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
Vertical Passage~
Rodric Adder Florian~
~

0 0
0
#ROOMS

#26500
Vertical Passageway~
A passageway, cut through solid granite, climbs at an almost completely

vertical angle.  The bottom of the this long passage can be seen just

below.  Spikes made of cast iron have been nailed into the sides of the

granite shaft, providing slim but sturdy hand holds for climbing up or

down the vertical passage.  You cannot see the top of the passage from

here.

~
*H

[Graewulf] When I slip off the rungs (room26500) and fall it states "You loose your footing"  It should say "You lose your footing"

~
301465612 11 6 0
D4
~
~
0 -1 26501 10 10 5
D5
~
~
1024 -1 2537 10 10 5
A
~
~
ch = rand_player( room );

if( !can_fly( ch ) ) {

  send_to_char( #char, ch );

  dam_message( ch, 5, "The fall" );

  inflict( ch, mob, 5, "falling" );

  act_notchar( #room, ch );

  transfer( ch, find_room( 2537 ) );

  act_notchar( #arr, ch );

  }

~
E
char~
You loose your footing and fall to the floor below.

~
E
room~
$n looses their footing and falls to the floor below.

~
E
arr~
$n comes plummeting down from above, landing hard on the ground.

~
!
2 20 0
A
2 sleep~
~
act_tochar( "You attempt to sleep, but lose your grip and fall.", ch );

act_notchar( "$n releases $s grip and plummets downward!", ch );

transfer( ch, find_room( 2537 ) );

act_notchar( "$n comes plummeting in from above to land hard on the ground!", ch );

dam_message( ch, 5, "The fall" );

inflict( ch, mob, 5, "falling" );

~
!
0 0 0
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
-1
S

#26501
Vertical Passageway~
A vertical passageway continues up and down as far as you are able to see. 

Tunneled from grey granite, the passageway is little more than a mining

shaft.  Set into the shaft's rough, irregular sides are a series of cast

iron spikes.  The spikes are spaced evenly apart, like the rungs of a

ladder.

~
*H

~
301465612 11 5 0
D4
~
~
0 -1 26502 10 10 5
D5
~
~
0 -1 26500 10 10 5
A
~
~
ch = rand_player( room );

if( !can_fly( ch ) ) {

  send_to_char( #fall, ch );

  dam_message( ch, 10, "The fall" );

  inflict( ch, mob, 10, "falling" );

  act_notchar( #fall2, ch );

  transfer( ch, find_room( 2537 ) );

  act_notchar( #arr, ch );

  }

~
E
fall~
You loose your footing and fall to the floor below.

~
E
fall2~
$n looses their footing and falls to the floor below.

~
E
arr~
$n comes plummeting down from above, landing hard on the ground.

~
!
2 40 0
A
2 sleep~
~
act_tochar( "You attempt to sleep, but lose your grip and fall.", ch );

act_notchar( "$n releases $s grip and plummets downward!", ch );

transfer( ch, find_room( 2537 ) );

act_notchar( "$n comes plummeting in from above to land hard on the ground!", ch );

dam_message( ch, 10, "The fall" );

inflict( ch, mob, 10, "falling" );

~
!
0 0 0
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
A
~
~
ch = rand_player( room );

act_tochar( #drip, ch );

~
E
drip~
A single drop of water falls on your nose from somewhere above.

~
!
2 150 0
-1
S

#26502
Vertical Passageway~
A rough, vertical passage stretches up and down here.  Cut from grey

granite, the passageway resembles a mining shaft, though you can see

little evidence of mining, ore, or gems down its length.  Cast iron

spikes, like the rungs of a ladder, have been hammered into the side of

the cavernous shaft.

