#AREA
Dark Forest II~
Dragos Aurelian~
~
0 0
0
#ROOMS
#1000
The Foyer~
As you enter the house you can see that all is definitely not well here.
Growing on the walls are massive clumps of ivy, and a small tree sprouts
throught the floorboards. The floorboards don't appear to have been laid
down very well. A large spiderweb covers the entrance to the stairwell
to the west. To the north and south, there appears to be another room of
some sort. Back to the east is the front door.
~
~
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~
~
0 -1 1001 10 10 5
D1
cabin door~
~
391 529 1002 10 10 5
D2
~
~
0 -1 1031 10 10 5
D4
~
~
0 -1 1025 10 10 5
D5
floorboards~
floorboards~
203 -1 1030 10 10 5
E
1 north~
The ivy here is extremely thick. You almost need to cut your way through
to get past it.
~
E
4 spiderweb 3 web 5 stair~
Looks like a spider the size of your torso made this web. You don't want
him dropping on your back.
~
E
floor~
With a little strength, you should be able to open the floorboards, or at
least pry them with some sort of crowbar.
~
E
door~
This door looks like it will fall of its hinges. The lock has long since
rusted away.
~
E
ivy~
The ivy looks as though it has been growing since before you were born.
~
E
1 down~
You see a rickety floor~
E
1 east~
This door looks like it will fall off its hinges. The lock has long since rusted through.~
A
1 pull~
4 floorboards 3 boards~
if( find_stat( ch, str ) > 15 ) {
send_to_char( #char_floor, ch );
act_notchar( #room_floor, ch );
open( room, down );
}
else
if( !rflag( reset0, room ) ) {
send_to_char( #pry_char, ch );
act_notchar( #pry_room, ch );
open( room, down );
}
else {
send_to_char( #char_floor2, ch );
act_notchar( #room_floor2, ch );
}
~
E
pry_room~
$n is now able to move the loosened floorboards out of the way.
~
E
pry_char~
You are now able to move the loosened boards out of the way.
~
E
room_floor2~
You watch as $n pulls on the boards, unable to make them move far enough
for anyone save a rat to crawl through.
~
E
char_floor2~
You pull on the boards to no avail, maybe you should let someone stronger
at it.
~
E
room_floor~
As $n pulls the floorboards back, there is a terrible creaking noise. $n
lets out a grunt and the boards are out of the way.
~
E
char_floor~
As you pull up the floorboards, they let out a creaking noise. If you
were weaker, you might not have been able to pull them up.
~
!
0 0 0
A
2 use 2 pry~
4 floorboards 3 boards 2 crowbar~
if( has_obj( 241, ch ) ) {
send_to_char( #to_char, ch );
act_notchar( #to_room, ch );
remove_rflag( reset0, room );
}
else
send_to_char( #char, ch );
~
E
char~
You need an object that is strong enough to give you leverage.
~
E
to_room~
Using $s crowbar, $n loosens the floorboards, making it easier to pull
them up now.
~
E
to_char~
Using the crowbar, you loosen the floorboards, so you might be able to
pull them up now.
~
!
0 0 0
-1
S
#1001
Sitting Room~
This looks like it was once someone's sitting room. However, it is now
totally overrun by plants and spiderwebs. In the center of the room is a
large tree which grows all the way to the ceiling. To the west, there is
a door completely covered with very thick ivy and brambles. A small door
leads back to the south.
~
~
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~
~
0 -1 1000 10 10 5
D3
door~
door~
131 -1 1032 10 10 5
E
3 door 1 west 2 ivy~
This door is so covered with vines that you can't find the keyhole.
~
E
tree~
This tree is thicker than your torso. It should not be growing inside
like this. A strange force must be at work here.
~
323 9 1509949540 3 0
-1
S
#1002
The Patio~
The front porch of this odd cabin is made of many different types of wood.
Unlike the wood used for most buildings, the planks which were used to
form the walls have not been trimmed of their branches, and you still see
partial limbs and leaves. As you walk across the porch, the boards under
your feet make creaking noises fairly loudly. You notice that the front
door is locked, which seems odd since this area seems pretty devoid of
life.
Maybe the lock wasn't meant to be used for keeping people out.
~
[Way] you unlock teh "cabin door" should the quotes really be there?
