cave.
~
E
swim3~
Swimming for what seems far to long you begin to worry if perhaps this
deep pool has no end.
~
!
0 0 0
2059 9 1509949540 3 0
-1
S
#67507
Tireth's Swamp~
To the southwest, granite cliffs dominate the landscape at this distance,
even as the base of the cliffs is lost under the horizon of the stagnant
water. Tangled vines poke out ranomly from beneath the depths, further
hindering attempts to traverse the swamp. The roiling cloud which hangs
above you appears to be pulsing in a horrid mimicry of a heartbeat.
Further amplifying the effect is a dull rhythmic thumping that seems to
resonate from the north. The granite cliffs angle away from you towards
the south, the path to them blocked by thistle and vines.
~
~
301465601 13 9 0
D1
~
~
0 -1 67508 10 10 5
D3
~
~
0 -1 67503 10 10 5
E
tangled vines~
Vines of an undetermined type poke out from beneath the water's surface.
The vines all appear to be dead though by no means has their lack of life
weakened them. Wrapping around themselves, they create an obstacle
course that seems to have been created just to trip up a passerby.
~
E
roiling cloud 1 up~
As you look up at the skies above you, the cloud continually shifts,
scattering the natural light and making it difficult to focus. The cloud
appears to be a manifestation of the swamp gases and perhaps whatever
evil is lurking around.
~
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous then clean water.
~
E
granite cliffs~
The granite cliffs are a dark grey in color, showing obvious signs of
harsh weathering. From this distance, the cliffs appear to be perfectly
smooth, though well rounded from the gusting winds.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
2059 9 1509949540 3 0
-1
S
#67508
Tireth's Swamp~
Tangled vines and thistle halt any advancement towards the east and the
cliffs that lie beyond. Granite cliffs, seemingly the only refuge from
the gusty wind, stand silently in shadows far off to the west. The
shattered remnants of a once mighty tree lie half-buried in the muck of
the stagnant water. It looks like the swamp opens up a bit to the north
once you can get past the mire of vines to the northwest. The towering
cliffs lie far off to the south, blocked by underbrush and vines.
~
~
301465601 13 9 0
D0
~
~
0 -1 67509 10 10 5
D3
~
~
0 -1 67507 10 10 5
E
shattered remnants tree~
The great tangle of the tree's roots lie exposed to the elements just a
few feet from where they once made their home in the ground. The upper
crown of the tree is quite a distance off to the north.
~
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
tangled vines thistle~
A great tangle of vines stands over five feet tall just a few feet to the
east. Upon closer inspection it is possible to see that the vines and
thistle have grown up and around the decaying remains of a young sapling.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
2059 9 1509949540 3 0
-1
S
#67509
Tireth's Swamp~
The water ripples out in circular patterns as a droplet of condensation
falls silently from the skeletal remains of a once grand tree. A slight
curvature of the trunk and the bare twisted limbs give the impression
that the tree was writhing in agony as the leaves of its last bloom fell.
Standing as if a ghastly sentinel in the midst of the open swamp, it acts
as a landmark for the local area. The only direction that seems
impassable is towards the west where a great tangle of vines and toppled
tree trunks lie.
~
~
301465601 13 9 0
D0
~
~
0 -1 67510 10 10 5
D1
~
~
0 -1 67514 10 10 5
D2
~
~
0 -1 67508 10 10 5
E
skeletal grand tree~
As the shadows pulse back and forth, they scatter the natural light
causing the tree to take on an even more malevolent appearance. The
vines entwining the twisted shape of the tree trunk make it appear as if
they choked the very life from the once great oak.
~
E
tangle vines trunks~
An impassable mire of vines and tree trunks thwart any progress to the
west. From this distance the trees, each more then seven feet around,
seem to have deep gouges cut into them.
~
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
gouges~
Large chunks of wood have been separated from the tree trunks along the
lines of the deep gouges. The jagged cuts appear to be in sets of
fours, giving the impression that their origin was caused by a huge,
clawed hand.
~
A
search~
stagnant water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
A
~
~
send_to_room( #dive, room );
~
E
dive~
You could swear you just saw something, caught out of the corner of your
eye, diving down at you from the roiling cloud above.
~
!
2 350 0
2061 9 1509949540 3 0
-1
S
#67510
Tireth's Swamp~
The water levels have risen significantly at this point, approaching a
depth to where you may have to begin swimming. Walking through the
viscous water is not an easy task as the muck beneath your feet threatens
to drag you under. You can hear the faint crackling sound of fires
echoing through the swamp; the sound seems to originate from the
northwest. The shadowy cloud above you hides any light that may be
coming from the fire.
