#AREA
Wererat Temple~
amon ( Rev. Rue/Calliope~
~
0 0
0
#ROOMS
#75250
Small Brick Tunnel~
Ancient bricks make up the walls, ceiling and floor of this small
tunnel.  The red-clay bricks have been stained by the passage of time as
well as watermarks.  The mortar between the bricks is decaying, and is
powdery to the touch.  The floor is covered in a thin layer of silt, and
the unmistakable tracks left by rats.  The thin tunnel leads north,
while a metal grate above you provides the only other way out.
~
[Rue] connects to 13541
~
301596676 0 5 0
D0
~
~
0 -1 75251 10 10 5
D4
metal grate~
metal grate~
235 -1 13541 10 10 5
E
bricks walls ceiling mortar~
The red-clay bricks from which this narrow passage is constructed are
old, cracked and broken in spots, corners worn and rounded with age. 
Dark stains, the memories of dripping and flowing water, mark the tunnels
walls and the crumbling mortar that barely holds the bricks in place. 
Blacker even than the watermarks, patches of mildew lend the air a
faintly musty smell.
~
E
floor silt tracks~
The tunnel floor, buried beneath a thin layer of silt, clearly shows the
tracks of rats...  very large rats.  Countless in number, the tracks lead
into this area from the north and back out.
~
E
grate~
Planted firmly in the tunnel's roof, an iron grate gives entrance to and
exit from the sewers.  Although covered with dark orange patches of rust,
the grate is still solid and heavy.
~
A
move push slide open~
metal grate~
if( is_open( room, up ) ) {
  act_tochar( #openalready, ch );
  act_notchar( #rmopenalready, ch );
  close( room, up );
  send_to_room( #closing, find_room( 13541  ) );
  }
else {
  act_tochar( #to_char, ch );
  act_notchar( #to_room, ch );
  open( room, up );
  send_to_room( #opening, find_room( 13541  ) );
  }
~
E
openalready~
@GYou grab the grate and slide it over the opening, barely avoiding
crushing your fingers!@n 
~
E
rmopenalready~
@G$n reaches up and slides the metal grate back over the opening.@n
~
E
closing~
@GA hand reaches up from below, and pulls the grate back over the hole!@n
~
E
to_char~
@GYou grunt as you push the metal grate from its seat, and slide it aside.@n
~
E
to_room~
@G$n grunts as $e pushes the metal grate out of the way and slides it
aside.@n 
~
E
opening~
@GSomebody pushes the metal grate up, and slides it aside, opening a hole
to a tunnel below.@n 
~
!
0 0 0
A
~
~
i = 1d20;
if( i == 3 ) {
  act_tochar( #whoa, ch );
  act_notchar( #rmwhoa, ch );
  }
~
E
whoa~
@YYou slip momentarily on the silt before regaining your balance!@n
~
E
rmwhoa~
@G$n slips before catching $mself on the wall.@n
~
!
1 0 1
A
~
~
continue;
~
E
to_char~
@GYou pull yourself up and out through the grate.@n 
~
E
to_room~
@G$n climbs out through the grate.@n
~
!
3 0 16
A
~
~
obj_to_room( oload( 1460 ), find_room( 19 ) );
continue;
~
!
1 0 16
243 137 1509949540 3 0
-1
S
#75251
Narrow Brick Tunnel~
Red-brick walls surround you on four sides, leaving a tight tunnel that
leads north and south.  The bricks are old, worn and stained by the
passage of sewage long ago.  The tunnel tilts slowly upward towards the
north, where in the distance there is a reddish glow.  You can follow the
passage either north or south.
~
acode 2 - triggered by enter code north
[Rue] This code works how I want it, if the players don't kill the rats,
more can fill the room.
~
301596676 0 5 0
D0
~
~
0 -1 75252 10 10 5
D2
~
~
0 -1 75250 10 10 5
E
glow reddish~
Barely visible from this vantage point, a dull crimson glow alleviates
the unrelenting darkness that lies to the north.
~
E
bricks walls tunnel~
The tunnel is close and cramped, surrounding you on four sides with
cracked and aging bricks.  Running halfway up the wall, a dark stain
defines the level of flowing sewage and the purpose these tunnels once
served.  At one point, just above the waterline, you see a section of
wall where the bricks are clearly loose, only held in place by a minimal
amount of mortar.
~
A
take open pry dig~
bricks loose mortar~
if( is_player( ch ) ) {
  if( rflag( reset1, room ) ) {
    act_tochar( #dig, ch );
    act_notchar( #rmdig, ch );
    wait( 1 );
    act_tochar( #dig2, ch );
    act_notchar( #rmdig2, ch );
    remove_rflag( reset1, room );
    send_to_room( #burst, room );
    obj_to_room( oload( 1036 ), find_room( 75251 ) );
    obj_to_room( oload( 1036 ), find_room( 75251 ) );
    mload( 74, find_room( 75251 ) );
    mload( 2512, find_room( 75251 ) );
    mload( 2512, find_room( 75251 ) );
    mload( 2512, find_room( 75251 ) );
    mob = mob_in_room( 74, room );
    if( mob )
      attack( mob, ch, 2d6, "gnashing bite" );
    end;
    }
  else
    act_tochar( #digdone, ch );
  }
~
E
dig~
@GYou dig at the loose bricks, the mortar powdering easily as you pry.@n
~
E
rmdig~
@G$n prys at some loose bricks, the mortar disintegrating easily beneath
$s fingers.@n 
~
E
digdone~
@GThe bricks have already been dug out.@n
~
E
dig2~
@GAs you pry away the loose bricks, a loud chittering sound can be heard
echoing behind the wall.@n 
~
E
rmdig2~
@GAs $n prys loose bricks from the wall, you can hear a loud chittering
sound coming from inside!@n 
~
E
burst~
@YSuddenly the bricks fly out in a shower of gray-white mortar and a
swarm of rats leap out of the wall!@n 
~
!
