tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Dragonspire Mountains~
Phule~
Shattered Keep~

35 0
0
#ROOMS

#34500
A Study within a Shattered Keep~
You find yourself in what appears to be an abandoned study.  Shredded

books line broken shelves, and a torch juts from the north wall.  To your

surprise, you notice that it is alight with flame casting the room in red

light, looking out of place in this frozen and darkened keep.

~
~
301465605 0 7 0
D0
hidden panel~
hidden panel~
235 -1 34501 10 10 5
D2
door~
door~
1 1477 34503 10 10 5
E
1 south~
The door is bound bronze-wood, glittering with ice crystals.

~
E
torch~
The torch's flame is definately magical, as given away by its strange red

light.

~
A
pull~
torch~
if( mob_in_room( 601, room ) ) {

  act_tochar( #nope, ch );

  end;

  }

room = find_room( 34500 );

if( !is_open( room, north ) ) {

  act_tochar( #c_open, ch );

  act_notchar( #r_open, ch );

  open( room, north );

  }

else

  act_tochar( #already_open, ch );

~
E
already_open~
But it's already pulled...

~
E
r_open~
@b$n pulls a torch on the wall, and a hidden panel opens.

~
E
c_open~
@b@CYou pull the torch, and a hidden panel opens.

~
E
nope~
You can't do that with the bulk of the white goblin chieftain in the way.

~
!
0 0 0
A
~
~
room = find_room( 34500 );

if( is_open( room, north ) )  {

  wait( 2 );

  if( char_in_room( ch, room ) )

    act_tochar( #it_closes, ch );

  close( room, north );

  }

~
E
it_closes~
@b@CThe secret door slides softly shut behind you.

~
!
1 -1 1
A
lock~
door s south~
if( is_open( room, south ) ) {

  act_tochar( #closed, ch );

  end;

  }

if( has_obj( 1477, ch ) ) {

  junk_obj( has_obj( 1477, ch ) );

  act_tochar( #break, ch );

  act_notchar( #rbreak, ch );

  }

else

  act_tochar( #nokey, ch );

~
E
break~
As you try to lock the door, the key breaks and shatters into a thousand

pieces.

~
E
nokey~
You don't have the key with which to lock this door, or your keyring is

just getting in the way.

~
E
rbreak~
$n breaks $s key trying to lock the door to the south.

~
E
closed~
The door has to be closed before it can be locked.

~
!
0 0 0
601 9 1509949540 3 0
-1
S

#34501
A Dark, Damp Tunnel Behind a Shattered Keep~
This dark tunnel runs east and west behind the shattered keep.  No

footprints can be seen on the icy rock floor, suggesting that the passage

has not seen many visitors, or at least the kind of visitors that leave

prints.  A stone seems out of place on the south wall.  

~
~
301465604 0 6 0
D1
~
~
0 -1 34522 10 10 5
D2
~
~
235 -1 34500 10 10 5
D3
~
~
0 -1 34521 10 10 5
E
stone~
The stone sticks out a little farther than the rest of the stones in its

area, as if it needs to be pushed back into place.  

~
A
push~
stone~
room = find_room( 34501 );

if( !is_open( room, south ) ) {

  act_tochar( #c_open, ch );

  act_notchar( #r_open, ch );

  open( room, south );

  }

else

  act_tochar( #already_open, ch );

~
E
already_open~
But it's already pushed...

~
E
r_open~
@b$n pushes a stone on the wall, and a hidden panel opens.

~
E
c_open~
@C@bYou push the stone on the wall, and a hidden panel opens.  

~
!
0 0 0
A
~
~
if( is_open( room, south ) ) {

  wait( 2 );

  if( char_in_room( ch, room ) )

    act_tochar( #it_closes, ch );

  close( room, south );

  }

~
E
it_closes~
@b@CA secret door slides softly closed behind you.

~
!
1 -1 4
553 9 1509949540 3 0
-1
S

#34503
A Hallway in a Shattered Keep~
The hallway comes to an unnatural end here, as a pile of rubble blocks

passage to the east.  There is a door, still functional, to the north. 

You see light shining through a crack in the wall.  

~
~
301465604 0 7 0
D0
door~
door~
1 1477 34500 10 10 5
D3
~
~
0 -1 34504 10 10 5
E
1 north~
The door is bound bronze-wood, glittering with ice crystals.

~
E
light~
The light is red, and you see no movement passing before it.

~
E
crack~
You see a faint sliver of light shining through a crack in the wall next

to the door.  

~
-1
S

#34504
A Hallway in a Shattered Keep~
You are standing in a crumbling hallway that appears quite unsafe. 

Broken picture frames line the walls and litter the floor.  An ominous

crack in the ceiling draws concern as you tiptoe under it.  

~
~
301465604 0 7 0
D1
~
~
0 -1 34503 10 10 5
D3
~
~
0 -1 34506 10 10 5
E
picture frames~
The pictures and canvas have long gone.  All that is left are the broken

frames.  

~
E
crack~
Looking up at the crack, you think you can see the faint whiteness of the

snow above.  Waterspots below the crack suggest that the ice has melted

recently and refrozen.  

~
-1
S

#34506
A Hallway in a Shattered Keep~
The hallway branches to the left and right.  You notice a broken

chandelier laying on the hall floor amongst stones from the walls,

suggesting the grandeur of this once-proud keep.  

~
~
301465604 0 7 0
D1
~
~
0 -1 34504 10 10 5
D2
~
~
0 -1 34508 10 10 5
D3
~
~
0 -1 34507 10 10 5
E
chandelier~
The chandelier once lit the hallway for visitors and inhabitants alike. 

Now it merely adds to the rubble on the hall floor.  

~
-1
S

#34507
A Hallway in a Shattered Keep~
The walls have collapsed here, preventing further exploration down to the

north and west.  Remains of wood hint of a bed frame from a bedroom once

was near here.  The only exit is east.

~
[Alec] silver linked belt description is all messed  up

~
301465604 0 7 0
D1
~
~
0 -1 34506 10 10 5
A
~
~
send_to_room( #room, room );

~
E
room~
Pieces of wood and small rocks rain down on you from the ceiling.

~
!
2 100 0
600 9 1509949540 3 0
600 9 1509949540 3 0
600 9 1509949540 3 0
600 9 1509949540 3 0
600 9 1509949540 3 0
1602 17 1509949540 -2 0
-1
S

#34508
A Hallway in a Shattered Keep~
The ceiling looks very unstable, as if it could give way at any time. 

The only support for the ceiling seems to be a half-broken pillar on the

east side of the hall.  The pillar on the west has completely 

disappeared.  

~
~
301465604 0 7 0
D0
~
~
0 -1 34506 10 10 5
D2
~
~
0 -1 34509 10 10 5
E
pillar~
The pillar is cracked, but its black marble structure still serves to

hold the keep together for the time being.  

~
A
~
~
send_to_room( #room, room );

~
E
room~
Pieces of wood and dust fall down to the ground and the ceiling groans

above you.  

~
!
2 0 0
-1
S

#34509
A Hallway in a Shattered Keep~
You find yourself in a crumbling hall.  Where once stood mighty stone

walls and intricately carved doors now stand only a mass of stone and

wood.  The hall appears to continue north into darkness.  

~
~
301465604 0 7 0
D0
~
~
0 -1 34508 10 10 5
D2
door~
door~
131 -1 34510 10 10 5
E
1 south~
A sturdy oaken door, with a light glaze of ice covering its surface.

~
600 9 1509949540 3 0
600 9 1509949540 3 0
-1
S

#34510
Inside a Shattered Keep~
The air within is warmer than the frigid air outside, but only barely. 

Tapestries lay ripped and half-burned on the cold stone floor.  What was

once a mighty table lies in shambles, and chairs lay in splinters

throughout the chamber, suggesting that some great catastrophe has

befallen the area.  There is a door to the north.  

~
[Rebekka] says you dont find.. when someone else looks

[Phule] that's strange

~
301465604 0 8 0
D0
door~
door~
131 -1 34509 10 10 5
D2
gate~
gate~
195 -1 34511 10 10 5
E
1 north~
A sturdy oaken door, with a light glaze of ice covering its surface.