~
~
301465601 13 9 0
D2
~
~
0 -1 67509 10 10 5
D3
~
~
0 -1 67511 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
roiling cloud~
As you stare up at the skies above you, the cloud continually shifts,
scattering the natural light making it difficult to focus. The cloud
appears to be a manifestation of the swamp gases and perhaps whatever
evil is lurking around.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
2061 9 1509949540 3 0
-1
S
#67511
Tireth's Swamp~
The ground beneath your feet is little more than thin mud. Walking is
near impossible as each step you take creates a suction against which you
are forced to fight. The virtually rotted out husk of a tree lies just
above the surface of the water, creating the perfect breeding ground for
millions of small, irritating bugs. The water seems to deepen even more
to the north, while brambles cut off any chance of moving to the south.
The only possible routes are to the east and west, both appearing to
travel yet further into different portions of the swamp.
~
~
301465601 13 9 0
D1
~
~
0 -1 67510 10 10 5
D3
~
~
0 -1 67512 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
rotted husk tree~
Having fallen prey to the elements quite some time ago, this tree is now
little more than brittle wood. The center is all but gone, and the trunk
is almost ready to fall in upon itself.
~
E
brambles~
A mire of vines and dead trees lie a short distance to the south. The
trunks are all huge, most at least seven feet or more in diameter, giving
the impression that a small blockade had been set up to keep people out.
~
E
bug trunk~
Millions of tiny bugs have made this trunk their home as they feed off
the nutrients left in the wood. All manners of bugs, from grubs to
termites crawl over themselves, each on the eternal hunt for food.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
2059 9 1509949540 3 0
609 9 1509949540 3 0
-1
S
#67512
Tireth's Swamp~
The cliffs that form the walls that surround this swamp are once again in
full view, both to the west and the north. A large boulder lies here
partially submerged in the water; the smell of decay permeates the air
coming from the small shape that has been dropped on top of the rock. A
white film floats atop the stagnant water, bubbling up as gaseous pockets
form beneath it. The cliff appears to be accessible to the north, and
the swamp to the east.
~
[Starshine] hmm...would be interesting to have leaving actions in rooms 67513 and 67511 into here that say something like - you leave <direction> and end up next to a giant boulder.
deferring on more acodes, in an attempt to limit the number of memory eating codes in this zone
~
301465601 13 9 0
D0
~
~
0 -1 67513 10 10 5
D1
~
~
0 -1 67511 10 10 5
E
boulder shape~
This large boulder is approximately the size of a small giant. While
difficult to see on top of it, it is still possible. Lying on top of the
boulder is the half-smashed decomposing head of a small human child.
~
E
white film~
Upon closer inspection of the white film, you have a sinking feeling that
it may actually be a layer of flayed skin.
~
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
if( i == 1 )
obj = oload( 2910 );
else
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
A
climb~
boulder~
act_tochar( #climb1, ch );
act_notchar( #climb2, ch );
interpret( ch, "sit" );
~
E
climb1~
You try to climb up on top of the boulder but, lacking any grip, you fall
back down into the water.
~
E
climb2~
$n tries to climb up the boulder, but only succeeds in falling down into
the water.
~
!
0 0 0
A
get take grab~
flayed skin film~
act_tochar( #take1, ch );
act_notchar( #take2, ch );
~
E
take1~
As you begin to lift the flayed skin from the surface of the water, it
quickly disintegrates into nothing more than miniscule flecks.
~
E
take2~
As $n begins to lift the flayed skin from the surface of the water, it
quickly disintegrates into nothing more than miniscule flecks.
~
!
0 0 0
A
take get grab~
head skull~
act_tochar( #nono, ch );
act_notchar( #nono2, ch );
~
E
nono~
You are unable to reach the skull from your position on the ground,
perhaps if you climbed the boulder.
~
E
nono2~
$n reaches up, trying to get the skull on top of the boulder.
~
!
0 0 0
2059 9 1509949540 3 0
-1
S
#67513
The Base of A Scorched Cliff~
The granite cliff once again dominates your view, sweeping around from
the west, the formation is a perfect natural alcove. Reminiscent of a
painter's sweeping brush strokes, scorch marks have been burned into the
rocky heights. The patterns of the burn marks lead you to believe that
the rock has been damaged from some explosive force emanating from higher
up on the cliff. A fine layer of silt floats on top of the stagnant
water near the rock wall, thinning out as the swamp opens up to the south.
~
~
301465601 13 9 0
D2
~
~
0 -1 67512 10 10 5
E
fine layer silt top~
Ash and small fragments of rock collect on top of the viscous, stagnant
water. The rock seems to be blackened shards of the granite cliff which
surrounds you.
~
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
granite cliff formation crevices~
Scorched and soot-covered, the granite cliff has a few shallow crevices
forming in its surface. The crevices appear to be more like stress
fractures along the weak points of the granite. The structural integrity
of the cliff appears to still be intact, as the crevices are no more than
mere inches deep.