0 0 0
A
~
~
if( !mob_in_room( 74, find_room( 75251 ) ) ) {
  if( rflag( reset1, find_room( 75251 ) ) ) {
    remove_rflag( reset1, find_room( 75251 ) );
    wait( 1 );
    send_to_room( #burst, find_room( 75251 ) );
    mload( 74, find_room( 75251 ) );
    mload( 2512, find_room( 75251 ) );
    obj_to_room( oload( 1036 ), find_room( 75251 ) );
    obj_to_room( oload( 1036 ), find_room( 75251 ) );
    mload( 2512, find_room( 75251 ) );
    mload( 2512, find_room( 75251 ) );
    mob = mob_in_room( 74, find_room( 75251 ) );
    ch = rand_char( find_room( 75251 ) );
    attack( mob, ch, 2d6, "gnashing bite" );
    end;
    }
  }
~
E
burst~
@YYou hear a loud chittering sound that gets louder every moment!@n
~
E
burst2~
@YSuddenly the east wall explodes in a shower of brick and mortar! 
Several large rats leap from the hole and attack!@n 
~
!
0 0 0
A
~
~
i = 1d20;
if( i == 3 ) {
  act_tochar( #whoa, ch );
  act_notchar( #rmwhoa, ch );
  }
~
E
rmwhoa~
@G$n slips before catching $mself on the wall.@n 
~
E
whoa~
@YYou slip momentarily on the silt before regaining your balance!@n
~
!
1 0 5
-1
S
#75252
Brick Tunnel - Before the Copper Door~
The brick tunnel is blocked to the north by a massive copper door.  On
each side of the door, set into deep niches are red, glowing balls of
light.  The balls float in midair, and give off a reddish glow that
reflects off the copper door.  The door has no apparent handle or hinges
on its decorated face.  To your south is a long brick tunnel that leads
slightly downwards.
~
[Rue] There is a key players need.  Door codes work fine
~
301596677 0 5 0
D0
copper door~
copper door~
407 122 75253 10 10 5
D2
~
~
0 -1 75251 10 10 5
E
carvings door 1 north copper~
The short stretch of tunnel ends abruptly at a tall copper door.  Shadows
cast from nearby scarlet spheres enhance carvings beaten into its surface. 
These carvings, though crude, depict the very essence of evil.  Man-sized
rodents - bipedal rats - carry out various methods of torture and murder
on hapless victims.  One particularly grisly scene shows them stripping
the flesh from a living, human child then throwing those chunks of 'meat'
into a bubbling, boiling cauldron.  One of the carvings looks worn, as if
it has been touched many times.
~
E
niches light ball~
Flanking the door, deep niches hold glowing balls of light the size of a
large fist.  The lights are red, a dark crimson color reminiscent of
spilling blood.  Reflecting off the portal, the spheres cast eerie
shadows across its carven face.
~
A
~
~
if( is_player( ch ) ) {
  act_tochar( #gleaming, ch );
  acode( find_room( 75251 ), 2 );
  }
~
E
gleaming~
@GYou come upon a gleaming, beaten copper door blocking your movement
north.  The copper reflects an eerie reddish glow that bathes you in a
haunting light.@n 
~
!
1 0 4
A
get take touch~
red ball glowing~
act_tochar( #burn, ch );
act_notchar( #witness, ch );
i = dice( 1, 15 );
dam_message( ch, i, "an electrical field" );
inflict_shock( ch, mob, i, "an electrical field" );
~
E
burn~
@GAs you reach for the glowing ball a shimmering yellow field comes into
focus around your hand!@n
~
E
witness~
@GAs $n reaches for one of the balls, a shimmering yellow field comes
into focus around $s hand!@n 
~
!
0 0 0
A
unlock~
copper door 1 north~
if( is_open( room, north ) )
  act_tochar( #doorwhatdoor, ch );
mob = mob_in_room( 243, room );
if( mob ) {
  act_room( #attack, ch );
  attack( mob, ch, 2d9, "quick assault" );
  end;
  }
if( is_locked( room, north ) ) {
  if( !has_obj( 122, ch ) ) {
    act_tochar( #need, ch );
    act_notchar( #rmneed, ch );
    end;
    }
  act_tochar( #unlock, ch );
  act_notchar( #rmunlock, ch );
  unlock( room, north );
  }
~
E
attack~
@YThe wererat leaps to attack!@n
~
E
need~
@GYou lack the key.@n
~
E
rmneed~
@G$n fiddles with the door, but nothing happens.@n
~
E
unlock~
@GAs you turn the key in the lock, the click of the mechanism echos
through the silent tunnel, carrying with it the barely audible screams of
a thousand tortured souls.@n 
~
E
rmunlock~
@GAs $n turns the key in the lock, the click of the mechanism echos
through the silent tunnel, carrying with it the barely audible screams of
a thousand tortured souls.@n 
~
E
doorwhatdoor~
@GWhat door?  Are you hallucinating?@n
~
!