~
*H

~
301465612 11 5 0
D4
~
~
0 -1 26503 10 10 5
D5
~
~
0 -1 26501 10 10 5
A
~
~
if( !can_fly( ch ) ) {

  if( find_skill( ch, climb ) < random( 4, 8 ) ) {

    if( random( 1, 10 ) < 5 ) {

      send_to_char( #char, ch );

      act_notchar( #room, ch );

      transfer( ch, find_room( 2537 ) );

      act_notchar( #arr, ch );

      dam_message( ch, 15, "The fall" );

      inflict( ch, mob, 15, "falling" );

      }

    else

      send_to_char( #almost, ch );

    }

  }

~
E
char~
You loose your footing and fall to the floor far below.

~
E
room~
$n loses $s footing and falls to the floor far below.

~
E
arr~
$n comes plummeting down from above, landing hard on the ground.

~
E
almost~
You almost slip and fall!

~
!
1 -1 63
A
2 sleep~
~
act_tochar( "You attempt to sleep, but lose your grip and fall.", ch );

act_notchar( "$n releases $s grip and plummets downward!", ch );

transfer( ch, find_room( 2537 ) );

act_notchar( "$n comes plummeting in from above to land hard on the ground!", ch );

dam_message( ch, 15, "The fall" );

inflict( ch, mob, 15, "falling" );

~
!
0 0 0
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
A
~
~
ch = rand_player( room );

act_tochar( #breeze, ch );

~
E
breeze~
A faint, chilly draft blows in from above, brushing past your cheek.

~
!
2 150 0
-1
S

#26503
Vertical Passageway~
This vertical passageway, cut through solid granite, leads up and down

quite a ways.  You are unable to see either the top or bottom of the

shaft from here.  A series of iron spikes nailed into the side of the

mining shaft provide evenly spaced hand holds to cling to.  On the west

side of the shaft, which is no more than six feet wide, there are a

series of trailing scratch marks.

~
~
301465612 11 5 0
D4
~
~
0 -1 26504 10 10 5
D5
~
~
0 -1 26502 10 10 5
A
~
~
ch = rand_player( room );

if( !can_fly( ch ) ) {

  send_to_char( #fall, ch );

  dam_message( ch, 20, "The fall" );

  inflict( ch, mob, 20, "falling" );

  act_notchar( #fall2, ch );

  transfer( ch, find_room( 2537 ) );

  act_notchar( #arr, ch );

  }

~
E
fall~
You loose your footing and fall to the floor far below.

~
E
fall2~
$n looses their footing and falls to the floor far below.

~
E
arr~
$n comes plummeting down from above, landing hard on the ground.

~
!
2 30 0
A
2 sleep~
~
act_tochar( "You attempt to sleep, but lose your grip and fall.", ch );

act_notchar( "$n releases $s grip and plummets downward!", ch );

transfer( ch, find_room( 2537 ) );

act_notchar( "$n comes plummeting in from above to land hard on the ground!", ch );

dam_message( ch, 20, "The fall" );

inflict( ch, mob, 20, "falling" );

~
!
0 0 0
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
A
~
~
ch = rand_player( room );

act_tochar( #blow, ch );

~
E
blow~
A faint breeze from above brushes past your cheek.

~
!
2 150 0
-1
S

#26504
Vertical Passageway~
What looks to be an old, forgotten mining shaft leads up and down at a

nearly vertical angle here.  Cast iron spikes, like the rungs of a

ladder, jut out from the side of the granite rock shaft and provide

sturdy, if rusty, hand holds to aid in the ascent or descent of this

passageway.  There is no evidence, aside from the shaft itself, that

mining ever took place within this passageway.

~
~
301465612 11 5 0
D4
~
~
0 -1 26505 10 10 5
D5
~
~
0 -1 26503 10 10 5
A
~
~
ch = rand_player( room );

if( !can_fly( ch ) ) {

  send_to_char( #fall, ch );

  dam_message( ch, 20, "The fall" );

  inflict( ch, mob, 20, "falling" );

  act_notchar( #fall2, ch );

  transfer( ch, find_room( 2537 ) );

  act_notchar( #arr, ch );

  }

~
E
fall~
You loose your footing and fall to the floor far below.