~
E
scorch marks~
Blackened scorch marks mar the surface of the rocky cliff. Sweeping down
the cliff face, the scorch marks appear to be much thicker, and darker
the farther up the cliff you look.
~
A
climb~
cliff wall up~
if( find_skill( ch, climb ) >= random( 5, 10 ) ) {
act_tochar( #climb1, ch );
act_notchar( #climb2, ch );
wait( 1 );
transfer( ch, find_room( 67520 ) );
act_notchar( #arrival, ch );
}
else {
act_tochar( #fail1, ch );
act_notchar( #fail2, ch );
}
~
E
climb1~
Sliding your hand into a soot-filled crevice, you climb up the cliff wall.
~
E
climb2~
$n slides $s hand into a small crevice and climbs up the cliff face.
~
E
arrival~
With a final last effort, $n pulls $mself onto the ledge.
~
E
fail1~
With soot-covered hands and few proper hand holds, you are unable to
climb the cliff face.
~
E
fail2~
Struggling with the few hand holds available, $n attemps to climb the
cliff face, covering $mself with soot in the process.
~
!
0 0 0
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
2061 9 1509949540 3 0
-1
S
#67514
Tireth's Swamp~
Disappearing beneath shadowy clouds, a vast ocean of murky water devoid
of plant life spans out to the east. Great tangles of vines and
half-rotted tree roots underneath the surface of the water force you to
move at a snail's pace for fear of falling headfirst into the murky
water. Slight ripples radiate out through the swamp water away from your
feet, displacing a thin green crust that has settled atop the water.
~
[Starshine] enter room - occasionally trip on vines?
~
301465601 13 8 0
D0
~
~
0 -1 67515 10 10 5
D3
~
~
0 -1 67509 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
tangles vines rotted tree roots~
The remains of long dead trees, coupled with the still very strong vines
that helped squeeze the life out of them before they died, make this a
perilous trip. The vines have twisted and wrapped themselves around the
roots of the trunks in such a way as to make it extremely easy to wrap
your ankle in one and fall head first into the murky water.
~
E
thin green crust~
This thin crust seems to be extremely fragile. As the water ripples under
it, it disintegrates into light green dust. Apparently alive as it seems
to grow on top of the water in a large quantity, its grasp on life seems
to be weak as death comes with the faintest touch.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
-1
S
#67515
Tireth's Swamp~
Seemingly invisible bugs bite at you, making comfort impossible as you
trudge through the murky water. The shadowy cloud above seems to pulsate
with energy, as dark shapes dive at you, seen just out of the corner of
your eyes. Nearby a gaseous bubble erupts from the water, sending acrid
vapors past your nose and ripples across the oft-stagnant water. Acting
as a point of reference, the twisted remnant of a large tree can be seen
not far off to the southwest.
~
~
301465601 13 7 0
D1
~
~
0 -1 67516 10 10 5
D2
~
~
0 -1 67514 10 10 5
E
stagnant water bubble~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
twisted remnant large tree~
The twisted remains of a dead tree stands out as a perfect point of
reference for this dismal land. Surrounded by cliffs and standing in the
ever present swamp water makes it easy to surmise that without its
presence, becoming lost would be more than easy.
~
E
roiling cloud~
As you stare up at the skies above you, the cloud continually shifts,
scattering the natural light making it difficult to focus. The cloud
appears to be a manifestation of the swamp gases and perhaps whatever
evil is lurking around.
~
A
search~
water~
if( rflag( reset0, room ) ) {
i = random( 1, 5 );
if( i <= 3 ) {
obj = oload( 2925 );
act_tochar( #succ, ch, obj );
act_notchar( #succ2, ch, obj );
obj_to_char( obj, ch );
remove_rflag( reset0, room );
end;
}
}
send_to_char( #fail, ch );
~
E
succ~
Searching through the water, you grasp ahold of something and pull it out
of the water.
~
E
succ2~
Sliding $s hands through the murky water, $n finds something on the
bottom and pulls it up.
~
E
fail~
Soaking your hands and arms in the stagnant water, you manage to find
nothing worthwhile.
~
!
0 0 0
A
~
~
send_to_room( #bubble, room );
~
E
bubble~
A scent of decay wafts past you as a small gaseous bubble pops from
beneath the stagnant water.
~
!
2 300 0
2061 9 1509949540 3 0
-1
S
#67516
Edge of a Swampy Ocean~
A definitive slope to the ground towards the south is evident here. The
level of the water certainly follows the slope and appears to deepen
along with the slant. As the depth of the water increases the ground
underfoot seems to soften with it. Spotted clumps of odd-looking green
moss seems to be growing on top of the water here and in much greater
quantities on the vast ocean of swamp water to the south. The only
traversable paths seem to be a slight incline to the east and the path to
the west, either way edging the nearby oceanic depths of stagnant water.