~
301465600 0 6 0
D2
~
~
0 -1 1003 10 10 5
D3
cabin door~
cabin door~
391 529 1000 10 10 5
-1
S
#1003
Cobblestone Path~
Ahead, you see a very old looking house. Along its front, you can see
the growth of various plants coming out of the walls. The chimney
appears to have a tree growing from near the top. Someone must have
deserted this place a long time ago for such growths to have occured. Up
in front of you is the porch leading into the house. You would like to
go in to get away from all the weird stuff out here. But then again, the
house doesn't look normal either.
~
~
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~
~
0 -1 1002 10 10 5
D1
~
~
0 -1 1024 10 10 5
D2
~
~
0 -1 1004 10 10 5
E
chimney~
The chimney has a tree growing out of it for sure. But that only looks
like it would be a very small part of the tree. It probably goes down
into the cellar of the house somewhere.
~
E
porch~
Nothing is moving on the porch other than an old piece of wood creaking
as the wind blows.
~
E
house~
This house looks beaten down by the elements. It is totally overgrown
with plants and even has a tree growing through it in multiple places.
~
336 9 1509949540 3 0
337 9 1509949540 3 0
-1
S
#1004
Small Forest Path~
Peering through the dark forest, you swear you can see a cabin just up
ahead. You can also see what appears to be a fenced in garden across
from it. Although they look deserted, you hope that you can find
anything that can be salvaged and eaten for food. A cobblestone path
leads you toward the house to the north. To the south, the small path
trails into the dark forest.
~
~
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~
~
0 -1 1003 10 10 5
D2
~
~
0 -1 1005 10 10 5
-1
S
#1005
Small Forest Path~
The trees look more foreboding here as if somehow they have been invaded
by an evil spirit. Although the trees themselves look like normal trees,
the lack of animal life and the darkness caused by the foliage above
creates an ominous feeling in this area. The path curves towards the
river to the west or continues through the forest to the north.
~
~
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~
~
0 -1 1004 10 10 5
D3
~
~
0 -1 1007 10 10 5
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-1
S
#1006
Small Garden~
Wild weeds and vines have almost completely overgrown the garden. Fenced
in by a crude, wooden fence, the garden seems to have been left untouched
for a long time. Just beyond the fence, the dark forest slowly eases up
to the edges of the garden. Large mushrooms grow sprout from the dirt in
the garden. The only exit is through the gate you entered.
~
~
301465600 3 6 0
D2
"garden gate"~
"garden gate"~
131 -1 1024 10 10 5
E
garden food~
The only edible food you can find are mushrooms which grow in abundance
here.
~
A
get search grab take steal~
mushroom mushrooms~
if( rflag( status1, room ) ) {
remove_rflag( status1, room );
if( random( 1, 10 ) < 7 ) {
send_to_char( #char, ch );
obj_to_char( oload( 885 ), ch );
act_notchar( #room, ch );
}
else {
send_to_char( #char2, ch );
act_notchar( #room, ch );
}
}
else {
send_to_char( #char2, ch );
act_notchar( #room, ch );
}
~
E
room2~
$n picks up a rotten mushroom and throws it back in disgust.
~
E
char2~
You pick up a rotten mushroom and throw it back in disgust.
~
E
room~
$n finds a nice mushroom growing in the garden.
~
E
char~
Searching for mushrooms, you find a nice ripe one growing within the
garden.
~
!
0 0 0
A
dig search look~
dirt garden~
if( rflag( reset0, room ) ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
obj_to_char( oload( 529 ), ch );
remove_rflag( reset0, room );
}
~
E
room~
$n digs through the dirt and finds a key.
~
E
char~
Digging through the dirt, you find a carved wooden key hidden there.
~
!
0 0 0
-1
S
#1007
Small Forest Path~
You are walking parallel to the rushing river to the west. You can
clearly imagine the water crashing against the rocks below. Your safest
bet is to either follow the path to the east through the forest or to the
south towards a small bridge which reaches across the river.
~
~
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D1
~
~
0 -1 1005 10 10 5
D2
~
~
0 -1 1008 10 10 5
-1
S
#1008
End of Creaky Bridge~
You are once again standing at the foot of a small, creaky bridge. A
path winds its way through the forest to the north, following the edge of
the river. The bridge beckons you to cross its swaying expanse. The
only sound is the roaring of the waterfall to the south.