~
E
table~
A great oaken piece that must have seaten at least 12, the table has been

broken cleanly in half.  

~
A
push~
gate~
if( !is_open( room, south ) ) {

  act_tochar( #push_gate, ch );

  act_notchar( #pushes_gate, ch );

  open( room, south );

room = find_room( 34511 );

send_to_room( #some, room );

  }

else

  act_tochar( #already_open, ch );

~
E
some~
The gates hinges creak as someone opens it from the inside.

~
E
already_open~
But it's already been pushed...

~
E
pushes_gate~
@b$n slowly manages to push open the large iron gate.

~
E
push_gate~
@bYou slowly manage to push open the large iron gate.

~
!
0 0 0
A
~
~
room = find_room( 34510 );

wait( 1 );

act_tochar( #door_shuts, ch );

close( room, south );

~
E
door_shuts~
@bThe gate is blown slowly shut behind you.

~
!
1 0 4
A
search~
splinters~
act_tochar( #search, ch );

act_notchar( #rsearch, ch );

i = 2d20+10;

dam_message( ch, i, "the long sharp splinter" );

inflict( ch, ch, i, "being impaled on a giant splinter" );

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 0, 1 ) == 1 ) {

    act_tochar( #key, ch );

    obj_to_char( oload( 1477 ), ch );

    }

  }

else

  act_tochar( #noth, ch );

~
E
search~
You search in the splinters.  One of them sticks in your finger.

~
E
rsearch~
$n searches in the splinters, and is impaled on one of the larger ones.

~
E
noth~
You don't find anything.

~
E
key~
You find a thin, lengthy silver key.

~
!
0 0 0
602 9 1509949540 3 0
602 9 1509949540 3 0
602 9 1509949540 3 0
602 9 1509949540 3 0
602 9 1509949540 3 0
1602 17 1509949540 -2 0
-1
S

#34511
Before a Shattered Keep~
You stand before a large iron gate set in stone.  The keep itself looks

very unsteady.  At this close distance you can see great rending claw

marks in its stones.  The architecture of the keep suggests it wasn't

built here by man.  The cold is so great it seems magically enhanced, and

has grown to the point where your fingers do not react as you wish,

nearly unable to bend.  You are on a small plateau, a handful of feet

above a small road through the snow to the sough.  You will have to climb

down to reach the path below.

~
s is 34512

~
301465608 5 9 0
D0
gate~
gate~
195 -1 34510 10 10 5
D2
~
~
0 -1 34512 10 10 5
E
ring~
It looks like you pull the ring to open the gate.

~
E
gate~
The gate's iron hinges are red with rust, and the gate itself is covered

with snow.  There is a large ring about shoulder-height attached to it.  

~
A
pull~
ring~
if( !is_open( room, north ) ) {

  act_tochar( #c_open, ch );

  act_notchar( #r_open, ch );

  open( room, north );

room = find_room( 34510 );

  }

else

  act_tochar( #already_open, ch );

~
E
already_open~
But it's already open...

~
E
r_open~
@b$n slowly pulls the gate open.

~
E
c_open~
@bUsing the ring, you slowly pull the gate open.

~
!
0 0 0
A
~
~
room = find_room( 34511 );

wait( 1 );

act_tochar( #gate_shuts, ch );

close( room, north );

~
E
gate_shuts~
@bThe wind slowly closes the gate behind you.

~
!
1 2 1
-1
S

#34512
Icy Path Near a Shattered Keep~
The path takes another turn in the snow, heading north to a shattered

keep, and east into blinding snow.  The great iron gate of the keep looms

overhead even at this distance, but even it is dwarfed by the mountain

upon which it is set.

~
n is 34511

~
301465608 5 9 0
D0
~
~
0 -1 34511 10 10 5
D1
~
~
0 -1 34513 10 10 5
-1
S

#34513
An Icy Path~
A tree, bent by the icy wind, struggles to maintain life.  Tiny icicles

dot the tree's limbs as freezing rain accumulates.  Ways continue both

west and south.  

~
~
301465600 5 9 0
D2
~
~
0 -1 34514 10 10 5
D3
~
~
0 -1 34512 10 10 5
E
tree~
The tree appears to be losing its struggle.  After all, with nothing but

the constant cold to nurture it, it did not stand much of a chance in the

first place.  

~
-1
S

#34514
An Icy Path~
Visibility is almost zero as the snow falls heavily, giving everything a

thick coat of powdery white.  The path leads away from the rise to the

north, and up the rise to the south.  You can palpably feel the air to

the north getting colder and colder.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34513 10 10 5
D4
~
~
0 -1 34515 10 10 5
612 9 1509949540 3 0
-1
S

#34515
An Icy Rise~
You are standing at the top of an icy rise.  The path continues down a

small rise to the north, and down a more steeply descending ridge to the

south.  From this vantage point you see in the distance what appears to

be a shattered keep.  

~
[Moxie] you can see in the distance a shattered keep. er, which direction should be noted here.

~
301465600 5 9 0
D2
~
~
0 -1 34516 10 10 5
D5
~
~
0 -1 34514 10 10 5
E
keep~
It is still too far to make out any details.

~
-1
S

#34516
An Icy Path~
The path climbs a ridge through knee-deep snow.  Large snow drifts have

formed from the snow, and you can see small rabbit-holes burrowed through

them.  The howling winds seem to take on the sound of warriors; thousands

warning you to return back from which you came.  

~
~
301465600 5 6 0
D0
~
~
0 -1 34515 10 10 5
D2
~
~
0 -1 34517 10 10 5
-1
S

#34517
An Icy Path~
The path turns, facing east and north.  The frozen peaks rise around you

in all directions, with only a few scraggly trees dotting the landscape. 

Gusts of wind blow snow into your face, and you use a raised hand in

defense against the stinging onslaught of ice.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34516 10 10 5
D1
~
~
0 -1 34518 10 10 5
612 9 1509949540 3 0
612 9 1509949540 3 0
-1
S

#34518
A Bend in the Path~
From this elevated vantage point, you catch a glimpse of the Great Frozen

Wall, many leagues to the northeast.  The path descends a bit to the

west, climbing a deep snowbank to the south.  Seeing only white all

around you, you suddenly feel a longing for the forests and streams which

you left behind.  

~
~
301465600 5 9 0
D2
~
~
0 -1 34519 10 10 5
D3
~
~
0 -1 34517 10 10 5
-1
S

#34519
A Rising Path through the Snow~
You crest a small ridge and head back down into the deep snow, making

deep footprints in the soft powdery ground.  The cry of a distant bird

echoes from the far-off ridges, only serving to accentuate the absolute

desolation of this isolated world of cold.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34518 10 10 5
D2
~
~
0 -1 34520 10 10 5
1602 17 1509949540 -2 0
-1
S

#34520
An Ice-Covered Path~
An ancient trail, barely visible, winds its way north into the snow and

ice.  An aged sign with the word "BEWARE" scrawled on it stands shakily

in the icy breeze.  A winding road leading south appears it could lead to

slightly lower and warmer.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34519 10 10 5
D2
~
~
0 -1 34535 10 10 5
E
sign~
The sign is obviously old, and scrawled in unfamiliar lettering.

~
612 9 1509949540 3 0
-1
S

#34521
A Dark, Damp Tunnel Behind a Shattered Keep~
A large stalagmite in the middle of the tunnel forces you to

circumnavigate a little.  As you brush against the tunnel wall, the

brittle rock crumbles to the floor.  You feel a slight chill breeze, but

can not place its source.  

~
~
301465604 0 7 0
D1
~
~
0 -1 34501 10 10 5
D3
~
~
0 -1 34523 10 10 5
553 9 1509949540 3 0
-1
S

#34522
A Dark, Damp Tunnel Behind a Shattered Keep~
A vibration from above sends a shower of tiny rocks down on you.  The

tunnel begins to widen, as if the walls were opening to accomodate your

passage.  Rubble to the east suggests that the tunnel comes to an

unexpected end.  