~
~
301465601 13 7 0
D1
~
~
0 -1 67517 10 10 5
D3
~
~
0 -1 67515 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
odd-looking green moss~
A sickly green in color, this moss has the texture of a dried rag that
was soaked in blood and beer for two days. The moss does not appear to
be a very healthy plant, as with the slightest touch it disintegrates and
scatters along the top of the water.
~
A
get take grab~
odd green moss~
act_tochar( #take1, ch );
act_notchar( #take2, ch );
~
E
take1~
As your hand makes contact with the odd-looking green moss, it quickly
disintegrates into nothing more than miniscule flecks.
~
E
take2~
As $n's hand makes contact with the odd-looking green moss, it quickly
disintegrates into nothing more than miniscule flecks.
~
!
0 0 0
2059 9 1509949540 3 0
-1
S
#67517
Edge of a Swampy Ocean~
The ground beneath your feet seems to be solidifying into a less mud-like
substance, though by no means is it packed earth which you could stand on
without sinking. Some of the ground here is above the water level,
although large puddles of swamp water pollute the grounds around you, most
connected by small river-like trickles of murky water. The grounds to
the south quickly disappear beneath the seemingly endless, ever-deepening
ocean of stagnant water. A small patch of rock rises up out of the
waters to the southeast, the only break in the vast ocean.
~
~
301465601 2 7 0
D1
~
~
0 -1 67518 10 10 5
D3
~
~
0 -1 67516 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
puddle~
Large puddles have collected in the lowest portions of the surrounding
area. Combined with the soft, muddy ground, the puddles prove that this
small plot of land is, at best mere inches above the water table.
~
E
mud ground~
The ground beneath your feet is a dark, unhealthy looking black mud. The
muck has a gritty texture to it, perhaps part of the reason no living
plants seem to have taken root.
~
2059 9 1509949540 3 0
-1
S
#67518
Tireth's Swamp~
The ever oppressive roiling cloud seems to pulse with anger as it hangs
over the slightly raised area to the south. Accompanying the shifting
shadows is the putrid stench of burnt flesh mingled with the constantly
present smells of the swamp water around you. The depth of the swamp
water is mere inches deep; it only barely covers the ground even at its
deepest spots. A slight climb to the south will take you completely out
of the swamp water, while to the west the swamp begins to sink beneath the
waters once again.
~
~
301465601 13 7 0
D2
~
~
1024 -1 67519 10 10 5
D3
~
~
0 -1 67517 10 10 5
E
stagnant water~
The water is nearly black in color, and visibility through it is less
than an inch. It's hard to imagine that anything living could stay that
way for long in it, as it seems to be much more viscous than clean water.
~
E
roiling cloud~
The natural light flickers and dances as it passes through the thick mass
of shadows and darkness above you. While hard to truly focus on the
cloud, it appears to thicken in mass over the area to the south.
~
A
sniff smell~
~
act_tochar( #sniff, ch );
act_notchar( #sniff2, ch );
~
E
sniff~
You draw in a deep breath of the swamp air, and quickly wish you hadn't as
the highly sulfuric smell of the air burns your nose. The acrid scent of
burnt flesh causes an acidic burning sensation in your guts that quickly
travels up your body.
~
E
sniff2~
$n draws in a deep breath of the swamp air, and quickly turns a sickly
green color.
~
!
0 0 0
2061 9 1509949540 3 0
-1
S
#67519
Blackened Battlefield~
This small plateau of rock sits just above the stagnant waters of the
swamp. Blackened and scorched, the rock shows evidence of having melted
under some extreme heat. To say a massive battle occurred here would be
an understatement; shattered weapons and breastplates litter the area.
Scorched flesh still adheres to a few of the breastplates and the
blackened rocks littering the area. Looking down over the sides of the
rock, no slope can be detected, giving the impression that a mighty force
pulled the rock out of the dark swamp itself. The only apparently
traversable path is back to the north, leading once again into the swamp.
~
[Starshine] does rock stand high? if so, perhaps a clim up the side of the rock leaving room action in 67518.
[Starshine] and a climb off rock as you go north leaving action here.
hmmm deferring to save memory, may change it when im done the rest of the rbugs
~
301465601 5 9 0
D0
~
~
1024 -1 67518 10 10 5
E
breastplates~
Some of these were obviously of the highest quality before the battle.
Judging from the sizes of the few breastplates that still hold their form,
many different kinds of creatures fought here. Fragments of elven chain
can be seen alongside human to ogre sized steel and mithril plate armor.
~
E
shattered weapons~
Fragments of sword blades gleam amongst the dark shards of mace and
axe handles. The twisted remains of a once-fine knife lie half
entombed in the hardened soil, a runed sigil still evident on its pommel.
~
E
scorched flesh~
Burnt and scorched flesh lie in clumps on the rocks and in a few cases
still attached to its owner's breastplate. Though charred and burnt, the
flesh appears to be rather recent, perhaps hinting that the battle wasn't
quite such a long time ago.