~
~
301465600 3 6 0
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~
~
0 -1 1007 10 10 5
D3
~
~
0 -1 1009 10 10 5
-1
S
#1009
Creaky Bridge Over Falls~
You are standing near the east end of the small bridge which stretches
across the rushing river to the west. At the base of the bridge, you can
see a small path leading away into the dark forest. A light mist hangs
over the bridge.
~
~
301465600 3 6 0
D1
~
~
0 -1 1008 10 10 5
D3
~
~
0 -1 1010 10 10 5
A
~
~
if( is_player( ch ) )
if( mob_in_room( 4000, room ) ) {
act_tochar( #char, ch );
act_notchar( #room, ch );
end;
}
continue;
~
E
char~
Your attempts to move in that direction are blocked by the hulking troll
which stands on the bridge.
~
E
room~
$n attempts to move past the troll, but is easily stopped by his hulking
frame.
~
!
3 0 2
A
leaving west~
~
if( !is_player( ch ) )
continue;
else
if( mob_in_room( 4000, room ) ) {
act_tochar( #char, ch );
act_notchar( #room, ch );
}
else
continue;
~
E
char~
Your attempts to move in that direction are blocked by the hulking troll
which stands on the bridge.
~
E
room~
$n attempts to move past the troll, but is easily stopped by his hulking
frame.
~
!
0 0 0
4000 9 1509949540 3 0
-1
S
#1010
Creaky Bridge Over Falls~
The bridge creaks and groans under your weight as you stand in the center.
Long years of neglect have made this bridge somewhat unsafe. Missing
boards dot the expanse of the bridge here and there. Below you, the
river rushes to the south for sites unknown. Through the spray of mist,
you can faintly see the edge of the waterfall to the south. However, you
can more easily identify the waterfall by the deafening roar it causes.
~
~
301465600 3 6 0
D1
~
~
0 -1 1009 10 10 5
D3
~
~
0 -1 1011 10 10 5
A
~
~
if( random( 1, 10 ) == 1 ) {
send_to_char( #char, ch );
act_notchar( #room, ch );
wait( 0 );
send_to_char( #char2, ch );
act_notchar( #room2, ch );
wait( 0 );
transfer( ch, find_room( 31117 ) );
}
else
continue;
~
E
room2~
$n disappears from sight over the edge of the waterfall.
~
E
char2~
Struggling for breathe, you find yourself plunging over the waterfall and
into a pool of water.
~
E
room~
As $n walks across the bridge, they plunge over the edge and into the
rushing waters of the river below.
~
E
char~
As you walk along the bridge, a strong gust comes along and knocks you
into the cascading river below.
~
!
1 -1 10
-1
S
#1011
Creaky Bridge Over Falls~
You are standing near the end of the small bridge which spans the rushing
river. You can see a path heading through the woods to the west.
Otherwise, the bridge continues to the east through a shower of mist
caused by the nearby waterfall.
~
~
301465600 3 6 0
D1
~
~
0 -1 1010 10 10 5
D3
~
~
0 -1 1012 10 10 5
-1
S
#1012
End of Creaky Bridge~
The sound of the rushing water is almost overwhelming. There must be a
waterfall somewhere nearby. Standing at the edge of a small bridge, you
notice it precariously crosses over the rushing river. To the north, a
path trails through the dark forest along the edge of the river.
~
~
301465600 3 6 0
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~
~
0 -1 1013 10 10 5
D1
~
~
0 -1 1011 10 10 5
-1
S
#1013
Small Forest Path~
A thunderous roar fills your ears. The river is definitely getting
choppy and rapid as it flows to the south. The path you are following
parallels the rushing river. Attempting to find where the river is
heading, you notice a small bridge which spans across the river to the
south.
~
~
301465600 3 6 0
D0
~
~
0 -1 1014 10 10 5
D2
~
~
0 -1 1012 10 10 5
-1
S
#1014
Small Forest Path~
You are standing at a turn in the path next to a rushing river. The
river appears to be extremely rough and dangerous. The path you are on
follows the river's edge towards to the south. It also winds its way
through the dark forest towards the west. Very few trees grow close to
the edge of the river.
~
~
301465600 3 6 0
D2
~
~
0 -1 1013 10 10 5
D3
~
~
0 -1 1015 10 10 5
-1
S
#1015
Small Forest Path~
You feel an involuntary shiver run down the length of your spine.
Standing absolutely still, you feel a strange sensation, as if there is
another presence nearby. From the east, you can hear what sounds like a
river. The path continues to the east and west.