~
~
301465600 5 6 0
D1
~
~
0 -1 34533 10 10 5
D3
~
~
0 -1 34501 10 10 5
-1
S

#34523
A Dark, Damp Tunnel Behind a Shattered Keep~
The tunnel widens dramatically, allowing a slight breeze of cold air to

waft through.  Several small rocks litter the tunnel floor.  A glint of

shiny quartz hits your eye from the northern wall, a break from the

monotonous grey and black of the tunnel.  

~
~
301465604 0 7 0
D1
~
~
0 -1 34521 10 10 5
D3
~
~
0 -1 34524 10 10 5
E
quartz~
The shiny rock lies trapped in the wall, where it has undoubtedly lay for

millennia.  

~
A
pry, take, get~
quartz, rock~
room = find_room( 34523 );

act_tochar( #pry_no, ch );

~
E
pry_no~
You try to pry it loose, but succeed in only scraping your fingers on the

rock wall.  

~
!
0 0 0
553 9 1509949540 3 0
-1
S

#34524
A Bend in the Tunnel~
The tunnel becomes cramped as it turns to the north.  You see the faint

outline of a handprint on the wall, the first sign of a previous

traveller thus far.  A pair of small clefts in the rock appear to be

nests of some kind.  

~
~
301465604 0 7 0
D0
~
~
0 -1 34525 10 10 5
D1
~
~
0 -1 34523 10 10 5
-1
S

#34525
A Dark, Damp Tunnel Behind a Shattered Keep~
The west wall is broad and smooth, and you see a few lines chiseled into

the hard rock, presumably having once been words.  The only one you can

make out is the final word, "Sarconus." 

~
~
301465604 0 6 0
D0
~
~
0 -1 34526 10 10 5
D2
~
~
0 -1 34524 10 10 5
E
wall~
What must have been a moderately long message now is crumbled,

indecipherable ruin.  

~
553 9 1509949540 3 0
-1
S

#34526
Before an Icy Underground Pool~
You are standing before an underground pool.  Melted ice from the surface

has found its way down here, dripping into an underground pool.  It looks

shallow enough to wade through, but cold.  

~
~
301465604 0 6 0
D0
~
~
0 -1 34527 10 10 5
D2
~
~
0 -1 34525 10 10 5
E
pool~
Icy cold and clear, the pool looks like a liquid block of ice.

~
-1
S

#34527
In an Icy Underground Pool~
You break through a thin sheet of ice as you step into the pool, sending

small ripples across its surface.  Nothing living is disturbed by your

movement.  The entire ceiling of this part of the cavern seems to be made

of ice.  Several melting stalagtites seem to be responsible for the pool,

for the most part.

~
~
301465604 0 6 0
D0
~
~
0 -1 34528 10 10 5
D2
~
~
0 -1 34526 10 10 5
A
search dredge~
pool~
i = 2d10+20;

act_tochar( #search, ch );

act_notchar( #rsearch, ch );

dam_message( ch, i, "the icy chill of the water" );

inflict( ch, ch, i, "freezing to death" );

if( rflag( reset0, room ) ) {

  if( random( 0, 3 ) == 1 ) {

    remove_rflag( reset0, room );

    act_tochar( #find, ch );

    j = random( 0, 2 );

    if( is_player( ch ) ) {

      if( j == 0 )

        obj_to_char( oload( 1290 ), ch );

      if( j == 1 )

        obj_to_char( oload( 1291 ), ch );

      if( j == 3 )

        obj_to_char( oload( 1292 ), ch );

      }

    }

  else

    act_tochar( #noth, ch );

  }

else

  act_tochar( #noth, ch );

~
E
search~
You stick a hand in the icy pool and search its bottom.

~
E
rsearch~
$n sticks a hand in the icy pool to search its waters.

~
E
find~
You find a clear gem!!

~
E
noth~
You don't find anything in the pool.

~
!
0 0 0
553 9 1509949540 3 0
-1
S

#34528
Across an Icy Underground Pool~
You are standing in an icy tunnel.  The tunnel appears to bend to the

north, and it crosses through an icy pool to the south.  Glancing around,

you notice that no fungus grows in these frozen tunnels whatsoever.  The

ice on the walls and ceiling appear to be getting thicker as you progress

deeper into the cave.  

~
~
301465604 0 6 0
D0
~
~
0 -1 34529 10 10 5
D2
~
~
0 -1 34527 10 10 5
-1
S

#34529
A Chill Tunnel~
The tunnel grows very small here, seeming to enclose tightly around you. 

The sound of dripping water comes from the opening to the south, and

another tunnel leads east.  You notice that the tunnel ceiling is coated

with a think layer of ice, which is what might actually be holding it

up.  

~
~
301465604 0 6 0
D1
~
~
0 -1 34530 10 10 5
D2
~
~
0 -1 34528 10 10 5
-1
S

#34530
An Icy Opening~
The tunnel appears to continue north, but the view in that direction, as

well as travel, is obscured by a thick wall of ice.  It appears that the

entire source of cold for this cave, and perhaps the source of the

magical cold that you have felt all through the Dragonspire mountains,

lies behind that sheet of ice.  You think that it would take quite a few

blows to shatter it.  

~
~
301465604 0 6 0
D0
passageway~
passageway~
235 -1 34531 10 10 5
D3
~
~
0 -1 34529 10 10 5
E
ice~
What appeared to be at first glance commonplace ice is distinguished by

an almost blue tinge.  The wall is also colder than any ice you have felt

before.  

~
E
wall n north~
The ice is at least six feet thick, and easily taller and broader than

you.  It definately must have frozen over a passageway of some sort. 


~
A
shatter break smash~
ice wall~
room = find_room( 34530 );

if( !is_open( room, north ) ) {

  act_tochar( #c_open, ch );

  i = 1d1+5;

  dam_message( ch, i, "A sharp fragment of ice" );

  inflict( ch, mob, i, "Ice wall" );

  act_notchar( #r_open, ch );

  open( room, north );

room = find_room( 34531 );

send_to_room( #other, room );

  }

else

  act_tochar( #already_open, ch );

~
E
other~
Someone smashes through the ice wall to the south, sending shards flying!!

~
E
already_open~
But it's already been shattered...

~
E
r_open~
@b$n slowly chips the ice wall away, revealing a passage to the north.

~
E
c_open~
@bYour hands throb with each blow as you slowly chip away the ice wall, revealing a passage to the north.

~
!
0 0 0
-1
S

#34531
A Recently Frozen Opening~
The ice has been thickening here for hundreds of years, as is made

obvious by the width of the opening, about ten feet.  The cavern ceiling

above looks strangely stable.  

~
~
301465600 5 6 0
D0
~
~
0 -1 34532 10 10 5
D2
~
~
235 -1 34530 10 10 5
E
south s wall ice~
There is a thick sheet of ice blocking passage to the south, but it looks

like it could be broken through if you try to shatter it.

~
A
shatter break smash~
ice wall~
if( !is_open( room, south ) ) {

  act_tochar( #smash, ch );

  act_notchar( #rsmash, ch );

  open( room, south );

room = find_room( 34530 );

send_to_room( #other, room );

  }

else

  act_tochar( #already, ch );

~
E
other~
Someone smashes through the ice wall to the north, sending shards flying.

~
E
already~
But it's already been smashed...

~
E
rsmash~
$n smashes the ice wall into a million shards.

~
E
smash~
You smash the ice wall into a million shards.

~
!
0 0 0
A
~
~
if( find_stat( ch, level ) < 20 ) {

  act_tochar( #no, ch );

  interpret( ch, "sit" );

  }

else

  continue;

~
E
no~
You cannot bring yourself to head in that direction; an immense presence

lurks there, ready to snuff out your puny existence.

~
!
3 -1 1
-1
S

#34532
A Huge Cavern~
The tightly enclosing tunnels give way to an enourmous cavern. 

Stalagtites hand down fom the ceiling, as huge as any house in the

realms, and amidst them a huge shaft goes up through the ceiling, perhaps

the way the cavern's inhabitant, a large white dragon, makes her entrances

and exits.  On the far northern wall you see the outline of a

jewel-inlaid door.  