~
E
fall2~
$n looses their footing and falls to the floor far below.

~
E
arr~
$n comes plummeting down from above, landing hard on the ground.

~
!
2 40 0
A
2 sleep~
~
act_tochar( "You attempt to sleep, but lose your grip and fall.", ch );

act_notchar( "$n releases $s grip and plummets downward!", ch );

transfer( ch, find_room( 2537 ) );

act_notchar( "$n comes plummeting in from above to land hard on the ground!", ch );

dam_message( ch, 20, "The fall" );

inflict( ch, mob, 20, "falling" );

~
!
0 0 0
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
-1
S

#26505
Vertical Passageway~
The passageway seems to come to a stopping point just above.  There are

but a few more iron spikes set into the granite walls to go before the

top can be reached, though the bottom of the old mining shaft is a very

long way down from here.  Many of the iron rungs have begun to rust and

all of them look slippery with moisture.

~
*H

~
301465612 11 5 0
D4
~
~
0 -1 26506 10 10 5
D5
~
~
0 -1 26504 10 10 5
A
~
~
ch = rand_player( room );

if( !can_fly( ch ) ) {

  send_to_char( #fall, ch );

  dam_message( ch, 30, "The fall" );

  inflict( ch, mob, 30, "falling" );

  act_notchar( #fall2, ch );

  transfer( ch, find_room( 2537 ) );

  act_notchar( #arr, ch );

  }

~
E
fall~
You loose your footing and fall to the floor far below.

~
E
fall2~
$n looses their footing and falls to the floor far below.

~
E
arr~
$n comes plummeting down from above, landing hard on the floor.

~
!
2 30 0
A
2 sleep~
~
act_tochar( "You attempt to sleep, but lose your grip and fall.", ch );

act_notchar( "$n releases $s grip and plummets downward!", ch );

transfer( ch, find_room( 2537 ) );

act_notchar( "$n comes plummeting in from above to land hard on the ground!", ch );

dam_message( ch, 30, "The fall" );

inflict( ch, mob, 30, "falling" );

~
!
0 0 0
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
1 0 48
-1
S

#26506
A Small Cavern~
A small cavern of grey-green limestone rises around you.  At its greatest

height, the cavern is no higher than twenty feet tall.  Stalactites hang

from the ceiling, with their tips barely touching some stalagmites that

rise from the floor.  A five-foot wide shaft has been cut into the center

of the cavern, through an intrusion of grey granite.  The small cavern

extends to the north as well.

~
*H

~
301465612 0 6 0
D0
~
~
0 -1 26507 10 10 5
D5
~
~
0 -1 26505 10 10 5
A
~
~
if( can_fly( ch ) ) 

  continue;

if( is_player( ch )  )

  continue;

~
E
wont_go~
$n refuses to attempt to climb down a sheer wall.

~
!
3 -1 32
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 32
-1
S

#26507
A Small Cavern~
Though small, this limestone cavern looks quite capable of suiting the

travel of several people abreast.  Dripstone formations such as

stalagmites and stalactites rise from the floor and hang from the ceiling

respectively.  The limestone walls have been smoothed over time by the

passage of rivulets of water that creep down the walls.  The cavern

extends both to the north and south.

A large boulder lies against the western wall.

~
*H

[Starshine] no loop_follower code

*is intensional, so that leader can check for reset without having to

drag the entire group.  Also, it promotes those being 'dragged' to wake

up once in a while and do SOMETHING.

*CF

~
301465612 0 6 0
D0
~
~
0 -1 26508 10 10 5
D2
~
~
0 -1 26506 10 10 5
A
open push move~
large boulder~
if( rflag( reset0, room ) ) {

  send_to_char( #moveboulder, ch );

  act_notchar( #moveboulder2, ch );

  remove_rflag( reset0, room );

  };

else

  send_to_char( #alreadyopen, ch );

~
E
moveboulder~
You push the boulder aside, revealing a small hole in the wall.