~
~
301465600 3 6 0
D1
~
~
0 -1 1014 10 10 5
D3
~
~
0 -1 1051 10 10 5
D5
grate down~
grate down~
139 -1 1016 10 10 5
-1
S
#1016
The Hermit's Abode~
You are standing in a small room. The walls appear to be made out of
some sort of rock, probably granite. There is some debris lying against
one wall, so rusted you can't tell what it used to be. You are about to
leave when you hear a strange mumbling from somewhere near you. There
are passages leading west and south from here, as well as up.
~
~
301465605 1 6 0
D2
~
~
0 -1 1017 10 10 5
D3
~
~
0 -1 1018 10 10 5
D4
grate up~
grate up~
139 -1 1015 10 10 5
-1
S
#1017
The Hermit's Storage Room~
You are standing in a room that is stockpiled high with junk. It seems
that the hermit likes to collect everything from extra pieces of string
to pretty rocks to useless artifacts. Unfortunately, there is a thick
layer of dust and grime all over everything, making everything extremely
undesirable. The only thing you could possibly see that would be of any
value is a crowbar.
~
~
301465600 1 6 0
D0
~
~
0 -1 1016 10 10 5
E
crowbar~
Your typical metal crowbar, it still seems to be in good condition.
~
A
get take steal~
crowbar~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
send_to_char( #char, ch );
obj_to_char( oload( 241 ), ch );
act_notchar( #room, ch );
}
~
E
room~
$n grabs a crowbar from the floor.
~
E
char~
You grab the crowbar and put it into your inventory.
~
!
0 0 0
-1
S
#1018
The Hermit's Kitchen~
You have arrived in what appears to be a crude kitchen. The area is a
complete shambles. The splintered table is on the verge of collapse, the
cooking area is crusted with burned food particles and grease, and the
cupboard's door is hanging crazily on one hinge. On closer inspection of
the cupboard, you see swarms of roaches crawling around, looking for food.
There is a doorway to the south without a door and a passage to the east.
~
~
301465605 1 6 0
D1
~
~
0 -1 1016 10 10 5
D2
~
~
0 -1 1019 10 10 5
-1
S
#1019
The Hermit's Bedroom~
You are in a small bedroom. You note that this room is also in disrepair.
Assorted items are scattered on the floor, so dirty you can't tell what
they are. There is a pallet on the floor, with a bundle lying atop it.
Suddenly, the bundle moves, and you realize someone's sleeping there!
~
~
301465605 0 6 0
D0
~
~
0 -1 1018 10 10 5
E
blanket blankets~
The blankets are old and rotted, but warm.
~
E
pallet~
The pallet seems to be nothing but a few boards used for sleeping. There
is a small space for storage underneath.
~
A
~
~
if( rflag( reset0, room ) ) {
remove_rflag( reset0, room );
if( !mob_in_room( 29, find_room( 1019 ) ) ) {
wait( 2 );
send_to_room( #room, room );
mload( 29, find_room( 1019 ) );
}
}
~
E
room~
A disgustingly dirty creature crawls out from beneath his refuge.
~
!
1 -1 1
A
search~
pallet~
if( !rflag( status0, find_room( 1019 ) ) ) {
set_rflag( status0, find_room( 1019 ) );
if( random( 1, 10 ) == 1 ) {
send_to_char( #find, ch );
obj_to_char( oload( 144 ), ch );
act_notchar( #room, ch );
}
else {
send_to_char( #nope, ch );
act_notchar( #room2, ch );
}
}
else {
send_to_char( #nope, ch );
act_notchar( #room2, ch );
}
~
E
room2~
$n searches under the pallet and finds nothing.
~
E
nope~
Searching under the pallet, you find nothing.
~
E
room~
$n searches under the pallet and finds a fireball wand.
~
E
find~
Searching under the pallet, you find a fireball wand.
~
!
0 0 0
A
1 look~
creature~
if( mob_in_room( 29, find_room( 1019 ) ) )
send_to_char( #char, ch );
~
E
char~
A dirty hermit hisses at your invasion.
~
!
0 0 0
A
1 look~
bundle~
if( rflag( reset0, room ) )
send_to_char( #yes, ch );
else
send_to_char( #no, ch );
~
E
no~
The bundle is just a pile of old blankets, nothing else.
~
E
yes~
The bundle appears to be in the shape of a small man curled in the fetal
position.