~
~
301465604 0 6 0
D0
door~
door~
195 -1 34534 10 10 5
D2
~
~
0 -1 34531 10 10 5
E
1 north~
The door has colored gems inset in its surface.  They were chosen for

their color more than quality, and the reflected light from them, sets

the glittering ice around into color.  From here you think you see an

icy-blue field binding the door.  

~
E
field~
Getting closer and looking at the door from the corner of your eye, you

see that they are in fact bound by three bands of hazy blue enchantment. 

~
A
2 open~
1 north~
if( is_open( room, north ) )

  send_to_char( #already, ch );

else {

  act_tochar( #cant, ch );

  act_notchar( #rcant, ch );

  inflict( ch, mob, 10d5, "Morioh's door enchantments" );

  }

~
E
rcant~
@CThere is a flash of light near the jeweled door, and you see $n

flying backward away from it trailing ice crystals.

~
E
cant~
@CAs you lay hands upon the door, there is a bright flash of light, and you

are flung backwards, hands burning from cold.

~
E
already~
It is open already.  

~
!
0 0 0
A
~
~
if( is_open( room, north ) )

  continue;

else

  acode( room, 1 );

~
!
3 0 1
504 9 1509949540 3 0
-1
S

#34533
A Dead End Behind a Shattered Keep~
The tunnel comes to an abrupt end in a pile of large rocks.  Apparently,

a cave-in has blocked this passage for some time.  The only exit is west,

back the way you came.  

~
~
301465604 0 7 0
D3
~
~
0 -1 34522 10 10 5
A
search~
rocks pile~
act_tochar( #search, ch );

act_notchar( #rsearch, ch );

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 0, 2 ) == 1 ) {

    act_tochar( #find, ch );

    if( is_player( ch ) )

      obj_to_char( oload( 1426 ), ch );

    }

  else

    act_tochar( #noth, ch );

  }

else

  act_tochar( #noth, ch );

~
E
search~
You search the pile of rocks.

~
E
rsearch~
$n searches the pile of rocks.

~
E
find~
You find a block of silver ore, forgotten here amidst the rubble!!

~
E
noth~
You don't find anything.

~
!
0 0 0
553 9 1509949540 3 0
-1
S

#34534
A Treasure Room~
This room is surprisingly modern, with walls of smooth steel.  It is

spacious and serene, far removed from the craggy, icy cave outside its

jewel-encrusted door.  Awed by its size, you imagine the hoards of

treasure that must have once filled these walls.  

~
resets 80% 515, 40% 518, 50% 521, 90% 520, 10% 516

I removed them all because a few players were conveniently losing link in

this room a bit too often.  treasure now repops only when Morioh is slain

(hooked into his mpcode).  -Talis 

~
301465602 5 6 0
D2
door~
door~
195 -1 34532 10 10 5
A
~
~
if( random( 1, 10 ) > 2 )

  obj_to_room( oload( 515 ), room );

if( random( 1, 10 ) > 3 )

  obj_to_room( oload( 518 ), room );

if( random( 1, 10 ) > 5 ) 

  obj_to_room( oload( 521 ), room );

if( random( 1, 10 ) > 1 )

  obj_to_room( oload( 520 ), room );

if( random( 1, 10 ) > 9 )

  obj_to_room( oload( 516 ), room );

~
!
0 0 4
-1
S

#34535
A Long Road through the Dragonspire Mountains~
Chilling wind blows through this pass, as larger currents move their way

over the Dragonspires.  The snow here falls gently to the ground,

creating a soft blanket of white over the rugged terrain.  You can see

the winds blowing stronger to the north.  

~
~
301465600 5 6 0
D0
~
~
0 -1 34520 10 10 5
D2
~
~
0 -1 34536 10 10 5
612 9 1509949540 3 0
-1
S

#34536
A Bend in the Road~
The roads bends again, heading both north and east.  Snowdrifts as tall

as a man line the road, creating some shelter from the wind that blows

relentlessly from the north.  Looking around, you notice that you are in

what appears to be a gigantic crater surrounded by a perfect ring of

mountains.  The only significant landmark you see is another mountain,

of glittering ice, far to the northwest.

~
~
301465600 5 9 0
D0
~
~
0 -1 34535 10 10 5
D1
~
~
0 -1 34537 10 10 5
-1
S

#34537
A Bend in the Road~
You can only catch brief glimpses of the peaks of the Dragonspire

Mountains to the south through a swirling mist of frost that blow wildly

in all directions.  The snow dips a great deal to the south, and a path

leads into deepening snow to the west.  

~
~
301465600 5 9 0
D3
~
~
0 -1 34536 10 10 5
D5
~
~
0 -1 34538 10 10 5
-1
S

#34538
A Small Road in the Dragonspire Mountains~
You are standing at the base of a small rise in the snow.  A small path

continues to the south, and a trail leads up the rise to the north.  The

rise looks slippery and dangerous, as the gusts of wind whip the snow

around endlessly, making vision difficult.  

~
~
301465600 5 9 0
D2
~
~
0 -1 34539 10 10 5
D4
~
~
0 -1 34537 10 10 5
603 9 1509949540 3 0
612 9 1509949540 3 0
1602 17 1509949540 -2 0
-1
S

#34539
A Small Road in the Dragonspire Mountains~
You are standing in what appears to be a large hold dug in the snow. 

There are rises to both the north and south, as if the road has sunk down

into the snow about twenty feet.  Looking around you see only huge walls

of white, enclosing upon you as snow adds to them and the winds blow the

walls higher and closer together.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34538 10 10 5
D2
~
~
0 -1 34540 10 10 5
-1
S

#34540
A Small Road in the Dragonspire Mountains~
You are standing at the base of a large rise of snow.  A small path leads

to the north and another climbs the snow to the south up a treacherous

path.  The path has dipped so low that only your heads stick out above

the snow level.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34539 10 10 5
D4
~
~
0 -1 34541 10 10 5
-1
S

#34541
A Windy Rise~
The wind gusts frequently over a rise to the north, blasting you with

dry, chapping wind.  A small trail leads down the rise, and the main road

follows an easterly route heading back through a narrow pass in the

mountains, seemingly distant through the snow to the south.  A nearly

hidden trail meanders off to the south, its destination masked by the

white.

~
~
301465600 5 9 0
D1
~
~
0 -1 34542 10 10 5
D2
~
~
0 -1 34582 10 10 5
D5
~
~
0 -1 34540 10 10 5
612 9 1509949540 3 0
-1
S

#34542
A Long Road through the Dragonspire Mountains~
An avalanche blocks what appears to be the actual road, but this path

seems to lead in a similar direction.  Looking around, the countours of

the ridges and drifts remind you of a vast ocean of ice, the waves frozen

in perfect roll.  

~
~
301465600 5 9 0
D1
~
~
0 -1 34543 10 10 5
D3
~
~
0 -1 34541 10 10 5
1602 17 1509949540 -2 0
-1
S

#34543
A Bend in the Road~
You are standing on a seldom-used road that bends south and west.  Rabbit

tracks lead from a hole in a snowdrift to the south.  An avalanche blocks

most of the road, making passage difficult, although there appears to be

a way to circumvent it to the west.

~
~
301465600 5 9 0
D2
~
~
0 -1 34544 10 10 5
D3
~
~
0 -1 34542 10 10 5
612 9 1509949540 3 0
-1
S

#34544
A Long Road through the Dragonspire Mountains~
What greenery exists here appears scraggly at best, as trees bent to the

ground struggle to endure the endless frost that surrounds you.  The road

heads off into the north and south, barely distinguishable from the

drifting snow.  Your steps make a crunching sound as thousands of tiny

ice crystals shatter with each movement.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34543 10 10 5
D2
~
~
0 -1 34545 10 10 5
-1
S

#34545
A Long Road through the Dragonspire Mountains~
You are standing on a winding road that lies north and west.  The

road narrows a bit through the snow to the north. To the west, the path

twists and turns.  The treeline seems to end here, as if the trees

themselves have avoided the area in the mountains to the north.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34544 10 10 5
D3
~
~
0 -1 34546 10 10 5
1602 17 1509949540 -2 0
-1
S

#34546
A Long Road through the Dragonspire Mountains~
The trail twists and turns, heading east and south.  The wind has started

to pick up as gusts form drifts out of the falling snow.  The skies above

seem to have darkened quite considerably, as large clouds roll in from

the north.  