0 0 0
A
press depress push touch~
carving~
if( !is_locked( room, north ) ) {
  act_tochar( #open, ch );
  act_notchar( #rmopen, ch );
  wait( 1 );
  send_to_room( #disappear, room );
  open( room, north );
  send_to_room( #otrmopen, find_room( 75253 ) );
  }
else {
  act_tochar( #nothing, ch );
  act_notchar( #rmnothing, ch );
  }
~
E
open~
@GYou depress one of the carvings in the door which recedes with an
audible *click*.@n 
~
E
rmopen~
@G$n presses something on the door, and you hear an audible *click*@n
~
E
disappear~
@YThe copper doors shimmers for an instant, a bluish haze that ripples as
though it were alive, and then the door is gone!@n 
~
E
otrmopen~
@YThe copper door shimmers with a bluish haze, slowly dissipating until
it is no more!@n 
~
E
nothing~
@GYou press the carvings with no effect.@n
~
E
rmnothing~
@G$n pushes against the door, but nothing happens.@n
~
!
0 0 0
A
open~
1 north door copper carving~
if( !is_open( room, north ) ) {
  act_tochar( #noopen, ch );
  end;
  }
else
  act_tochar( #already, ch );
~
E
noopen~
@GYou see no obvious way to open the door.@n 
~
E
already~
@GHow much more open does it need to be?@n
~
!
0 0 0
A
close~
copper carvings door 1 north~
act_tochar( #none, ch );
~
E
none~
@GThere is no 'door' to close here.@n
~
!
0 0 0
243 137 1509949540 3 0
-1
S
#75253
Granite Hallway~
The walls and ceiling of this hallway are sheathed in polished black
granite, cut through with violent swirls of a pinkish hue.  A large
archway is cut into the south wall, inset with a burnished copper door. 
The floor is red flagstone, and is also polished to a high sheen.  You
can head east or west down the hallway.  Next to the archway is a small
metal plate about three feet off the ground.
~
~
301596676 0 5 0
D1
~
~
0 -1 75254 10 10 5
D2
copper door~
copper door~
407 122 75252 10 10 5
D3
~
~
0 -1 75257 10 10 5
E
wall ceiling granite~
Sheathed in what appears to be a single piece of solid black granite, the
cramped tunnel flows east and west.  Highly polished, the stone absorbs
the light, only faintly illuminating the pattern of swirls that ripple
along its lustrous surface. The swirls range in color from palest rose to
a deep violet-pink, nearly the color of blood.
~
E
archway copper door 1 south~
An archway, curved and slightly askew as though crafted by an amateur's hand,
showcases a burnished copper door that lies on the southern wall.  Beaten
into the door, crude carvings of a malevolent nature portray gruesome
scenes.  One such scene shows a massive rat, clad in flowing robes,
gouging the eye from an unfortunate elven victim.
~
E
floor red flagstone 1 down~
Thick slabs of rusty red flagstone forge the floor of the narrow
passageway.  Stretching from wall to wall, disappearing to the east and
west into darkness, their surface is no less glossy than the tunnel's
granite walls.
~
E
metal plate hole~
Crafted of a shining steel, the metal plate appears to be able to be
depressed.  In the center of the plate is a small hole, perhaps for a key.
~
A
press push depress~
steel metal plate~
if( is_open( room, south ) ) {
  act_tochar( #openalready, ch );
  end;
  }
if( !is_locked( room, south ) ) {
  act_tochar( #open, ch );
  act_notchar( #rmopen, ch );
  wait( 1 );
  send_to_room( #disappear, room );
  open( room, south );
  send_to_room( #otrmopen, find_room( 75252 ) );
  }
else {
  act_tochar( #nothing, ch );
  act_notchar( #rmnothing, ch );
  }
~
E
open~
@GYou press the cool metal of the plate, and it slides into position with
a *click.*@n
~
E
rmopen~
@G$n presses the metal plate, and you hear an audible *click*@n
~
E
disappear~
@YThe copper doors shimmers for an instant, a bluish haze that ripples as
though it were alive, and then the door is gone!@n
~
E
otrmopen~
@YThe copper door shimmers with a bluish haze, slowly dissipating until
it is no more.@n
~
E
nothing~
@GYou press the metal plate with no effect.@n
~
E
rmnothing~
@G$n pushes the metal plate, but nothing happens.@n
~
E
openalready~
@GYou press the plate, but nothing happens.@n
~
!