~
E
moveboulder2~
$n pushes the boulder aside, revealing a small hole in the wall.

~
E
alreadyopen~
You can't seem to push the boulder back over the hole.

~
!
0 0 0
A
climb enter~
hole 1 west~
if( !rflag( reset0, room ) ) {

  send_to_char( #message1, ch );

  act_notchar( #message2, ch );

  transfer( ch, find_room( 27750 ) );

  act_notchar( #arr, ch );

  }

else

  send_to_char( #message3, ch );

~
E
message1~
You climb into the small hole.

~
E
message2~
$n climbs into the small hole.

~
E
message3~
You must move the boulder before you can fit into the hole.

~
E
arr~
$n comes climbing through the hole.

~
!
0 0 0
A
1 look~
hole~
if( rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( #desc2, ch );

~
E
desc~
There is a small hole here on the western wall.  It is covered by a large

boulder.  Once you've moved the boulder, you could probably enter the

hole.  

~
E
desc2~
There is a small hole here in the western wall.  At one time, it looks to

have been blocked by a boulder, though now the boulder is nowhere near it. 

You could probably enter the hole.

~
!
0 0 0
A
1 look~
boulder~
if( rflag( reset0, room ) )

act_tochar( #desc, ch );

else

act_tochar( #desc2, ch );

~
E
desc2~
The boulder inside the cavern looks clearly out of place.  Scrapes along

the floor give evidence that it has recently been moved.

~
E
desc~
The boulder looks somewhat out of place around the cavern.  It looks as

if it might conceal something behind it.  

~
!
0 0 0
-1
S

#26508
A Small Cavern~
This small cavern has been formed of limestone.  A few small,

needle-sharp stalactites hang from the ceiling around the edges of an

artifical shaft.  The shaft cuts upward into the cavern's ceiling at a

steep angle. Iron spikes have been hammered into the side of the shaft.

~
*H

~
301465612 11 5 0
D2
~
~
0 -1 26507 10 10 5
D4
~
~
1024 -1 26509 10 10 5
A
~
~
if( !is_exhausted( ch ) ) {

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  continue;

  }

else

  continue;

~
E
climb~
You manage to climb up the iron spikes set into the shaft.

~
E
rclimb~
$n climbs up the iron rungs, but not without difficultly.

~
!
3 0 16
-1
S

#26509
Vertical Passageway~
This passageway is completely vertical and continues upward.  It has been

cut artifically into solid granite at a steep angle, proving a shaft

through to the cavern below.  Iron spikes have been hammered into the

walls of the granite shaft, imitating the rungs of a ladder.

~
~
301465612 11 5 0
D4
~
~
0 -1 26510 10 10 5
D5
~
~
1024 -1 26508 10 10 5
A
~
~
if( !is_exhausted( ch ) ) {

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  continue;

  }

else

  continue;

~
E
climb~
With some difficultly, you manage to climb the iron rungs.

~
E
rclimb~
$n climbs the iron rungs, but not without difficultly.

~
!
3 0 48
-1
S

#26510
Vertical Passageway~
Cut through solid granite, this passageway is cramped and the quarters

are tight.  The passageway is also completely vertical.  Iron spikes have

been hammered into the sides of the steep shaft, providing a way to climb

up or down its length.  A small alcove, little more than a hole in the

granite shaft, lies to the west, within reach from the iron rungs.

~
~
301465612 11 5 0
D3
~
~
0 -1 26550 10 10 5
D4
~
~
0 -1 26511 10 10 5
D5
~
~
0 -1 26509 10 10 5
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
A
~
~
if( !is_exhausted( ch ) ) {

  act_tochar( #swing, ch );

act_notchar( #rswing, ch );

  continue;

  }

else

  continue;

~
E
swing~
You swing off the iron rungs, into a hole in the granite shaft.

~
E
rswing~
$n leaps off the iron rungs into the small alcove.