~
~
301465600 5 9 0
D1
~
~
0 -1 34545 10 10 5
D2
~
~
0 -1 34547 10 10 5
612 9 1509949540 3 0
-1
S

#34547
A Long Road through the Dragonspire Mountains~
You are standing on a seldom-used road that runs north and south.  The

path twists and turns to the north, and to the south, the wind appears to

die down a little.  The mountains loom largely overhead, although it

appears that this road passes through them.  

~
~
335020032 5 9 0
D0
~
~
0 -1 34546 10 10 5
D2
~
~
0 -1 34548 10 10 5
-1
S

#34548
A Long Road through the Dragonspire Mountains~
Mountain peaks line the horizon to the south, jagged peaks that stretch

into the darkening sky.  A long narrow road winds its way into the white

horizon to both the north and south, as the road is lost among the ridges

of snow.  The snow to the north appears too deep to ride into.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34547 10 10 5
D2
~
~
0 -1 34549 10 10 5
-1
S

#34549
A Long Road through the Dragonspire Mountains~
This road has not seen much use in the last hundred years, but it is hard

to discern than because the wind is gently blowing snow over the path,

obscuring whatever marks of passing anything might have left even an hour

ago.  There is a large boulder to the west and south, as if marking the

bend in the road.

~
~
301465600 5 9 0
D0
~
~
0 -1 34548 10 10 5
D1
~
~
0 -1 34550 10 10 5
1602 17 1509949540 -2 0
-1
S

#34550
A Long Road through the Dragonspire Mountains~
The snow on the road appears to be thickening on this path that runs

south and west.  To the south you see what appears to be a main trail,

and to the west the path bends into a growling snowstorm.  The trees

appear to be thinning, and you feel an unnatural cold that fills the air

around you.  It appears that you can also travel east, but the snow cover

looks unstable there and you think you should take a closer look before

actually venturing onto it.  A thick snow bank lies to the north.  It can

probably be climbed.

~
n is 45750

[Lansharra] clim up/snow should work

~
301465608 5 9 0
D1
~
~
0 -1 34607 10 10 5
D2
~
~
0 -1 34551 10 10 5
D3
~
~
0 -1 34549 10 10 5
E
e east snow closer cover~
The snow is a thin sheet covering a crevass.  Walking in that direction

would surely prove certain death after a fall to an icy, sharp death on

the rocks below the snow.

~
E
bank~
The snow is deep, but the top layer is frozen solid, with a soft layer of

snow above that, providing stability and at least enough traction to make

it up the bank.

~
A
~
~
transfer( ch, find_room( 34607 ) );

room = find_room( 34607 );

acode( room, 1 );

~
E
this~
As you take a step onto the thin ice, it instantly shatters and sends you

plummeting down!

~
!
3 1 2
A
climb~
bank~
act_tochar( "You easily make it up the snow bank.", ch );

act_notchar( "$n easily makes it up the snow bank.", ch );

transfer( ch, find_room( 45750 ) );

act_notchar( "$n comes climbing down the snow bank.", ch );

~
!
0 0 3
-1
S

#34551
An Icy Road Through the Mountains~
You are standing on a long, seldom-used road that heads directly into the

icy confines of the northern peaks of the Dragonspire mountains.  To the

south you see a high mountain trail that looks precarious, but more well

travelled.  A patch of @Eice@n, which can probably be crossed with safety,

connects this road to the mountain trail.

~
s is 19143

~
301465608 5 9 0
D0
~
~
0 -1 34550 10 10 5
D2
~
~
0 -1 19143 10 10 5
E
ice patch trail~
The ice looks slick, but a layer of snow gives it some traction.  You can

probably @Ecross@n the @Eice@n to reach the mountain trail.

~
-1
S

#34553
A Faint Path in the Snow~
The trail is faint but a small line of rocks line it to the left and

right, making it easy to follow.  You see a cave to the south and to the

north lies a small road.  

~
s is 34554

~
301465608 5 9 0
D0
~
~
0 -1 34582 10 10 5
E
cave south~
You can probably climb down into the cave.

~
A
enter climb descend~
cave hole entrance down~
act_tochar( "You climb hand over hand, down into the cave entrance.", ch );

act_notchar( "$n climbs hand over hand, down into the cave entrance.", ch );

transfer( ch, find_room( 34554 ) );

act_notchar( "$n comes climbing down into the cave.", ch );

~
!
0 0 1
-1
S

#34554
The Entrance to a Small Cave~
You stand at the mouth of a small cave.  The opening is only about three

and a half feet tall so you will have to crawl to enter.  You can climb

up and out of the cave.

~
n is 34553

~
301465608 5 6 0
D2
~
~
0 -1 34555 10 10 5
A
~
~
send_to_char( #cr, ch );

continue;

~
E
cr~
You crouch down and crawl in.


~
!
3 2 4
A
leave climb ascend~
cave hole up out~
act_tochar( "You climb hand over hand, up out of the cave entrance.", ch );

act_notchar( "$n climbs hand over hand, up out of the cave entrance.", ch );

transfer( ch, find_room( 34553 ) );

act_notchar( "$n comes climbing up out of the cave.", ch );

~
!
0 0 1
1974 17 1509949540 -2 0
-1
S

#34555
A Small Crawlway Near a Cave Entrance~
You are crawling across a flat, narrow ledge of ice.  The cave opens up a

bit to the south, and to the north you can feel the icy wind of the

north.

~
~
335020036 0 5 0
D0
~
~
0 -1 34554 10 10 5
D2
~
~
0 -1 34556 10 10 5
A
~
~
send_to_char( #stand, ch );

continue;

~
E
stand~
You stand back up, leaving the low entrance.


~
!
3 0 1
A
~
~
send_to_char( #s, ch );

continue;

~
E
s~
You can stand back up, but not by much.


~
!
3 2 4
-1
S

#34556
Inside a Small Cave~
The cave opens up here for a moment, allowing you to stand.  A crawlspace

leads north to the outside, and similarly tightly-enclosing tunnels lead

east and west.  You can hear the wind howling across the mouth of the

cavern as it whips across the Dragonspire Mountains.

~
~
301465604 0 6 0
D0
~
~
0 -1 34555 10 10 5
D1
~
~
0 -1 34558 10 10 5
D3
~
~
0 -1 34557 10 10 5
A
~
~
send_to_char( #n, ch );

continue;

~
E
n~
You crouch down and crawl towards the outside.


~
!
3 0 1
-1
S

#34557
A Small Crawlspace~
You are crawling across a flat, narrow ledge of ice.  The cave opens up

to the east and west.  The fragile ice crackles with each movement,

sending fragments of frost spraying as small rocks of frozen water

shatter under the pressure of your hands or knees.

~
~
301465604 0 6 0
D1
~
~
0 -1 34556 10 10 5
D3
~
~
0 -1 34575 10 10 5
-1
S

#34558
A Small Crawlspace~
You are crawling across a flat, narrow ledge of ice.  The cave opens up

to the west, and continues along a small crawlway to the south, where you

will have to wedge yourself between two walls to continue.

~
~
301465604 0 6 0
D2
~
~
0 -1 34559 10 10 5
D3
~
~
0 -1 34556 10 10 5
-1
S

#34559
A Small Crawlspace~
You are wedged between two icy walls of stone.  A narrow ledge permits

passage north, and you can drop down from this small crevice after a

short climb to the south.

~
~
301465604 0 6 0
D0
~
~
0 -1 34558 10 10 5
D2
~
~
0 -1 34560 10 10 5
A
~
~
send_to_char( #crev, ch );

continue;

~
E
crev~
You climb carefully down the narrow crevice.


~
!
3 2 4
-1
S

#34560
Inside a Small Cave~
The cavern chamber you are in is small, but not cramped.  The air is very

still here, and long, thin icicles hang down from the ceiling in a long

row on the eastern wall.  A narrow crevice in the northern wall allows

passage in that direction, and the cavern enlarges greatly to the west.