0 0 0
A
close~
1 south door copper~
if( is_open( room, south ) ) {
  act_tochar( #none, ch );
  end;
  }
else
act_tochar( #none2, ch );
~
E
none~
@GThere is nothing to close here.@n
~
E
none2~
@GThe door is already closed.@n
~
!
0 0 0
A
open~
1 south door copper~
if( !is_open( room, south ) ) {
  act_tochar( #noopen, ch );
  end;
  }
else
  act_tochar( #already, ch );
~
E
noopen~
@GYou see no obvious way to open the door.@n
~
E
already~
@GHow much more open does it need to be?@n
~
!
0 0 0
A
unlock~
metal plate hole~
if( is_open( room, south ) )
  act_tochar( #open, ch );
mob = mob_in_room( 243, room );
if( mob ) {
  act_room( #attack, ch );
  attack( mob, ch, 2d9, "quick assault" );
  end;
  }
if( is_locked( room, south ) ) {
  if( !has_obj( 122, ch ) ) {
    act_tochar( #need, ch );
    act_notchar( #rmneed, ch );
    end;
    }
  act_tochar( #unlock, ch );
  act_notchar( #rmunlock, ch );
  unlock( room, south );
  }
~
E
attack~
@YThe wererat leaps to attack!@n
~
E
need~
@GYou lack the key.@n
~
E
rmneed~
@$n fiddles with the door, but nothing happens.@n
~
E
unlock~
@GYou place the key into the small hole, and turn it with an audible *click*.@n
~
E
rmunlock~
@GAs $n turns the key in the lock, you hear a muffled *click* from deep
within the wall.@n 
~
E
open~
@GThe door is already wide open.@n
~
!
0 0 0
A
unlock~
door copper 1 south~
act_tochar( #nope, ch );
~
E
nope~
@GYou see no keyhole in the door.@n
~
!
0 0 0
243 9 1509949540 3 0
-1
S
#75254
Granite Hallway~
The polished granite hallway deadends here, coming upon two heavy
iron-bound wooden doors.  One door is set into the north wall, while the
other is in the east wall.  The polished slate floor is covered in
stains, deep-purple upon the already red stone.  Aside from entering the
doors you can head west down a long hallway.
~
~
301596676 0 5 0
D0
heavy iron-bound door~
heavy iron-bound door~
391 170 75255 10 10 5
D1
heavy iron-bound door~
heavy iron-bound door~
261 170 75256 10 10 5
D3
~
~
0 -1 75253 10 10 5
E
heavy iron-bound wooden doors~
Two doors, each the mirror-image of the other, obstruct the black granite
passageway to the north and east.  Fashioned from solid planks of
dense-grained oak, the doors are weathered but still sturdy, with thick
iron bands enwrapping them, both horizontally and vertically.  Issuing
from gaps beneath the doors and the rusty-red floor, rises a stench of
unknown origin.
~
E
slate floor stains~
Deep purple stains, nearly black in color, have seeped into the porous
surface of the glossy, rust-red slate.  Large blotches and small,
spatters and drips, they all look suspiciously like dried blood.
~
A
~
~
if( is_player( ch ) ) {
  if( rflag( reset1, room ) ) {
    mob = mob_in_room( 1943, find_room( 75255 ) );
    if( mob ) {
      send_to_room( #inroom, find_room( 75255 ) );
      send_to_room( #scratching, find_room( 75254 ) );
      remove_rflag( reset1, find_room( 75254 ) );
      }
    }
  }
~
E
inroom~
@GYou hear something moving outside the door, as does the emaciated man,
who scratches feebly at the door.@n 
~
E
scratching~
@YYou hear a feeble scratching noise coming from the door to the north.@n
~
!
1 0 10
243 9 1509949540 3 0
-1
S
#75255
Cell~
Bare brick walls covered in filth and spattered blood are all you see
here.  A thin layer of straw has been spread over the floor, in a failed
attempt to bring meager comfort to any imprisoned here.  This room is
uncomfortable at best, the brick floor poking through the straw.  The
only way out is through a heavy, iron-bound door to the south.
~
~
301596676 0 5 0
D2
heavy iron-bound door~
heavy iron-bound~
391 170 75254 10 10 5
E
straw floor~
The cold and damp floor is blanketed by a thin covering of straw, strewn
about the room.  A sizable clump has been collected along the far wall,
perhaps an attempt at creating a bed, and several discolored and filthy
scraps of clothing peek out from the mottled patch.  Further
investigation reveals the gruesome world that lives beneath the meager
attempt at comfort...insects of all sizes and shapes shrink from the
light and skitter around your boots and out across the floor.
~
E
walls filth blood~
Uneven rows of weathered bricks comprise the walls of the cell,
alternating shades of grey beneath the filth that clings to the stone. 
Like the work of a demented artist, splotches of dull and darkened
crimson adorn the walls in haphazard patterns, with several long and
torturous smears sinking down towards the floor.