~
!
3 0 8
59 9 1509949540 3 0
59 9 1509949540 3 0
-1
S

#26511
Vertical Passageway~
A steep shaft has been dug vertically through solid granite.  Set into

the sides of the shaft are a series of cast iron spikes that provide hand

holds up and down the otherwise treacherous climb.  The bottom of the

passage looks far enough down to warrant caution.  From here, you cannot

make out the top of the vertical passage.

~
~
301465612 11 5 0
D4
~
~
0 -1 26512 10 10 5
D5
~
~
0 -1 26510 10 10 5
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
-1
S

#26512
Vertical Passageway~
Cut into solid granite, a vertical passage continues for quite a distance

so that you can neither see the top nor the bottom of the shaft.  Cast

iron spikes have been hammered into the sides of the shaft, making it

look like a makeshift ladder.  A few of the iron rungs are missing,

leaving but holes in the granite shaft facing.

~
*H

~
301465612 11 5 0
D4
~
~
0 -1 26513 10 10 5
D5
~
~
0 -1 26511 10 10 5
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
-1
S

#26513
Vertical Passageway~
Constricting like a python, this vertical passage is much more narrow

here than it is as it continues below.  Dug through solid grey granite,

this shaft is extremely steep.  Iron spikes nailed into the sides of the

shaft are the only hand holds available on its slick surfaces.  Up above,

you can see what looks to be a cavern.

~
~
301465612 11 5 0
D4
~
~
1024 -1 26514 10 10 5
D5
~
~
0 -1 26512 10 10 5
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 48
-1
S

#26514
A Small Cavern~
Formed from limestone, this cavern looks completely natural and untouched

by man.  The only exception to this is a square-cut shaft in the center

of the cavern that leads downward in an almost complete, vertical angle. 

The sides of the shaft are smooth and slick.  The ceiling of the cavern

hangs fairly low, barely fifteen feet above the floor at its highest

point.  The cavern stretches to the north.

~
~
301465612 11 5 0
D0
~
~
0 -1 26515 10 10 5
D5
~
~
1024 -1 26513 10 10 5
A
~
~
act_room( #water, ch );

~
E
water~
Faintly, from somewhere within the cavern, you hear the drip of water.

~
!
2 2345 0
A
~
~
acode( find_room( 26509 ), 1 );

continue;

~
!
3 0 32
59 9 1509949540 3 0
-1
S

#26515
A Small Cavern~
The remains of a campfire are the only evidence that anyone has ever

visited this place.  Though seemingly empty, the cavern looks like it

once had a purpose.  The walls have clearly been artificially tunneled or

dug out with sharp instruments.  The small cavern stretches to the north

and south.

~
*H

~
301465612 11 6 0
D0
~
~
0 -1 26516 10 10 5
D2
~
~
0 -1 26514 10 10 5
E
campfire~
The ashes look to have been here quite some time.

~
59 9 1509949540 3 0
-1
S

#26516
A Small Cavern~
This cavern seems to be naturally made.  There is little evidence of

anyone passing, though the passageway leading up was certainly made for a

reason.  

~
~
301465612 11 5 0
D2
~
~
0 -1 26515 10 10 5
D4
~
~
0 -1 26517 10 10 5
-1
S

#26517
Vertical Passageway~
The iron rung you are grabbing onto shudders for a moment, like it is

about to pull out of the wall, you quickly grab another rung, and

continue your climbing.  

~
[Merior] more

~
301465612 11 5 0
D4
~
~
0 -1 26518 10 10 5
D5
~
~
0 -1 26516 10 10 5
-1
S

#26518
Vertical Passageway~
A cold breeze comes down from above.  It looks like the darkness lifts a

little up above you, but below you is only solid black.

~
[Merior] more description

~
301465612 11 5 0
D4
~
~
0 -1 26519 10 10 5
D5
~
~
0 -1 26517 10 10 5
-1
S

#26519
Vertical Passageway~
The passageway leads down into the darkness as far as you can see.  From

above you feel a cool breeze.  You smile faintly, hoping you dont have a

long way to go until you are out of this blasted passageway.