~
~
301465604 0 6 0
D0
~
~
0 -1 34559 10 10 5
D3
~
~
0 -1 34561 10 10 5
E
icicles~
You are not sure why they grew there. Probably there is a fissure there.

~
553 9 1509949540 3 0
553 9 1509949540 3 0
-1
S

#34561
A Cavern Inside a Small Cave~
The cavern ceiling here is very high, soaring about twenty feet above

your head.  A small side-tunnel seems to have been dug in the western

wall, and the large cavern expands to the south.

~
~
301465604 0 8 0
D1
~
~
0 -1 34560 10 10 5
D2
~
~
0 -1 34563 10 10 5
D3
~
~
0 -1 34562 10 10 5
-1
S

#34562
Inside a Small Cave~
Whoever it was that dug this small tunnel into the rock seems to have

stopped here, as rock faces you on all sides except to the east, back the

way you came.  There are marks in the wall as if pick-axes had been used,

and a large crack in the northern rock wall hints that the person or

persons who dug this tunnel must have possessed great strength.

~
~
301465604 0 6 0
D1
~
~
0 -1 34561 10 10 5
-1
S

#34563
A Cavern Inside a Small Cave~
The cavern ceiling slopes downward steeply, comming to the floor to the

south, in a sharp slant.  A side-passage extends to the west, narrow but

large enough to walk through.  The cavern opens up to the north.

~
~
301465604 0 6 0
D0
~
~
0 -1 34561 10 10 5
D3
~
~
0 -1 34564 10 10 5
-1
S

#34564
A Narrow Passage~
The narrow passage makes several twists and turns, but appears to be

heading in a generally east-west direction.  You have to shift your body

sideways to squeeze through the ice.

~
~
301465604 0 6 0
D1
~
~
0 -1 34563 10 10 5
D3
~
~
0 -1 34565 10 10 5
553 9 1509949540 3 0
553 9 1509949540 3 0
-1
S

#34565
A Narrow Passage~
The narrow passage bends north and east, but the view in each direction

is blocked by an outcropping of ice-covered stone.  The ceiling rises

high overhead, but shortens to the north once again.

~
~
301465604 0 6 0
D0
~
~
0 -1 34566 10 10 5
D1
~
~
0 -1 34564 10 10 5
-1
S

#34566
A Vertical Tunnel~
Rock surrounds you on all sides but to the south, and a small vertical

tunnel leads down into the icy rock itself.  The tunnel appears to be

lined with handholds that would allow easy passage down its length.

~
~
301465604 0 6 0
D2
~
~
0 -1 34565 10 10 5
D5
~
~
0 -1 34567 10 10 5
E
1 down tunnel handholds~
The tunnel down looks natural, but someone chiseled in the handholds.

~
-1
S

#34567
A Vertical Tunnel~
Oddly-shaped portrusions from the rock wall make the climb here an easy

one.  The passage twists a bit above you, and the odd handholds continue

below you.

~
~
301465604 0 6 0
D4
~
~
0 -1 34566 10 10 5
D5
~
~
0 -1 34568 10 10 5
-1
S

#34568
A Vertical Tunnel~
The base of this tunnel appears to open up into a cavern considerably

warmer than those above, as your toes tell you from below.  The climb

here is a slippery one as the ice seems to have melted a bit.  The

passageway also leads up.  

~
~
301465604 0 6 0
D4
~
~
0 -1 34567 10 10 5
D5
door~
door~
0 -1 34570 10 10 5
-1
S

#34570
A Moist, Glowing Room~
Most ice has melted from the mysterious heat emanating from below.  The

bared rocks are cast in a soft red-orange light, the source of which

appears to be from the north.  This part of the cave is humid, stuffy,

and hot, as water dribbles down north and comes back hot steam.  You

could also climb back up the vertical tunnel in the ceiling.

~
~
301465605 0 8 0
D0
~
~
0 -1 34583 10 10 5
D4
door~
door~
0 -1 34568 10 10 5
-1
S

#34575
Inside a Small Cave~
The cavern here is barely over seven feet in height, but it is enough to

stand in.  A very tightly-enclosed crawlway leads east, and a steep ledge

of icy leads down to the south.  A small hole, only about as thick as an

arrow, leads directly up and to the surface from here.

~
~
301465604 0 6 0
D1
~
~
0 -1 34557 10 10 5
D2
~
~
0 -1 34576 10 10 5
E
hole~
If you cup your eye to it, you can see light comming down through the

twisted rock and floating ice crystals.

~
553 9 1509949540 3 0
553 9 1509949540 3 0
553 9 1509949540 3 0
553 9 1509949540 3 0
-1
S

#34576
Inside a Small Cave~
The ice is very steeply sloped here, bending sharply down and to the

west.  The short climb to the north is precarious, but navigatable. 

Chunks of ice missing from the southern wall suggest that something big

slipped and fell into the wall.  An eery stalagtite hangs from the

ceiling, long and razor sharp.

~
[Lansharra] eerie

~
301465604 0 6 0
D0
~
~
0 -1 34575 10 10 5
D3
~
~
0 -1 34577 10 10 5
-1
S

#34577
Inside a Small Cave~
You are standing in a bare spot of stone amidst the ice of the cave, as

if someone had recently built a fire here.  A small passage leads south

between two pillars of ice, while an icy ramp drops down north, and winds

upwards on an easterly course.

~
~
301465604 0 6 0
D0
~
~
0 -1 34578 10 10 5
D1
~
~
0 -1 34576 10 10 5
D2
~
~
0 -1 34579 10 10 5
E
1 north~
It is sick with refrozen ice and slopes downward.

~
E
ramp~
Which way? The continuing northern one, or east?

~
E
1 east~
It is sick with refrozen ice and slopes upward.

~
A
~
~
if( !is_player( ch ) )

continue;

if( find_stat( ch, dex ) < random( 1, 15 ) ) {

  act_tochar( #c_s, ch );

  act_notchar( #r_s, ch );

  interpret( ch, "sit" );

  }

else

  continue;

~
E
r_s~
@b$n makes a nice effort trying to slip and claw $s way up eastard.


~
E
c_s~
@bYou slip and sramble, but come sliding back down.


~
!
3 1 2
-1
S

#34578
Inside a Small Cave~
Someone has carved sculptures out of the ice on the north wall depicting

the yeti of the northern wastes.  A glow comes from thin ice overhead,

presumably light from either the moon or sun.  You can hear the ice in

the tunnel to the west dripping as it melts, and an icy ramp leads to the

south.

~
~
301465604 0 6 0
D2
~
~
0 -1 34577 10 10 5
D3
~
~
0 -1 34580 10 10 5
E
1 south ramp~
It is sick with refrozen ice and slopes upward.

~
E
sculptures yeti~
Something spent considerable time shaving three pillars of ice into

beauteful and haunting sculptures.  Two are yeti, the third looks like a

wingless furred lizard, or better yet, dragon.

~
E
dragon lizard~
Who knows what it is, but it is sinewy, sleek, and powerful looking.

~
A
~
~
if( !is_player( ch ) )

continue;

if( find_stat( ch, dex ) < random( 1, 15 ) ) {

  act_tochar( #c_s, ch );

  act_notchar( #r_s, ch );

  interpret( ch, "sit" );

  }

else

  continue;

~
E
r_s~
@b$n makes a nice effort trying to slip and claw $s way up southward.


~
E
c_s~
@bYou slip and scramble, but come sliding back down.


~
!
3 2 4
-1
S

#34579
Inside a Small Cave~
It comes to an icy dead end here, and you find yourself in an area filled

with large icicles, dangling from the cavern ceiling far above.  Several

large ones have fallen in the passage to the south, blocking travel in

that direction.  You can return to the north via a small passage between

the two pillars of ice.  The ice in one corner has started to melt due to

the presence of a seemingly out-of-place forge.

~
~
301469711 0 6 0
D0
~
~
0 -1 34577 10 10 5
D2
~
~
235 -1 53000 10 10 5
1103 9 1509949540 3 0
1466 17 1509949540 -2 0
-1
S

#34580
Inside a Small Cave~
The ice in this part of the cavern is melting, sending drops of cold,

clear water down on you in a light shower, and making the cavern floor

very slick.  You had better watch your step to the west, as the ice in

that direction seems to be melting even more rapidly.  The ice appears

more solid to the east.