~
!
0 0 0
-1
S
#1020
Small Forest Path~
Going into this dark forest alone worries you though because it is hard
for you to watch your own back against the trees. You glance over your
shoulder, sensing one that is looking right at you. You may not want to
wander from the path which extends to the east and west.
~
~
301465600 3 6 0
D1
~
~
0 -1 1042 10 10 5
D3
~
~
0 -1 1021 10 10 5
-1
S
#1021
Small Forest Path~
You suddenly realize that the forest has become very quiet. There are no
animals here. They must have enough sense not to go into this dark
forest. Maybe you should also have enough sense to retreat to the south
instead of following the path to the east.
~
~
301465600 3 6 0
D1
~
~
0 -1 1020 10 10 5
D2
~
~
0 -1 1022 10 10 5
-1
S
#1022
Small Forest Path~
There are a variety of plants along this path. A group of trees rise up
to the east, creating a great wall. A small shrub pushes its way between
two of the giant trunks. A small path continues to the north through the
forest and south towards a cliff edge.
~
~
301465600 3 6 0
D0
~
~
0 -1 1021 10 10 5
D1
shrub~
shrub~
171 -1 58500 10 10 5
D2
~
~
0 -1 1023 10 10 5
E
shrub plant bush~
The small shrub pushes its self between two large trunks. It appears as
though you may be able to move the shrub.
~
A
open move~
shrub plant bush~
if( !is_open( room, east ) ) {
act_tochar( #move, ch );
act_notchar( #rmove, ch );
open( room, east );
send_to_room( #shrub, find_room( 58500 ) );
}
else
act_tochar( #isopen, ch );
~
E
move~
You move the shrub to the east and reveal an opening.
~
E
rmove~
$n moves a shrub to the east and reveals an opening.
~
E
shrub~
The shrub to the west is moved by someone.
~
E
isopen~
The shrub has been moved all ready.
~
!
0 0 0
A
~
~
send_to_room( #screech, room );
~
E
screech~
A distant screech echos through the trees to the east.
~
!
2 25 0
-1
S
#1023
Top of the Cliff~
This is the summit of the cliff. Below you is a panoramic view of the
entire swamp. You can see creatures moving around in the water and air.
To the north, you can see a small path leading away into a dark and
forboding forest. You notice a long narrow staircase disappear over the
edge of the cliff going down.
~
~
301465600 3 6 0
D0
~
~
0 -1 1022 10 10 5
D5
~
~
0 -1 1041 10 10 5
-1
S
#1024
At the Gate~
You are standing before a wide gate to a garden. The fence which
surrounds it is made from rough pieces of lumber which must have been
chopped from the surrounding trees. Looking beyond the gate to the
north, you can see what appears to be a wild garden with plants and
vegetation growing within. The path to the house lies to the west.
~
[Diyab Nisri] the "garden gate" is closed, think maybe quotes shouldnt be there
~
301465600 2 6 0
D0
"garden gate"~
"garden gate"~
131 -1 1006 10 10 5
D1
~
~
0 -1 1052 10 10 5
D3
~
~
0 -1 1003 10 10 5
-1
S
#1025
The Staircase~
You are standing on a very worn set of stairs. There are many holes in
the floor which you can see through into the darkness below. As you come
towards the top, you see that the walls are literally covered with vines
like wallpaper.
~
~
301465604 0 6 0
D4
~
~
0 -1 1026 10 10 5
D5
~
~
0 -1 1000 10 10 5
-1
S
#1026
A Hall~
You are standing on the top of the stairs in this strange cabin. The
vines on the walls form strange patterns that almost seem to sway with
the whistling of the wind through the cracks in the walls. Something is
really wrong here, you just can't put you finger on what it is.
~
[Simica] there should be door on the north.
[Seltha] the door to the north is null "You open the to the north."
~
301465604 0 6 0
D0
vine covered door~
vine covered door~
131 -1 1027 10 10 5
D2
~
~
0 -1 1028 10 10 5
D5
~
~
0 -1 1025 10 10 5
A
listen~
~
send_to_char( #whistle_listen, ch );
act_notchar( #room_listen, ch );
~
E
room_listen~
$n trembles as he listens to the wind. He must be spooked by something.
~
E
whistle_listen~
You hear the wind whistling your funeral march. Maybe you should leave.
~
!