~
A
free break~
chain man emaciated~
mob = mob_in_room( 1943, room );
if( mob ) {
  act_tochar( #free, ch );
  act_notchar( #rmfree, ch );
  wait( 1 );
  act_tochar( #free1, ch );
  act_notchar( #rmfree1, ch );
  open( room, south );
  wait( 1 );
  send_to_room( #leaves, room );
  junk_mob( mob );
end;
  }
act_tochar( #man, ch );
~
E
free~
@GYou easily break the rusted chain holding the man to the wall, the
broken links falling to the floor with a dull thud.@n 
~
E
rmfree~
@G$n easily snaps the rusted chain holding the man to the wall.@n
~
E
free1~
@GThe tired old man looks at you and smiles feebly, "Thank you friend, I
will never forget this." @n 
~
E
rmfree1~
@GThe emaciated man mumbles something to $n.@n
~
E
leaves~
@GThe emaciated man looks around carefully before slinking slowly out of
the room and disappearing into the shadows.@n 
~
E
man~
@GWhat man? You don't see anybody to free.@n
~
!
0 0 0
1943 9 1509949540 3 0
-1
S
#75256
Cell~
This small cell has bare brick walls and straw strewn about the floor. 
Leg irons are bolted to the wall in the northeast corner, the shackles
have long since been broken.  There are several small holes in the wall
just at floor level.  The only way out of this cell is west, through a
heavy iron-bound door.
~
~
301596676 0 5 0
D3
heavy iron-bound door~
heavy iron-bound door~
261 170 75254 10 10 5
E
chained leg shackle~
A reminder of the nature of the room, a long and rusted iron chain
stretches from a bolt in the stained and filthy grey brick wall opposite
the door.  The leg iron ends in a battered and broken shackle, the
recipient of countless hours of abuse and perhaps frantic bashing.
~
E
holes wall~
The base of each of the walls is dotted by cracks and small holes, the
result of poor construction, the dripping of water through the soil, and
no doubt owing to the diligent efforts of the room's former occupants. 
Occasionally the small shadow of a rodent emerges from the holes to watch
your movements with alarming interest.
~
A
search~
holes~
act_tochar( #search, ch );
act_notchar( #rmsearch, ch );
~
E
search~
@GYou search the holes, but find nothing.@n
~
E
rmsearch~
@G$n searches the holes in the wall.@n
~
!
0 0 0
2512 9 1509949540 3 0
2512 9 1509949540 3 0
74 9 1509949540 3 0
-1
S
#75257
Granite Hallway~
The polished granite walls are cold, as is the air that flows silently
past you.  Large red slate slabs make up the floor, which reflects onto
the glossy surface of the ceiling and walls.  The granite walls are shot
through with spidery veins of a sickly pink color.  The long hallway
leads west and east.
~
~
301596676 0 5 0
D1
~
~
0 -1 75253 10 10 5
D3
~
~
0 -1 75258 10 10 5
E
granite walls ceiling~
Shot through with spidery veins of putrid pink, black granite encases the
walls of this long stretch of hallway.  Chill to the touch, the stone
offers no welcome to unwanted intruders.
~
E
red slate slabs floor 1 down~
Thick slabs of darkest red slate form the floor in this section of the
passage.  Polished to a high gloss, they cast a carmine glow along the
granite walls.
~
272 9 1509949540 3 0
-1
S
#75258
Granite Hallway~
The granite hallway runs east and west, leading towards a turn in the
hallway and some doors to the west.  The floor is made of a polished red
flagstone.  Inset in the north wall is a carved archway, bordered on each
side by red granite pillars with golden flecks.  Inside the archway is a
carved oaken door.
~
~
301596676 0 5 0
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carved oaken door~
carved oaken door~
391 62 75259 10 10 5
D1
~
~
0 -1 75257 10 10 5
D3
~
~
0 -1 75260 10 10 5
E
pillars granite flecks archway door 1 north~
Looming over the gnarled oaken door is a well-crafted archway carved from
a dark black and grey stone, set carefully within the dull rock of the
northern wall.  The stone is riddled with several patterns and shapes,
each seeming to snake its way down the sloping sides to fade into mere
random scratches near the ground.  Flanking the archway like guardians of
a sacred portal, two red granite pillars riddled with golden flecks
support the sides of the inset stone with silent symmetry.
~
E
floor flagstone 1 down~
The floor is a blood-red color, the flagstone neat and well-kept.
~
-1
S
#75259
Priest's Room~
This chamber is sheathed in red velvet curtains hung from iron hooks on
the walls.  The floor is covered in a thick black carpet, and cushions
are spread all over the floor as well.  A small black-granite altar sits
along the west wall.  The north wall has a tapestry hanging from it,
displaying scenes of a vile nature.  The south wall has a intricately
carved oaken door in it.
~
~
301596676 0 5 0
D2
carved oaken door~
~
391 62 75258 10 10 5
E
red velvet curtains iron hook~
Three sides of the chamber are draped in scarlet, rich-textured velvet
that hangs in deep folds from simple iron hooks affixed near the ceiling. 
The hems of the heavy fabric brush an ebon carpet, plush and deep-piled,
that covers the floor.  Scattered around the room, over-stuffed cushions
are strategically placed around a black granite altar.