~
~
301465604 0 6 0
D1
~
~
0 -1 34578 10 10 5
D3
~
~
0 -1 34581 10 10 5
-1
S

#34581
The Base of a Stone Staircase~
The cavern expands drastically upward and outward, quickly becoming very

large.  You notice that the walls are dry here and with a shock you feel

warmth emanating from above you.  A spiral staircase, chiseled out of the

rock, leads up to what looks like a ledge, giving you the impression that

skilled hands have been at work here, long ago.

~
~
301465604 0 9 0
D1
~
~
0 -1 34580 10 10 5
D4
~
~
0 -1 34603 10 10 5
-1
S

#34582
A Faint Path in the Snow~
The trail would have been invisible had you not noticed a solitary pair

of yeti prints in the snow.  It is small and nearly blown over with snow,

but it appears to be in regular use by the yeti of the area.  

~
~
301465600 5 9 0
D0
~
~
0 -1 34541 10 10 5
D2
~
~
0 -1 34553 10 10 5
-1
S

#34583
Above a Melting Slide~
A nearly vertical tunnel just large enough to slide into heads down into

a red-orange glow.  The heat that has caused the ice of the cave to melt

seems to be coming from below, rising back on hot steam.

~
put an aedit enter slide here

~
301465605 0 9 0
D2
~
~
0 -1 34570 10 10 5
D5
~
~
1 -1 34584 10 10 5
A
enter slide~
slide down~
act_tochar( #slide, ch );

act_notchar( #rslide, ch );

transfer( ch, find_room( 34586 ) );

~
E
rslide~
$n slides down the slide toward the heat source.

~
E
slide~
You slide down the slide towards the source of the endless heat.

~
!
0 0 0
-1
S

#34584
A Melting Slide~
The wet rock makes the steep slide a difficult climb in both directions,

as water drips down from above and flows gently down the remainder of the

slide below.

~
~
301465605 0 9 0
D4
~
~
1 -1 34583 10 10 5
D5
~
~
0 -1 34586 10 10 5
-1
S

#34586
The Base of a Melting Slide~
All traces of the icy conditions above have disappeared, leaving you in a

small, hot, moist part of the cave.  Water drips down from the top of a

steep slide above you, and an intense red glow shines through an arch in

the stone to the north.

~
~
301465605 0 9 0
D0
~
~
0 -1 34587 10 10 5
D4
~
~
0 -1 34584 10 10 5
-1
S

#34587
Beside a River of Molten Lava~
The cavern floor drops off suddenly and vastly, revealing a massive river

of molten lava that flows from west to east.  The cavern ceiling looms

far overhead, and set dancing in red glow from lava and flame.  There is

a small ridge that appears to lead along the river of lava west, and you

spot a small opening south.

~
~
301465605 0 9 0
D2
~
~
0 -1 34586 10 10 5
D3
~
~
0 -1 34589 10 10 5
A
~
~
if( !rflag( reset0, room ) )

  end;

if( !is_player( ch ) )

  end;

i = 2d10+10;

if( mob_in_room( 598, room ) ) {

  mob = mob_in_room( 598, room );

  if( is_fighting( mob ) )

    end;

  act_tochar( #already, ch );

  dam_message( ch, i, "The lava elemental's burning touch" );

  mob = mob_in_room( 598, room );

  }

else {

  remove_rflag( reset0, room );

  mob = mload( 598, room );

  act_tochar( #new, ch );

  dam_message( ch, i, "The lava elemental's burning touch" );

  }

inflict( ch, mob, i, "a lava elemental" );

attack( mob, ch, 2d10, "burning touch" );

~
E
already~
@bA lava elemental fixes its burning gaze upon you and attacks!!

~
E
new~
@b@RThe lava erupts and forms into a shape as it moves towards you!!

@RIt attacks, sending a wave of heat coarsing through your body!!

 

~
!
1 0 12
-1
S

#34589
Beside a River of Molten Lava~
The ledge overhanging the river of lava is very thin here, and the lava

below produces a flow of steam which envelops this portion of the

chamber.  The ground beneath you rumbles with the passing of the tons of

molten rock.

~
put an aedit here that burns somebody from splashing lava or

something...or rocks fall on them(possibly splashing lava on them or

hitting them) 

~
301465605 0 9 0
D1
~
~
0 -1 34587 10 10 5
D3
~
~
0 -1 34590 10 10 5
A
~
~
send_to_room( #fall, room );

i = 2d10+5;

loop( all_in_room ) {

  dam_message( rch, i, "the lava splash" );

  inflict( ch, mob, i, "a lava splash" );

  }

~
E
fall~
A rock falls from the cavern ceiling and into the lava river, splashing a

wave of searing heat over you!!

~
!
2 0 0
-1
S

#34590
Beside a River of Molten Lava~
A large rock wall blocks movement to the west, while a natural bridge

crosses the river of lava to the north.  A crack in the southern wall

reveals a fissure that could be explored.

~
~
301465605 0 9 0
D0
~
~
0 -1 34592 10 10 5
D1
~
~
0 -1 34589 10 10 5
D2
~
~
0 -1 34591 10 10 5
-1
S

#34591
A Small Steam-Filled Chamber~
This small fissure in the rock is filled with steam, making visibility

nearly zero.  Almost all air is gone as well, as each breath sends hot

steam into your lungs instead of air.

~
~
301465605 0 9 0
D0
~
~
0 -1 34590 10 10 5
A
~
~
act_tochar( #burn, ch );

inflict( ch, mob, 2d5, "internal burning" );

~
E
burn~
@b@RYou take a breath, burning your throat.

~
!
2 1000 0
-1
S

#34592
Over a River of Molten Lava~
The lava beneath your feet rolls by in loud gurgles, vibrating the rock

bridge violently.  The ground appears more stable to the south, while the

rock bridge continues to arch up over the river, north.

~
~
301465605 0 9 0
D0
~
~
0 -1 34593 10 10 5
D2
~
~
0 -1 34590 10 10 5
-1
S

#34593
Over a River of Molten Lava~
The bridge is very narrow here at its highest arc, and is elevated far

enough above the lava that its heat is not as intense.  The bridge drops

back to the south, but dips less toward to closer northern side.

~
~
301465605 0 9 0
D0
~
~
0 -1 34594 10 10 5
D2
~
~
0 -1 34592 10 10 5
-1
S

#34594
Across a River of Molten Lava~
A bridge of natural rock has formed to the south, leading over the

river of lava.  Colorful rock formations abound on the northern wall

and continue east alongside the river.  A gust of hot air blows

you as the lava below splashes into the rock wall.

~
~
301465605 0 9 0
D1
~
~
0 -1 34595 10 10 5
D2
~
~
0 -1 34593 10 10 5
-1
S

#34595
Across a River of Molten Lava~
The wall to the north is brightly colored with reds, oranges, and yellows

as if stained by the light that the river of lava to the south produces. 

This ledge of solid rock continues to both the west and to the east.

~
~
301465605 0 9 0
D1
~
~
0 -1 34596 10 10 5
D3
~
~
0 -1 34594 10 10 5
-1
S

#34596
Across a River of Molten Lava~
The wall here has a small altar chiseled into it, but it has apparently

not seen much use lately.  A large stone to the south hangs over the

river of lava.  The floor here has a strange surface, as if it has melted

and then reformed into a wavelike pattern.  The resulting texture makes

balance difficult.  

~
~
301465605 0 9 0
D1
~
~
0 -1 34598 10 10 5
D2
~
~
0 -1 34597 10 10 5
D3
~
~
0 -1 34595 10 10 5
E
altar~
What once may have been a mighty slab of black stone, the altar is now

only crumbled remains.  There are several small niches where gems may

have been inset into the black stone.  