~
E
runed sigil pommel dagger knife~
As vibrant as the day it was enscribed, the sigil of the Lord of
Darkhaven can still be seen on the pommel of the dagger.
~
A
search take get~
breastplates~
if( !mob_in_room( 2063, room ) ) {
act_tochar( #sear, ch );
act_notchar( #sear1, ch );
}
else {
act_tochar( #turn, ch );
act_notchar( #turn1, ch );
}
~
E
sear~
Searching through the breastplates results in finding nothing but
crumbling, rusted metal.
~
E
sear1~
$n searches through the charred breastplates, finding nothing but
crumbling, rusted metal.
~
E
turn~
As you being picking through the breastplates, Xarleek steps in front of
you!
~
E
turn1~
As $n begins picking through the breastplates, Xarleek steps in front of
$m!
~
!
0 0 0
A
get take search~
shattered weapons~
if( mob_in_room( 2063, room ) ) {
act_tochar( #turn, ch );
act_notchar( #turn1, ch );
end;
}
if( rflag( reset0, room ) ) {
if( random( 1, 100 ) > 3 ) {
remove_rflag( reset0, room );
act_tochar( #fail, ch );
act_notchar( #fail2, ch );
}
else {
remove_rflag( reset0, room );
act_tochar( #succ, ch );
act_notchar( #succ2, ch );
obj_to_char( oload( 2924 ), ch );
}
}
else {
act_tochar( #fail, ch );
act_notchar( #fail2, ch );
}
~
E
succ~
After searching through the shattered remnants of once fine weapons, you
find something that may still be usable!
~
E
succ2~
After searching through the shattered remnants of once fine weapons, $n
finds something that may still be usable!
~
E
fail~
After picking through the shattered remnants of the once fine weapons,
you realize nothing worthwhile survived the battle.
~
E
turn~
As you begin picking through the shattered remains of the weapons,
Xarleek steps in front of you!
~
E
turn1~
As $n begins picking through the shattered remains of the weapons,
Xarleek steps in front of $s.
~
E
fail2~
After picking through the shattered remnants of the once fine weapons, $n
gives up trying to find anything useful.
~
!
0 0 0
A
get take~
dagger pommel sigil~
if( !mob_in_room( 2063, room ) ) {
act_tochar( #sear, ch );
act_notchar( #sear1, ch );
}
else {
act_tochar( #turn, ch );
act_notchar( #turn1, ch );
}
~
E
sear~
As you try and wrench the dagger from its rock home, you realize it's
stuck in the rock too deep to get out.
~
E
sear1~
$n tries to wrench the dagger from its rocky home, quickly giving up the
fruitless effort.
~
E
turn~
As you reach out for the dagger, Xarleek steps in front of you!
~
E
turn1~
As $n reaches out for the dagger, Xarleek steps in front of $m!
~
!
0 0 0
2063 9 1509949540 3 0
-1
S
#67520
Ledge~
Little natural light is able to filter through the roiling cloud hovering
around and above you. The combination of scattered light and natural
rock crevices adds a mystery to the granite cliff. Many cracks and small
holes surround the void that has been seemingly blasted out of the cliff
face to the west. A large cavern seems to be accessible just beyond the
freshly created opening set into the western cliff face. Looking out
over the ledge, the swampy ground lies quite a distance below you, though
the cliff face appears to be climbable.
~
~
301465601 5 9 0
D3
~
~
0 -1 67521 10 10 5
E
cliff hole void~
A five foot wide hole leads directly into the face of the cliff. Scorch
marks surround the opening, filling some of the natural crevices with a fine
soot.
~
E
crevices cracks~
These small crevices appear to be natural formations caused by the
weathering of an imperfect rock face. Most of these are half full of
soot and granulated rock, that was probably created when the void was
blasted out of the cliff face.
~
E
swamp~
A feeling of dread begins to creep over you as you stare out over the
dismal swamp that looms before you. The watery ground, held in the dark
shadows created by the roiling cloud stretch out below you.
~
E
cavern~
A large cavern seems to be accessible just beyond the void that was
blasted out of the cliff face. The contents of the cavern remain a
mystery since there is no light evident within.
~
E
roiling cloud~
As you stare up at the skies above you, the cloud continually shifts,
scattering the natural light and making it difficult to focus. The cloud
appears to be a manifestation of the swamp gases and perhaps whatever
evil is lurking around.
~
A
climb~
down cliff~
if( find_skill( ch, climb ) >= random( 5, 10 ) ) {
act_tochar( #climb1, ch );
act_notchar( #climb2, ch );
wait( 1 );
transfer( ch, find_room( 67513 ) );
act_notchar( #arrival, ch );
}
else {
if( random( 1, 10 ) > 5 ) {
act_tochar( #fail1, ch );
act_notchar( #fail2, ch );
transfer( ch, find_room( 67513 ) );
act_notchar( #arrival2, ch );
i = 10d10+75;
dam_message( ch, i, "The plummeting fall" );
inflict( ch, mob, i, "A plummeting fall" );
}
else {
act_tochar( #fail3, ch );
act_notchar( #fail4, ch );
}
}
~
E
climb1~
Carefully sliding over the edge of the ledge, you pick your way down the
cliff face.