~
E
altar~
Cries of torment and the unholy chanting of hissing voices seem to writhe
behind the walls and beneath the heavy cloak of silence, like echoes of
power and fear etched deep within the stones of this chamber.  Nestled
within a shroud of overlapping shadows, this altar of darkened stone
absorbs the light of the ensconced torches as though it hungered for
their very essence.  Lines and rivulets run the length of the slab,
darkened permanently by layers of black soot and stains of crimson.  Like
veins they flow along the edge of the altar to small and barely-visible
holes, only to reappear stains with even brighter red as they spiral down
the carved legs and onto the cold, stone steps.
~
E
tapestry~
Like a long drawn veil, the tapestry hides the northern wall, a myriad of
colors and threads.  The cloth is quite fine, the detailed art clearly
the work of a skilled weaver.  A striking scene of despair and torture
unfolds across the center of the tapestry, figures, of various races
being impaled, burned, even devoured by a horde of demonic creatures that
faintly resemble large, armored rodents.  Several smaller scenes flank
the larger, decorating the perimeter with assorted symbols and pictures
of the worship of a dark deity.  Below the landscape of roving creatures
and wailing figures, the image of a pit descends into shadow, and only by
the slight variation in thread and two bright red eyes, is the image of a
looming beast in the depths of the tapestry revealed.
~
248 9 1509949540 3 0
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S
#75260
Granite Hallway~
The polished granite hallway turns here, heading north and east.  A heavy
wooden door is set into an arch in the west wall, and an iron-bound door
in the south.  The floor is polished slate, in a checkerboard pattern of
red and black.  To the east a long hallway runs, while to the north you
see a wider hallway.
~
~
301596676 0 5 0
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~
~
0 -1 75263 10 10 5
D1
~
~
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D2
iron-bound door~
iron-bound door~
131 -1 75262 10 10 5
D3
heavy wooden door~
heavy wooden door~
131 -1 75261 10 10 5
E
walls floor doors~
Walls of polished black stone and a floor of glossy slate, its slabs of
red and black laid in alternating squares resembling a checkerboard, seem
to shift in the flickering light from a distant brazier lying to the
north.  Doors to the west and south huddle in the shadows, one crafted of
heavy wood from an icalah tree, the other encased in iron bands.
~
A
~
~
send_to_room( #flickering, room );
~
E
flickering~
@Crimson light flickers to the north.@n 
~
!
2 50 0
272 9 1509949540 3 0
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S
#75261
Common Room~
The walls and floor of this large room are brick and stained with age and
covered in filth.  Old rugs, clothes and other useless items are piled in
heaps around the room, making it quite cluttered and dingy.  The ceiling
is a barrel-vault constructed of brick, and covered with cobwebs.  There
are several small holes in the base of the walls, and rat prints are
quite plainly seen.  A heavy wooden door in the east wall provides the
only means of exit.
~
~
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heavy wooden~
heavy wooden~
131 -1 75260 10 10 5
E
walls floor filth heaps holes prints~
Cracked and broken bricks, smeared with unnamable globs of filth and goo,
comprise the chambers walls.  There is a stench here, arising from the
old rugs and dirt-infested clothing that lie in ragged heaps upon
the floor.  Footprints, clearly those of large rats, lead to and from
holes riddled in the base of the walls, zigzagging between the scattered
and bug-infested piles of dingy cloth.
~
E
ceiling cobwebs~
Stretching up into grim shadows, the bricks form a barrel vaulted ceiling
whose gentle curve is just discernible from below.  Giant cobwebs festoon
the arch, draping like dusty and worn battle standards, rotted with age
and neglect.
~
E
prints ratprints~
Prints, clearly those of large rats, lead to and from holes riddled in
the base of the walls, zigzagging between the scattered and bug-infested
piles of dingy cloth.
~
A
~
~
send_to_room( #webs, room );
~
E
webs~
@GFilmy cobwebs sway slowly in the corner of the room.@n
~
!
2 50 0
A
search~
cobwebs webs~
act_tochar( #search, ch );
act_notchar( #rmsearch, ch );
~
E
search~
@GYou search the cobwebs, but find nothing.@n
~
E
rmsearch~
@$n searches the cobwebbed corners.@n
~
!
0 0 0
A
search~
rat holes~
act_tochar( #search, ch );
act_notchar( #rmsearch, ch );
~
E
search~
@GYou poke around the rat holes, but find nothing.@n
~
E
rmsearch~
@G$n pokes around in the rat holes.@n
~
!
0 0 0
248 9 1509949540 3 0
2512 9 1509949540 3 0
2512 9 1509949540 3 0
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S
#75262
Common Room~
This room has red-brick walls, and is bare except for worn sleeping mats
and old, broken furniture.  The brickwork appears ancient, and the
mortar crumbles onto the floor in places.  The chamber's roof is a
barrel-vault, curving gently overhead.  A large iron-bound door is set
into the north wall.
~
~
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iron-bound door~
iron-bound door~
131 -1 75260 10 10 5
E
mats furniture~
Woven mats, encrusted with filth and grime, lie in various stages of
disarray upon the cracked and broken floor.  Strewn carelessly about,
piles of shattered and splintered furniture are silent testimony to the
barbaric nature of the chamber's inhabitants.