~
[Merior] no opinions like smiling etc... find stuff to see to write about

~
301465612 11 5 0
D4
~
~
0 -1 26520 10 10 5
D5
~
~
0 -1 26518 10 10 5
-1
S

#26520
The Cave~
This looks like a normal cave, but there is a set of rungs leading down a

vertical tunnel, which probably leads to a mine of some sort.  To the

north you can see light shining through the cave entrance, and you feel

the cold wind blowing into the cave.  

~
no mob

ogre size to keep horses out

[Merior] skip the guess about mines

~
301465612 11 5 0
D0
~
~
0 -1 26521 10 10 5
D5
~
~
0 -1 26519 10 10 5
-1
S

#26521
Cave Entrance~
You are standing just inside the entrance to a small cave.  The strong

wind outside blows snowflakes inside the cave.  It is very cold here. 

The cave continues to the south.  

~
[Merior] more description, less weather

~
301465604 11 6 0
D0
~
~
0 -1 26522 10 10 5
D2
~
~
0 -1 26520 10 10 5
-1
S

#26522
Snowy Plateau~
This area is more of a plateau than a trail.  It is bitterly cold, and

the strong wind only makes it worse.  Mountains are visible as far as the

eye can see.  Directly to the south, a broken cliff rises into the

mountains, in which you think you might spy a cave opening.

~
~
301465600 5 9 0
D0
~
~
0 -1 26523 10 10 5
D2
~
~
0 -1 26521 10 10 5
E
cliff~
The cliff face is rough and broken, and you can almost make out what

might be the remains of an ancient road/staircase within the snow-covered

rubble of the cliff.  It might be possible to climb up the cliff and see

what lies beyond.

~
E
3 opening cave mouth~
Near the base of the rough cliff to the south, you can make out the black

opening of a cave mouth, probably nothing more than a shallow crevice

that might provide some small amount of protection from the elements.

~
A
climb~
up cliff~
if( can_fly( ch ) ) {

    send_to_char( #fly, ch );

    act_notchar( #flying, ch );

    transfer( ch, find_room( 47785 ) );

    act_notchar( #flying2, ch );

    end;

    }

  if( find_skill( ch, climb ) > random( -1, 7 ) ) {

    send_to_char( #succ, ch );

    act_notchar( #osucc, ch );

    transfer( ch, find_room( 47785 ) );

    act_notchar( #odrop, ch );

    }

  else {

    send_to_char( #fail, ch );

    act_notchar( #failed, ch );

    end;

    }

  loop( followers ) {

    ch = rch;

    acode( room, 1 );

    }

~
E
failed~
$n tries to climb up the slope but fails.

~
E
fail~
You try to climb up the slope but fail.

~
E
flying2~
$n comes flying up the slope.

~
E
flying~
$n flies up the slope.

~
E
fly~
You fly up the slope.

~
E
odrop~
$n comes climbing up the slope.

~
E
osucc~
$n climbs up the slope.

~
E
succ~
You climb up the slope.

~
!
0 0 0
-1
S

#26523
Snowy Bluff~
You are walking along the high mountain bluff.  The snow here is piled

up high, the temperature never gets high enough for it to melt.  You can

see mountains as far into the distance as you can see.  

~
[Merior] needs some work

~
301465600 5 9 0
D0
~
~
0 -1 26524 10 10 5
D2
~
~
0 -1 26522 10 10 5
-1
S

#26524
Snowy Bluff~
You stand on a narrow trail which winds its way between sheer rock walls,

high in the mountains above the snowline.  To the north, the ground leads

downward toward a large mountainous plateau, while the trail becomes

increasingly faint as it winds its way through ever-deepening banks of

snow to the north.  Every now and then, a pale gray rock or stone peeks

out of the snow cover to mark the trail.