0 0 0
-1
S
#1027
A Cozy Bedroom~
When you enter the room, you see a big, fluffy bed. Boy, a good nap
would be nice right now. You just want to curl up and catch one. The
boarded up window prevents the wind and light from distrubing this room.
~
~
301465604 0 6 0
D2
wooden door~
wooden door~
131 -1 1026 10 10 5
E
bed~
Despite the feelings you have about this house, the bed still seems
somewhat inviting. You feel the urge to lie down.
~
A
2 sleep 2 rest lay~
bed~
send_to_char( #char_bed, ch );
act_notchar( #room_bed, ch );
~
E
room_bed~
The bed rocks and $n falls off on to the floor.
~
E
char_bed~
The bed knocks you off on to the floor.
~
!
0 0 0
-1
S
#1028
A Hall~
As you enter the southern end of the hallway, you feel as though
something very evil and malicious lurks nearby. From a large hole in the
wall sprouts a branch with many leaves and buds on it. You suddenly
realize that there is no sound here. Maybe the reason for that lurks
behind the door to the east.
~
~
301465604 0 6 0
D0
~
~
0 -1 1026 10 10 5
D1
door~
door~
131 -1 1029 10 10 5
E
3 door 1 east~
This door is covered in a thin film of mold.
~
E
branch~
This branch should be high in the air not in the middle of a house. It
almost looks as though it could reach out and grab you.
~
-1
S
#1029
A Bedroom~
This room looks like it was once someone's bedroom. However it has long
since been taken over by its current resident, the hideous plant beast.
The room is covered in a fine film of spores. In the corner, there is an
old rotted dresser.
~
be able to do something with dresser - D
~
301465604 0 6 0
D3
door~
door~
131 -1 1028 10 10 5
E
dresser~
The dresser is old and unused. Standing on its last leg, it has taken
quite a beating from the plant beast.
~
A
~
~
mob = mob_in_room( 321, find_room( 1029 ) );
if( mob ) {
send_to_char( #char_enter, ch );
act_notchar( #room_enter, ch );
inflict( ch, mob, 1d5+1, "Inhaling the spores" );
dam_message( ch, 0d0+6, "Inhaling the spores" );
}
~
E
room_enter~
Spores are kicked up from the floor as $n enters the room. You choke and
cough because of them.
~
E
char_enter~
As you inhale the spores, you feel as though your lungs will explode.
You violently choke on them.
~
!
1 1 8
321 9 1509949465 3 0
-1
S
#1030
The Basement~
As you drop down from above, you see that this used to be someone's
cellar. There are a few tons of old ale and an old box full of rusted
chunks of metal. You think these might have once been tools of some sort.
The basement continues to the north and south, with a distinct dripping
noise coming from the south.
~
~
301465604 0 6 0
D0
~
~
0 -1 1034 10 10 5
D2
~
~
0 -1 1033 10 10 5
D4
~
~
203 -1 1000 10 10 5
A
1 up~
~
open( room, up );
continue;
~
!
0 0 0
-1
S
#1031
Kitchen~
Oddly enough, there is no metal of any kind in here. All of the
furniture, utensils and cooking supplies appear to either be made from
wood or come directly from mother nature. Whoever lived here must have
definitely lived off of the land. The window to the east reveals a small
garden across the path. The only exit is back to the north.
~
~
301465604 0 6 0
D0
~
~
0 -1 1000 10 10 5
-1
S
#1032
Room~
You notice all sorts of plant life here. Small dogwood trees, pots with
vibrant daffodils and a hundred other sorted plants adorn every nook and
cranny. You can vaguely make out a wall of shelving units with books on
them. Unfortunately, the vines have completely overgrown the room.
~
~
301465604 0 6 0
D1
door~
door~
131 -1 1001 10 10 5
-1
S
#1033
The Basement~
This area of the basement appears to have sunk somewhat. You see a large
pool of water in the middle of the room. The water looks disgustingly
dirty. The basement continues to the north, south and west. You detect
a slight odor coming from the west.
~
~
301465604 0 6 0
D0
~
~
0 -1 1030 10 10 5
D2
~
~
0 -1 1039 10 10 5
D3
~
~
0 -1 1035 10 10 5
-1
S
#1034
The Basement~
You see the cause for all the stray branches in the house. There is a
huge oak tree in this very room. The base of the tree is buried deep in
the ground and the trunk disappears into the ceiling. It looks like this
tree was put here for a reason, because you can see that it stands right
in the middle of the basement, helping to support the rickety old house.