~
E
climb2~
$n carefully slides over the edge of the ledge, picking $s way down the
cliff face.
~
E
arrival~
$n finishes $s climb down the cliff face, dropping the last few feet to
the ground.
~
E
fail1~
Swinging out over the edge of the ledge, you suddenly lose your grasp and
plummet to the ground.
~
E
fail2~
As $n swings out over the ledge, $e suddenly loses $s grasp and plummets
towards the ground.
~
E
fail3~
As you start to swing out over the ledge the rock begins to crumble, you
quickly scurry back from the edge.
~
E
fail4~
As $n starts to swing $s body over the ledge the rocks begin to crumble,
quickly $e scurries back from the ledge.
~
E
arrival2~
With a startled yelp, $n loses $s grasp and plummets to the ground.
~
!
0 0 0
-1
S
#67521
Fire-Blackened Cavern~
The ground beneath your feet is warm, which is odd, as no fires appear to
have been set here for many months. The air is absolutely calm, though
ash still swirls around as if caught in the memory of a windy night. A
raised dais sits in a quiet corner of the cave, partially blocked by a
few boulders that have been displaced from the ceiling. Set atop the
raised platform is a soot-covered, blackened altar. A rune-inscribed
archway leads off to the north to what appears to be a faintly lit room,
while to the east is the ledge outside of the cave.
~
~
301597828 11 9 0
D0
~
~
0 -1 67522 10 10 5
D1
~
~
0 -1 67520 10 10 5
E
rune enscribed archway 1 north~
The archway has been carved directly out of the natural rock walls of
the cavern. Heavily enscribed with runic sigils, the archway has a faint
@Bblue glow@n around some of the magical symbols.
~
E
sigils magical symbols~
The inscriptions are slightly more than a half-inch deep and seem to have
a powdery red substance sprinkled into them. The most noticeable sigil
is a blazing lightning bolt that is carved directly at the top of the
runed archway.
~
E
dais corner~
This raised dais has been carved out of the natural rock of the cavern,
rising only about two feet in height and four feet around. A scorched,
white marble altar has been set atop it, forcing a person to look up at
anybody that stands before it.
~
E
boulders rocks~
These boulders are much too large for anyone to even attempt to lift.
They appear to be simply large chunks of the ceiling and walls which have
separated and come crashing down to the floor.
~
A
north~
~
loop( all_in_room ) {
act_room( #blast, ch );
if( race( rch ) != demon ) {
do_spell( lightning bolt, rch, rch );
send_to_room( #flare, find_room( 67522 ) );
continue;
}
}
continue;
~
E
blast~
@RAs you pass through the rune-inscribed archway, the sigils flare with a
blue-white light!@n
~
E
flare~
@BThe runes covering the archway to the south flare with a blue-white
light as something emerges from the other side.@n
~
!
3 0 0
2059 9 1509949540 3 0
2961 17 1509949540 -2 0
-1
S
#67522
Infernalist's Chamber~
@CSoftly glowing runes@n fill your sight as your gaze travels across the
walls of this chamber. The runes etched into the natural cavern wall
seem to consume all light that threatens to dim their own. An unnatural
@Bblue flame@n burns in the middle of the room, radiating oppressive heat
and little light. Dark splotches stain the rock in many different places
surrounding the flame. The only noticeable exit is to the south, through
the heavily runed archway.
~
mob # 2058 is summoned by the infernalist, - bound demon
The infernalist is a human, though his race is set to demon for the
purpose of his area attack not hurting him, as near as i can tell a
player will never see the difference, and it makes the attack much nicer.
[Starshine] more extras for the book would be nice.
~
301596677 11 7 0
D2
~
~
0 -1 67521 10 10 5
E
glowing runes walls~
Intricate runes have been carved into almost every available surface of
the cavern walls. Each is slowly pulsing with a pale light, no two of
these runes seems to be duplicated, though they each appear to be part of
a master sigil.
~
E
blue flame~
Emanating from a circular runic pattern, this small flame flickers at a
height of about two feet off the ground. Oppressive heat fills the room
and as you near the flame, breathing becomes increasingly difficult.
~
E
splotches rock~
Deep red in color, these splotches look very much like mostly coagulated
blood. The blood surrounds the flame in half a dozen separate places.
~
A
touch get take~
flame~
act_tochar( #flame1, ch );
act_notchar( #flame2, ch );
do_spell( conflagration, ch, ch );
~
E
flame1~
As you reach out to touch the @Bblue flame@n, a dazzling shaft of
@Rhell's flame@n engulfs you!