~
~
301465600 5 9 0
D0
~
~
0 -1 26525 10 10 5
D2
~
~
0 -1 26523 10 10 5
A
~
~
send_to_char( #down, ch );

continue;

~
E
down~
You head down, back toward the plateau.

~
!
3 -1 1
-1
S

#26525
High Mountain Trail~
Mountains rise up around you on all sides.  To the north, their walls

open up a bit onto a high mountain plateau, while to the south they close

in on the trail, forcing you to proceed with care along the narrow trail. 

The trail climbs up above the permafrost line to the south, heading up

into the highest, icy reaches of the mountain range.

~
action up? snow

random action

~
301465600 5 9 0
D0
~
~
0 -1 26526 10 10 5
D2
~
~
0 -1 26524 10 10 5
A
~
~
send_to_room( #snow, room );

~
E
snow~
It is snowing.

~
!
2 400 0
A
~
~
send_to_char( #up, ch );

continue;

~
E
up~
You follow the trail up.

~
!
3 -1 4
244 9 1509949540 3 0
-1
S

#26526
High Mountain Trail~
Snowflakes cloud your vision as you travel along this trail.  You can

barely make out the markings of a trail leading north and south.  There

is a cliff immediately west of here.  It looks climbable.  

~
[Draynath] don't see others climbing up here

~
301465600 5 9 0
D0
~
~
0 -1 26527 10 10 5
D1
~
~
0 -1 26557 10 10 5
D2
~
~
0 -1 26525 10 10 5
E
cliff~
This cliff looks climbable.

~
A
climb~
cliff~
send_to_char( #climb, ch );

wait( 2 );

transfer( ch, find_room( 12585 ) );

act_notchar( #climbs, ch );

~
E
climb~
You climb the cliff.

~
E
climbs~
~
E
climbs~
$n climbs up the cliff.

~
!
0 0 0
-1
S

#26527
High Mountain Trail~
Almost no vegetation grows here in the cold, rocky ground.  All about

you, the scenery is breathtaking, with lines of mountains towering over

this spot, itself already quite high in the mountains.  The trail is

narrow here, and only a few stone markers allow you to follow it through

the area as it leads north and south.

~
~
301465600 5 9 0
D0
~
~
0 -1 26551 10 10 5
D1
~
~
0 -1 26528 10 10 5
D2
~
~
0 -1 26526 10 10 5
D3
~
~
0 -1 26558 10 10 5
2505 9 1509949540 3 0
-1
S

#26528
In the Mountains~
The mountains here are rough and unwelcoming.  To the north looms Cairn

Mountain, and you see a trail pass by as well.

~
~
301465600 5 9 0
D0
~
~
0 -1 26529 10 10 5
D1
~
~
0 -1 26555 10 10 5
D2
~
~
0 -1 26557 10 10 5
D3
~
~
0 -1 26527 10 10 5
-1
S

#26529
High Mountain Trail~
The snow combined with the heavy wind makes a deadly combination.  It is

extremely cold. Your only thoughts are only on following this trail to

whatever shelter there might be.  

~
r/w

~
301465600 5 6 0
D1
~
~
0 -1 26530 10 10 5
D2
~
~
0 -1 26528 10 10 5
D3
~
~
0 -1 26551 10 10 5
-1
S

#26530
High Mountain Junction~
Dominating the view to the north is the great Cairn Mountain, the giant

peak for which this mountain range is named.  It towers over the

landscape, impressing all with its grandeur.  Three roads lead away from

this fork.  To the north, the Cairn Mountain Road enters the mountain

range proper.  To the east, the Mountain Road leads down below the snow

line, and back toward the forested slopes and the Great North Road. 

forested slopes.  To the west, the High Mountain Trail leads across the

plateau.