~
E
roof brick~
Ancient bricks, some cracked and broken, some missing altogether, form
walls that meet overhead in a barrel-vault ceiling.  Cobwebs stretch
across the room, forming a latticework of shadows that dance eerily in a
draft wafting in through the door.
~
A
~
~
send_to_room( #mortar, room );
~
E
mortar~
@GBits of mortar fall from the ceiling.@n
~
!
2 50 0
272 9 1509949540 3 0
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S
#75263
Hall of Worship~
The floor here is polished black slate, reflecting the flickering light
of a brazier set along the east wall.  The flames are also reflected off
the shiny surface of the black-granite walls.  Set along the sides of the
wide corridor are four pillars on each side.  The pillars are a deep-red
marble, sliced through with black veins.  To the north you can see a
large chamber, while to the south you see a turn in the granite hallway. 
The floor here is made of polished black slate, reflecting the flickering
light 
~
~
301596677 0 5 0
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~
~
0 -1 75264 10 10 5
D2
~
~
0 -1 75260 10 10 5
E
wall granite pillar marble~
Shadows twist and turn in a maniacal dance about the flickering light of
the brazier, leaping from the walls and alcoves of the passageway, hiding
in the placid pool of deep black granite.  The four pillars that anchor
the room seize the firelight, setting the black-flecked red marble ablaze
and casting radiant lines of crimson across the shining black slate sea
beneath your feet.
~
A
~
~
send_to_room( #flickering, room );
~
E
flickering~
@RShadows do a macabre dance on the walls as the brazier flickers@n
~
!
2 50 0
140 17 1509949540 -2 0
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S
#75264
Temple of the Rat God~
You are in the center of a large domed chamber.  The walls are covered in
beaten copper, and reflect an eerie and shadowy light from the burning
braziers off to the east and west.  Before you, to the north, is a huge
statue of a giant humanoid rat learing evilly into the chamber.  In front
of the statue is a stark black altar, crafted of a deep-black granite.
A long hallway leads south.
~
~
301597701 0 5 0
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~
~
0 -1 75267 10 10 5
D2
~
~
0 -1 75263 10 10 5
D3
beaten-copper wall~
*ain'tnone*~
171 -1 75266 10 10 5
E
statue altar~
In the distance, dominating the northern wall of the expansive room, the
giant statue emerges from the shadows to pass its gaze across the chamber. 
Twisted and deformed, the figure stands with arms outstretched, and the
shrouded eyes glint red in the flicker of firelight.  The soft glow of
the braziers limns the silhouette of a large stone table, as black as the
floor beneath your feet.
~
E
beaten walls~
Plates of copper line the stone walls, like hundreds of dark, shattered
mirrors.  The metal is battered and beaten, but untarnished by rust,
casting a myriad of deep golden and brown reflections upon the
roughly-carved ceiling.  The mere flicker of the brazier's flame upon the
dented copper sends a multitude of pale lights dancing across the
polished floor.  The western wall seems slightly darker than the east
though perhaps, its just a trick of the uneven glow that lights the room.
~
A
~
~
if( has_obj( 157, ch ) ) {
  mob = mob_in_room( 247, room );
  if( mob ) {
    attack( mob, rch, 3d6+0, "bite" );
    act_tochar( #block, ch );
    end;
    }
  }
continue;
~
E
blocked~
get
~
E
block~
@YThe Great Demon-Rat cackles gleefully as it blocks your escape!@n
~
E
blocked~
@Y$n cowers in terror as the Great Demon-Rat blocks $s escape!@n
~
!
3 0 13
A
~
~
if( is_player( ch ) ) {
  if( rflag( reset1, room ) ) {
    mob = mob_in_room( 248, find_room( 75266 ) );
    interpret( mob, "pull velvet" );
    remove_rflag( reset1, find_room( 75264 ) );
    }
  }
~
!
1 0 4
A
flip press push~
catch button switch~
if( is_open( room, west ) ) {
  act_tochar( #openalready, ch );
  act_notchar( #rmopenalready, ch );
  close( room, west );
  send_to_room( #closing, find_room( 75266  ) );
  }
else {
  act_tochar( #to_char, ch );
  act_notchar( #to_room, ch );
  open( room, west );
  send_to_room( #opening, find_room( 75266  ) );
  }
~
E
openalready~
@YYou press the hidden catch and the western wall slides down from the
ceiling, closing off the room to the west@n
~
E
rmopenalready~
@G$n touches something hidden, and a copper-covered wall slides down from
the ceiling to the west.@n 
~
E
closing~
@GA wood-paneled wall slides down to the east, sealing off the small
chamber you are in.@n 
~
E
to_char~
@GYou press the small catch and the copper-covered wall to the west slids
quickly into the ceiling!@n 
~
E
to_room~
@G$n manipulates something you can't see, and the whole west wall slides
up into the ceiling!@n 
~
E
opening~
@GSuddenly the east wall slides up into the ceiling!@n
~
!
0 0 0
A
search~
wall west~
if( find_skill( ch, searching )  > random( 0, 5 ) ) {
  act_tochar( #find, ch );
  act_notchar( #search, ch );
  end;
  }
else
  act_tochar( #nofind, ch );
act_notchar( #search, ch );
~
E
find~
@GYou search the west wall carefully, finding a small switch hidden
behind one of the braziers.@n 
~
E
search~
@G$n searches the west wall.@n
~
E
nofind~
@GYour search comes up with nothing.@n
~
!