~
E
flame2~
As $n reaches out for the @Bblue flame@n, a dazzling shaft of @Rhell's
flame@n engulfs $m.
~
!
0 0 0
A
trace touch~
rune~
act_tochar( #trace1, ch );
act_notchar( #trace2, ch );
act_room( #surge1, ch );
loop( all_in_room ) {
if( race( rch ) != demon ) {
j = 5d10+100;
dam_message( rch, j, "the runic blast" );
inflict( rch, mob, j, "the runic blast" );
}
}
~
E
trace1~
You reach out your hand and trace the slightly glowing sigil on the
chamber wall.
~
E
trace2~
$n reaches out $s hand and slowly traces the slightly glowing sigil on
the chamber wall.
~
E
surge1~
@YThe runic patterns glow a vibrant yellow!@n
~
!
0 0 0
2057 9 1509949540 3 0
-1
S
#67523
An Unstable Underground Cavern~
This cave appears to be part of a once larger cavern, as the walls all
around show evidence of cave-ins. A small dark pool of water dominates
the middle of the room, and the only other noticeable object is a small
treasure chest sitting by the western wall. Small bubbles surface
occasionally in the dark pool, perhaps evidence that there is some
circulation of the water in the pool.
~
~
301596672 13 9 0
E
cave-in cavern wall~
Great quantities of rubble ring this cavern in every direction. Evidence
of cave-ins, both from the distant past and quite recently, prove that
this cave is far from stable. A fine dust seems to be constantly falling
from the ceilings over what appears to be the more recent cave-ins.
~
E
boulder rock~
Glancing around the room, a single boulder takes precedence in your
thoughts. This large boulder has fallen from the ceiling and landed
perfectly perched on top of the small chest. Looking at the large
granite rock, it's easy to surmise that it would take quite a feat of
strength to move it. Once moved, however, access to the treasures within
the chest would be feasible.
~
E
pool water~
Dominating the center of the room is a dark pool of water. The pool,
aproximately 12 feet wide and twice that in length appears to be a
fathomless pit. The dark waters seem to have a slight swirl to them, and
small bubbles occasionally break its surface.
~
A
dive enter~
pool ring~
if( find_skill( ch, swimming ) >= random(7, 10 ) ) {
act_tochar( #swim1, ch );
act_notchar( #swim2, ch );
wait( 1 );
act_tochar( #swim3, ch );
wait( 1 );
act_tochar( #arrival2, ch );
transfer( ch, find_room( 67506 ) );
act_notchar( #arrival, ch );
}
else {
act_tochar( #fail1, ch );
act_notchar( #fail2, ch );
}
~
E
swim1~
You take a deep breath and dive down into the deep pool, hoping to find
your way out of the cavern.
~
E
swim2~
$n takes a deep breath and dives down into the dark pool.
~
E
arrival~
Gasping for breath, $n breaks the surface of the dark water and climbs
out, dripping wet.
~
E
fail1~
You look at the dark pool of water and decide that the murky depths is
not a place you want to go.
~
E
fail2~
Looking at the dark pool of water, $n slowly backs away from it.
~
E
swim3~
Swimming for what seems far too long, you begin to worry if somehow you
lost your way.
~
E
arrival2~
You break the surface of the water, arriving in the swamp.
~
!
0 0 0
A
inspect examine~
closed steel-banded blackened chest lock~
if( find_skill( ch, inspect ) > random( 6, 10 ) ) {
act_tochar( #inspect, ch );
act_notchar( #inspect2, ch );
}
else {
act_tochar( #fail1, ch );
act_notchar( #fail2, ch );
}
~
E
inspect~
You examine the tiny lock carefully, finding a small figurine of a
crimson dragon, its tail cunningly wrapped around the locking mechanism.
~
E
inspect2~
$n carefully examines the lock.
~
E
fail1~
You examine the small lock, finding nothing out of the ordinary.
~
E
fail2~
$n carefully examines the lock.
~
!
0 0 0
A
pick unlock~
closed steel-banded blackened chest~
if( rflag( reset1, room ) ) {
act_tochar( #boulder, ch );
end;
}
if( rflag( reset0, room ) ) {
act_tochar( #flame1, ch );
act_notchar( #flame2, ch );
do_spell( flame strike, ch, ch );
}
else
continue;
~
E
boulder~
With the boulder still perched on top of the chest, you find it
impossible to get into position to pick the lock.
~
E
flame1~
As you attempt to pick the chest's lock, you accidently trigger the
emission of a billowing flame.
~
E
flame2~
As $n attempts to pick the chest's lock, a billowing flame emanates from
the small lock.
~
!