~
not enough and too easy mobs down here - D
need "prize" down here - D
stuff to drop on you, possibly fall over cliff - D
~
301465604 0 6 0
D2
~
~
0 -1 1030 10 10 5
-1
S
#1035
The Basement~
As soon as you enter this room, the smell of guano stings your nostrils.
There must be tons of bats around here somewhere. They probably live
through the caved in section of the wall to the south. You might
considering retreating to the east.
~
~
301465604 0 6 0
D1
~
~
0 -1 1033 10 10 5
D2
~
~
0 -1 1036 10 10 5
-1
S
#1036
Cave~
You are no longer in the basement. This caved in area has turned into a
cave of some sort. The smell of guano is extremely strong here and you
can see several piles of it on the floor. The cave continues to the
south and there is a caved in wall to the north.
~
~
301465612 0 6 0
D0
~
~
0 -1 1035 10 10 5
D2
~
~
0 -1 1037 10 10 5
-1
S
#1037
Cave~
You have entered a small cavern which appears to be gigantic. Your
footsteps echo off the dark wall somewhere on the other side. However,
the floor of the cavern ends at a ledge which appears to fall into a
deep, yawning pit, which prevents you from exploring. You can see
several bats flying gracefully in the dark recesses of the cave.
~
~
301465604 0 6 0
D0
~
~
0 -1 1036 10 10 5
230 9 1509949540 3 0
230 9 1509949540 3 0
230 9 1509949540 3 0
230 9 1509949540 3 0
-1
S
#1038
The Basement~
Although you may never have had claustrophia before, being deep within
the confines of this dank and dismal basement, you can sorta understand
what others go through. The only thing you can see in this basement is
dust and cobwebs. The only exit is to the north.
~
~
301465604 0 6 0
D0
~
~
0 -1 1039 10 10 5
A
~
~
if( rflag( reset0, room ) ) {
if( !mob_in_room( 293, find_room( 1038 ) ) ) {
remove_rflag( reset0, room );
wait( 2 );
send_to_room( #room, room );
mload( 293, find_room( 1038 ) );
}
}
~
E
room~
You notice something move above you.
~
!
1 -1 1
-1
S
#1039
The Basement~
Dank and dirty, this basement hallway seems to feed on your light. You
are getting a spooky feeling which urges you to flee to the north.
However, there is one last room to the south.
~
~
301465604 0 6 0
D0
~
~
0 -1 1033 10 10 5
D2
~
~
0 -1 1038 10 10 5
-1
S
#1041
Midway on Cliff Above Swamp~
You are standing at the edge of a ledge which extends to the west over a
large and dismal swamp. Although the ledge is somewhat wide enough to
maneuver here, you can see how narrow it becomes to the west. Behind
you, a chiseled staircase rises to the top of the cliff edge.
~
~
301465600 5 6 0
D3
~
~
0 -1 31143 10 10 5
D4
~
~
0 -1 1023 10 10 5
-1
S
#1042
Small Forest Path~
The forest lies all around you, ominous and quiet. Glancing nervously
about you, you continue along the path which extends east and west
through the dense trees. From somewhere to the east, you can hear a low
rumbling sound.
~
~
301465600 3 9 0
D1
~
~
0 -1 1043 10 10 5
D3
~
~
0 -1 1020 10 10 5
-1
S
#1043
Small Forest Path~
Far above you, dark foliage and hidden branches block the sky from your
view. The normal sounds of wildlife are all but extinct, or so it would
appear. The rumors of the dark forest have not done this place any
misdeeds. The path are walking along, continues to the east and west.
To the east, you can see a slight clearing in the trees.
~
~
301465600 3 9 0
D1
~
~
0 -1 1044 10 10 5
D3
~
~
0 -1 1042 10 10 5
-1
S
#1044
Small Forest Path~
Standing along the edge of a great cliff, you gaze down into the immense
swamp which extends to the east and west as far as the eye can see. To
the east, you can see what appears to be the rolling mists caused by a
large waterfall. At least, that is what that low rumbling sound you can
hear emanating from that direction leads you to believe. The path
continues to the north along the cliff edge or west into the dark forest.