0 0 0
140 17 1509949540 -2 0
140 17 1509949540 -2 0
273 137 1509949540 3 0
248 137 1509949540 3 0
272 9 1509949540 3 0
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S
#75266
Secret Chamber - Temple of the Rat God~
This small chamber is cramped and stuffy.  Three of the walls are made of
brick, while the east wall is paneled in wood.  The floor is brick as
well, and covered for the most part by a cushiony black carpet.  A long
velvet rope hangs from a small hole in the ceiling, and a heavy lever is
set into the north wall.
~
~
301596676 0 5 0
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beaten-copper wall~
*ain'none*~
171 -1 75264 10 10 5
E
panel~
The wooden panel is made from smooth-polished oak.  It has been stained a
deep-red, and covers all of the east wall.
~
E
velvet rope~
This soft velvet ropes hangs from a small hole in the ceiling.  About two
inches in diameter, it is sheathed in a crimson-plush cloth.  At the
bottom is a small yellow tassel.
~
E
carpet~
The thick and black carpet is soft to the touch, and cushioned well to
provide comfort for those that must stand in here for long hours.
~
E
lever~
This lever is made of a heavy iron.  It is bolted to a small panel on the
wall and looks like it can be flipped in either direction.
~
A
l look peek peer~
peephole peep-hole hole~
act_tochar( #looking, ch );
act_notchar( #rmlooking, ch );
if( players_room( find_room( 75264 ) ) > 1 ) {
  act_tochar( #somebody, ch );
  end;
  }
if( num_in_room( find_room( 75264 ) )  > 0  ) {
  act_tochar( #somebody, ch );
  end;
  }
act_tochar( #nobody, ch );
~
E
looking~
@GYou peek through the peep-hole.@n
~
E
rmlooking~
@G$n presses $s face up against the east wall.@n
~
E
somebody~
@GYou can see somebody moving in the temple next door.@n 
~
E
nobody~
@GYou can see nobody in the temple.@n
~
!
0 0 0
A
throw pull flip~
lever~
if( is_open( room, east ) ) {
  act_tochar( #openalready, ch );
  act_notchar( #rmopenalready, ch );
  close( room, east );
  send_to_room( #closing, find_room( 75264  ) );
  }
else {
  act_tochar( #to_char, ch );
  act_notchar( #to_room, ch );
  open( room, east );
  send_to_room( #opening, find_room( 75264  ) );
  }
~
E
openalready~
@GYou pull the lever, and a wooden wall to the east slides silently down
from the ceiling, sealing the chamber with a click.@n 
~
E
rmopenalready~
@G$n pulls the lever, and a wooden wall to the east slides silently down
from the ceiling, sealing the chamber with a click.@n 
~
E
closing~
@GSuddenly a burnished copper panel slides down from the ceiling, closing
the wall to the east.@n 
~
E
to_char~
@GYou pull the lever and the wooden wall to the east slides silently up
into the ceiling.@n 
~
E
to_room~
@G$n pulls the lever and a wooden wall to the east slides silently up into the ceiling.@n
~
E
opening~
@GSuddenly, the west wall slides silently open, disappearing into the
ceiling!@n 
~
!
0 0 0
A
tug pull grab yank~
velvet rope~
act_tochar( #pullrope, ch );
act_notchar( #rmpullrope, ch );
send_to_room( #noises, find_room( 75264  ) );
send_to_room( #noises, find_room( 75267 ) );
send_to_room( #noises2, find_room( 75264  ) );
send_to_room( #noises2, find_room( 75267 ) );
~
E
pullrope~
@GYou take the velvet rope in your hand and gently pull it.@n
~
E
rmpullrope~
@G$n gently pulls the velvet rope.@n
~
E
noises~
@RSuddenly the eyes of the statue illuminate; two red orbs staring into
your soul.@n 
~
E
noises2~
@BEchoing all around you, you hear the chittering sounds of rats.@n
~
!
0 0 0
248 9 1509949540 3 0
-1
S
#75267
At the Feet of the Statue~
You are at the foot of a towering statue of a massive humanoid rat. 
In front of the statue rests a heavy altar of black granite.  The top
of the altar is shaped like a large oval bowl; roomy enough to hold a large
human.  Behind the statue, the walls of beaten copper gleam in the
eerie light.  To the south is the main area of the temple.
~
~
301596677 0 5 0
D2
~
~
0 -1 75264 10 10 5
E
altar~
Low and wide, a solid block of black granite lies at the base of a
monolithic statue that dominates the room.  Cut into the top of the altar
is a long, shallow indentation, roughly oval and large enough to form a
rocky bed for a large human.  The altar is dull and flat, its surface
permanently dulled by the oozing blood of sacrificial victims.
~
E
walls~
The walls of beaten copper form a glistening backdrop for the towering
statue.  Flames from distant braziers dance fitfully off the slick
surface to brush the statue, making it almost seem to move.
~
145 17 1509949540 -2 0
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#0