0 0 0
A
untrap~
closed steel-banded blackened chest lock~
if( !rflag( reset0, room ) ) {
act_tochar( #done, ch );
end;
}
act_tochar( #attempt, ch );
act_notchar( #attempt1, ch );
if( find_skill( ch, untrap ) > random( 6, 10 ) ) {
act_tochar( #success, ch );
act_notchar( #success2, ch );
remove_rflag( reset0, room );
}
else {
act_tochar( #fail, ch );
act_tochar( #flame, ch );
act_notchar( #flame2, ch );
do_spell( flame strike, ch, ch );
}
~
E
done~
As you attempt to disarm the trap, you notice that the tail of the small
dragon has already been detached from the locking mechanism.
~
E
attempt~
You calm your nerves and attempt to disarm the small trap.
~
E
attempt1~
$n pauses for a short moment, before attempting to disarm the trap.
~
E
success~
You carefully detach the small crimson tail from the locking mechanism,
rendering the trap ineffective.
~
E
success2~
$n successfully disarms the dangerous trap.
~
E
fail~
As you attempt to disarm the trap, you notice the crimson dragon's small
mouth open wide!
~
E
flame~
@RA billowing flash of fire emanates from the lock, engulfing you in
flames!@N
~
E
flame2~
@RA billowing flash of fire emanates from the lock, engulfing $n in
flames!@n
~
!
0 0 0
A
lift heave push move shove~
boulder rock~
if( class( ch ) != thief ) {
if( find_stat( ch, str ) >= 18 ) {
act_tochar( #lift1, ch );
act_notchar( #lift2, ch );
remove_rflag( reset1, room );
wait( 1 );
act_tochar( #drop1, ch );
act_notchar( #drop2, ch );
obj_to_room( oload( 2963 ), room );
}
else {
act_tochar( #weak, ch );
end;
}
}
else {
act_room( #voice, ch );
act_tochar( #flame1, ch );
act_notchar( #flame2, ch );
do_spell( flame strike, ch );
}
~
E
lift1~
You strain your muscles against the weight of the large boulder, powering
it up off the top of the chest.
~
E
lift2~
$n strains $s muscles against the weight of the large boulder, powering
it up off the top of the chest.
~
E
drop1~
You drop the large boulder onto the ground, thankful to free yourself of
its weight.
~
E
drop2~
$n drops the large boulder onto the ground.
~
E
weak~
You strain with all your might, but lack the strength to move the large
boulder.
~
E
voice~
@RA deep throaty voice booms through the room, "I will not allow one,
skilled as you are, to gain access to the masters's treasures!".@n
~
E
flame1~
A burst of flame emanates from beneath you, wrapping you in searing pain!
~
E
flame2~
A burst of flame emanates from beneath $n, wrapping around $m!
~
!
0 0 0
2931 49 1509949540 -2 0
2935 81 1509949442 -2 0
16 81 1509949490 -2 0
2 80 1509962240 -2 0
2929 114 1509962240 -2 0
2928 84 1512112128 -2 0
2959 80 1511587840 -2 0
2958 80 1510932480 -2 0
2960 80 1510080512 -2 0
2930 80 1511456768 -2 0
2975 80 1510080512 -2 0
-1
S
#67524
Inside the Wagon~
While tightly cramped, the inside of this wagon is quite practical. A
small bed sits at the back of the wagon, while a four person table
dominates the center. Surrounding the small table are two benches that
show little wear. Cupboards line the wall directly adjacent from the
door that leads to the outside. Small shutters have been nailed shut,
blocking any light from shining in through the window set just over the
small bed.
~
~
301465606 0 5 0
E
cupboards~
The cupboards, much like the rest of the wagon, have been crafted from
fine oak. Possibly once containing food and other items for the owner of
the wagon, the cupboards have all been picked clean.
~
E
shutters~
The wood of these shutters perfectly matches the color of the natural
frame of the oaken wagon. A design of a dazzling sun over a small meadow
has been carved into the wood, perhaps crafted to create a sense of irony.
~
A
exit leave~
wagon door~
act_tochar( #leaving, ch );
act_notchar( #leaving2, ch );
transfer( ch, find_room( 30877 ) );
act_notchar( #arrival, ch );
~
E
leaving~
Heading out through the small door, you exit the cramped wagon.
~
E
leaving2~
Heading out through the small door, $n exits the cramped wagon.
~
E
arrival~
$n enters the room, exiting from the large wagon.
~
!
0 0 0
A
search~
cupboard~
act_tochar( #rummage1, ch );
act_notchar( #rummage2, ch );
~
E
rummage1~
You rummage through all of the cupboards, but find that they have been
picked clean.
~
E
rummage2~
$n begins rummaging through the cupboards, looking for anything valuable.
~
!
0 0 0
2979 17 1509949540 -2 0
2980 17 1509949540 -2 0
2980 17 1509949540 -2 0
2981 17 1509949540 -2 0
-1
S
#0