~
[Rastralcaz] 5th line emanating -> eminating
~
301465600 3 9 0
D0
~
~
0 -1 1045 10 10 5
D3
~
~
0 -1 1043 10 10 5
-1
S
#1045
Small Forest Path~
Walking along the edge of the cliff, you take this moment to more clearly
observe the waterfall. Powerful and menacing, it rushes over the cliff
edge far to the east where it cascades down on to the rocky ground
beneath the rising cliffs. From there, it flows into swamplands which
cling to the earth. The trail continues to the north and south.
~
~
301465600 3 9 0
D0
~
~
0 -1 1046 10 10 5
D2
~
~
0 -1 1044 10 10 5
-1
S
#1046
Small Forest Path~
Walking along the bend in the path which follows the edge of the cliff,
the waterfall disappears from view. However, the thundering echo of its
fall seems to fill the air around you. To the north and west, the forest
stands dark and forbidding. The trail along the cliff turns to the east
and south, skirting the dark forest.
~
~
301465600 3 9 0
D1
~
~
0 -1 1047 10 10 5
D2
~
~
0 -1 1045 10 10 5
-1
S
#1047
Small Forest Path~
The path you are walking on comes to a curve along the rocky embankment
of the cliff edge. To the east, rocky terrain prevents any further
travel towards the waterfall, of which you can clearly see and hear its
awesome presence. The path continues to the west along the cliff edge
and north into the dark forest.
~
~
301465600 3 9 0
D0
~
~
0 -1 1048 10 10 5
D3
~
~
0 -1 1046 10 10 5
-1
S
#1048
Small Forest Path~
Standing at the edge of the dark forest, you are torn between your
feelings of fright and relief. The sheer presence and magnitude of the
forest encroaching from the north is almost overwhelming. Yet, the view
of the rocky terrain and cliff edge to the south seems like a safehaven.
The path extends in those two directions, leaving you virtually little
choice. Around you, the rumble of the waterfall pounds in your ear.
~
[Rastralcaz] 4th line safehaven -> safe haven.
~
301465600 3 9 0
D0
~
~
0 -1 1049 10 10 5
D2
~
~
0 -1 1047 10 10 5
-1
S
#1049
Small Forest Path~
Walking along the path, you can sense another presence nearby. Unable to
pinpoint its source, your only thought is to hurry as fast as you can
through this impenetrable forest. The path through the dark forest
branches away to the east and south.
~
~
301465600 3 9 0
D0
~
~
0 -1 39500 10 10 5
D1
~
~
0 -1 1050 10 10 5
D2
~
~
0 -1 1048 10 10 5
-1
S
#1050
Small Forest Path~
The path continues to the wind through the dark forest in an endless
pattern. The trees appear to be encroaching upon the path. A shiver
runs down your spine. Peering through the large trees, you are unable to
see through the dense undergrowth. Far above, tree limbs intertwine to
form a dense ceiling. The path extends to the north and west.
~
~
301465600 3 9 0
D0
~
~
0 -1 1051 10 10 5
D3
~
~
0 -1 1049 10 10 5
-1
S
#1051
Small Forest Path~
Walking through the dark and foreboding forest, you notice that your
shadow has disappeared. Even with a light source held up to your hand,
you fail to see your shadow being cast. The path winds its way through
the trees to the east and south.
~
~
301465600 3 9 0
D1
~
~
0 -1 1015 10 10 5
D2
~
~
0 -1 1050 10 10 5
-1
S
#1052
Before a Large House~
The worn dirth path ends here, turning into the walkway to a large house.
The walkway in turn leads to the front porch of the house to the south.
Around the path and walkway is grass, the front yard of this house. To
the north is the edge of the forest, marked by a thick line of trees and
bushes. The forest also marks the edge of the yard to the east. The
trees and bushes are to closer together to permit travell into the forest
from here. Latticework covers the front porch to the south.
~
[Merior] standing here - no sense of which is in what direction
[Merior] second sentence makes no sense
[Merior] dont understand the forest marking edge of yard
[Merior] travel
[Merior] too close together?
[Merior] last sentence seems out of place
~
301465600 2 6 0
D2
~
~
0 -1 63000 10 10 5
D3
~
~
0 -1 1024 10 10 5
E
north east trees forest bushes~
The trees and bushes are much to dense to allow passage either north or east.
~
E
house porch latticework south~
The front porch of this large house is painted white, and latticework
encloses it. The rest of the house is also painted white, and you can
see a single window in the middle of the second floor.
~
-1
S
#0