~
872 17 1509949450 -2 0
-1
S

#34597
A Large Rock on Molten River~
This large rock, anchored to the northern shore of the river of lava, is

large, round, and smooth.  Heat emanates up through the stone, obviously

generated by the lava below, which you can feel flowing around the

precipice.  From here, the entire cavern can be seen, from the large

sloping rock overhead to the immense stream of molten rock flowing

through it.  A final glance at the stone beneath your feet, and you

notice several large scorch marks.  

~
~
301465605 0 9 0
D0
~
~
0 -1 34596 10 10 5
A
~
~
if( !is_player( ch ) )

  end;

room = find_room( 34597 );

i = 4d10+10;

if( mob_in_room( 591, room ) )

  if( is_fighting( mob_in_room( 591, room ) ) )

  end;

if( rflag( reset0, room ) ) {

  if( mob_in_room( 591, room ) ) {

    act_tochar( #welcome, ch );

    dam_message( ch, i, #reenter );

    mob = mob_in_room( 591, room );

    }

  else {

    act_tochar( #awake, ch );

    mob = mload( 591, room );

    dam_message( ch, i, #enter );

    }

  inflict( ch, mob, i, "Dartohk's fiery breath" );

  attack( mob, ch, 4d16+20, "lightning fast strike" );

  }

~
E
already~
@bYou have already killed Dartohk!!

~
E
welcome~
@bThe huge red dragon, already awakened, turns his burning gaze upon you!!

~
E
enter~
Dartohk's fiery breath

~
E
awake~
@RA red dragon emerges from the lava.  @M"My name is Dartohk," @Rhe says,

@M"and you are trespassing here!!" 

~
E
reenter~
Dartohk's fiery breath

~
!
1 -1 1
-1
S

#34598
Across a river of molten lava.~
The rock ledge widens enough to make passage comfortably safe, and rises

above the reach of the intense heat of the lava below.  The northern rock

wall swirls with a rainbow of bright colors, an almost dizzying mosaic of

hues that are layered one on top of the other.

~
~
301465605 0 9 0
D3
~
~
0 -1 34596 10 10 5
-1
S

#34603
A Large Rock Ledge~
The irregular rock of the cave has been smoothed out, and a well-cut

passage heads into the rock to the west.  A spiral staircase leads down

this large ledge in the rock.  Diagonal beams of oak line the walls, but

they do not seem to be functioning as support, so much as decoration, an

afterthought rather than a necessity.

~
~
301465604 0 9 0
D3
~
~
0 -1 34604 10 10 5
D5
~
~
0 -1 34581 10 10 5
-1
S

#34604
A Large, Smooth Tunnel~
Burnt-out torches line the hall, resting in brass fittings that have been

drilled directly into the rock wall.  A fine powder of white dust coats

everything here.  The hall approaches an opening and ledge east, and a

large stone gate can be seen farther down the hall west.

~
~
301465604 0 9 0
D1
~
~
0 -1 34603 10 10 5
D3
~
~
0 -1 34605 10 10 5
-1
S

#34605
A Large, Smooth Tunnel~
A huge stone gate blocks further passage to the west.  Ominous runes,

unrecognized except for the fact that they seem to be some kind of

warning, are spread across its broad surface.  A smoothly made hall leads

east, and on the north wall a large golden gong is suspended in an

alcove, with a golden hammer chained to the rock beside it.

~
~
301465604 0 9 0
D1
~
~
0 -1 34604 10 10 5
D3
gate~
gate~
195 -1 34606 10 10 5
E
1 west~
A large double-doored gate which is covered with glyphs of warding. 

Large runes depict an ancient evil and a massive battle.

~
E
gong~
Much like the stone gate itself, the gong is covered with strange

markings.  You cannot decipher what it is exactly they say, but it seems

to be to the effect of "do not touch the gong." 

~
E
hammer~
The hammer is marvelous, yet is firmly chained to the rock.

~
A
ring sound hit hammer bang~
gong~
if( !rflag( status0, room ) ) {

  act_tochar( #recent, ch );

  end;

  }

act_tochar( #ugong, ch );

act_notchar( #rgong, ch );

remove_rflag( status0, room );

act_room( #more, ch );

wait( 4 );

act_room( #more1, ch );

wait( 4 );

act_room( #more2, ch );

open( room, west );

set_rflag( status0, room );

open( room, west );

loop( all_in_room ) {

  room = find_room( 34606 );

  transfer( rch, room );

  }

acode( room, 1 );

~
E
more2~
@MA chorus of deep, evil, heartless laughter fills the area as a great

rush of wind sends you sprawling through the opening.

~
E
more1~
The rune covered gate starts to slide gratingly upward, pulled by some

powerful force.  @RDark red light shines through the growing opening as

the stone rises.

~
E
more~
@MA wail beings to rise, joining with the deep resounding sound of the

gong...a chorus like wailing souls crying in despair.

 

@b@CWaves of paralyzing fear sweep over you.@n

~
E
rgong~
@Y$n rings the @bgolden gong@n@Y, sending massive waves of booming sound

throughout the cavern.

~
E
ugong~
@YYou ring the @bgolden gong@n@Y, sending massive waves of booming sound

throughout the cavern.

~
E
recent~
The gong is still reverberating from its last ringing.

~
!
0 0 0
A
~
~
if( !rflag( status0, room ) )

  act_tochar( #fear, ch );

else

  continue;

~
E
fear~
@bWaves of artificial fear have frozen your limbs.

~
!
3 1 10
-1
S

#34606
A Large Stone Hall~
The walls of this room are made of thick stone, and glowing blue runes of

warding cover every inch of their surface.  Even the floor and ceiling of

this huge-dimensioned chamber are guarded by magical spells preventing

anything entering or leaving, as if the room was meant to be a holding

cell for a large and powerful being.

~
~
301465604 0 9 0
D1
stone gate~
'stone gate'~
195 -1 34605 10 10 5
A
~
~
mob = mob_in_room( 599, room );

if( mob ) {

  act_room( #freed, mob );

  loop( all_in_room )

    if( rch != mob )

    attack_fire( mob, ch, 5d20+10, "wicked flame" );

  }

~
E
freed~
@b"@n@RYou have freed me!!@n@b",@n a deep, resonant voice booms.  @b"@n@RAfter all these

centuries of captivity, locked by the magic of man ...  I am free to

ravage the realms once more!!@n@b"

@n

Turning his gaze down upon you, he shows rows of ivory teeth in and evil

leer@b, "@n@RBut you will die first.@n@b"

~
!
1 8 2
A
~
~
wait( 8 );

if( !is_open( room, east ) ) {

  open( room, east );

  send_to_room( #door, room );

  }

~
E
door~
With a grinding sound, the gate rises open. You feel you should leave.

~
!
0 0 0
A
~
~
if( mob_in_room( 599, room ) ) {

  act_tochar( #dragon, ch );

  if( random( 1, 10 ) < 4 ) {

    act_tochar( #fight, ch );

    continue;

    }

  else {

    act_tochar( #fear, ch );

    end;

    }

  }

else {

  act_tochar( #dead, ch );

  continue;

  }

~
E
dead~
@GThe dragon slain, you are free to leave.

~
E
fear~
@RThe dragonfear paralyzes your limbs; you fail to escape.

~
E
fight~
@GYou make it to safety!!

~
E
dragon~
@BYou try to fight off the dragonfear and flee to safety.

~
E
froze~
@CFrozen in place by the dragon's might, you cannot turn away.

~
!
3 0 2
599 9 1509949540 3 0
-1
S

#34607
An Ice-Covered Crevice~
The ice here is very thin and brittle, threatening to crack and break,

sending you plummeting downward to your death.  More solid ground lies to

the west.

~
~
301465600 5 9 0
D3
~
~
0 -1 34550 10 10 5
A
~
~
wait( 2 );

if( char_in_room( ch, room ) ) 

  act_tochar( #break, ch );

wait( 2 );

if( char_in_room( ch, room ) ) {

  transfer( ch, find_room( 34562 ) );

  i = 1d1+49;

  dam_message( ch, i, "the terrible fall" );

  inflict( ch, mob, i, "the terrible fall" );

  }

~
E
break~
The ice cracks and you know you have to get out of here, fast!

~
!
0 0 0
-1
S

#0