~
~
301465600 12 6 0
D0
~
~
0 -1 26531 10 10 5
D1
~
~
0 -1 28049 10 10 5
D2
~
~
0 -1 26555 10 10 5
D3
~
~
0 -1 26529 10 10 5
587 17 1509949540 -2 0
-1
S

#26531
Cairn Mountain Road~
The road climbs into the mountains here, cutting its way across steep

snowy passes with a surety borne out of superior dwarven engineering. 

Despite the cold and hazardous conditions, your progress is steady, and

you may follow the road up, and further into the Cairn Mountains, or

south toward a large, open plateau.

~
~
301465600 12 6 0
D2
~
~
0 -1 26530 10 10 5
D4
~
~
0 -1 26532 10 10 5
244 9 1509949540 3 0
-1
S

#26532
Cairn Mountain Road~
The road, though covered with snow, plods its way through the mountains. 

Despite great crevasses and sheer rock walls, the road navigates the area

with little trouble, thanks to immense stone supports and great cuts

into the mountainside.  Cairn Mountain looms over you to the north, and

you may follow the road east or down.

~
~
301465600 12 6 0
D1
~
~
0 -1 26533 10 10 5
D5
~
~
0 -1 26531 10 10 5
-1
S

#26533
Cairn Mountain Road~
The road clings to a steep mountainside, with great banks of snow

collecting along its edges.  A cold fierce wind comes down from the

mountaintops making you shiver.  You may continue north and west.

~
~
301465600 5 6 0
D0
~
~
0 -1 26534 10 10 5
D3
~
~
0 -1 26532 10 10 5
244 9 1509949540 3 0
-1
S

#26534
Cairn Mountain Road, Junction~
The road runs along the curve of a steep mountain here, leading down and

south.  A small trail branches off from the main road as well, leading

further up into the snow and ice.  Despite the snow and ice, the road is

easy to follow.  A large sign is posted alongside the edge of the road.

~
sign

~
301465600 5 6 0
D2
~
~
0 -1 26533 10 10 5
D4
~
~
0 -1 26537 10 10 5
D5
~
~
0 -1 26535 10 10 5
E
sign~
----------------------

         (( East to Goblin Caves ))

           ----------------------

           | |

           | |

           | |

           |_|

~
-1
S

#26535
Cairn Mountain Road~
The road makes its way between two immense mountains which rise thousands

of feet above you to the east and west.  Despite the snow cover, several

large stone markers signal the way for you to follow the road, north or

up and south.  The trail heads up to the south into a pass between two

mountains and simply goes north at about the same height.  There are many

booted tracks easily seen in the snow covered trail heading both north

and south.

~
~
301465600 5 6 0
D0
~
~
0 -1 26559 10 10 5
D4
~
~
0 -1 26534 10 10 5
-1
S

#26536
Cairn Mountain Road - Junction and Obelisk~
The trail becomes quite flat and wide here and looks like someone has

made the effort to cut into the side of the mountain in order to keep the

trail level here.  There are marker stones on both sides of the trail

here which makes it easy to follow despite all the snow.  To the east is

the entrance to a cave.  It is quite big and you see a number of booted

tracks entering and leaving the cave, even though there is a lot of snow

and ice around.  A single great dark stone stands planted in the snow

here, a marker suggesting permanence and power to all who pass by.

~
~
301465600 5 6 0
D0
~
~
0 -1 33000 10 10 5
D1
~
~
0 -1 27000 10 10 5
D2
~
~
0 -1 26563 10 10 5
D3
~
~
0 -1 26564 10 10 5
755 9 1509949540 3 0
-1
S

#26537
High Mountain Trail~
Before dropping down to the west this area gives you a good view of the

trail that leads through the pass and heads off down to the south. 

Leading east the trail starts to climb a little further along to the

west.  There are many tracks easily visible in the light snow that covers

the trail.  

~
~
301465600 5 6 0
D1
~
~
0 -1 26538 10 10 5
D5
~
~
0 -1 26534 10 10 5
205 9 1509949540 3 0
-1
S

#26538
High Mountain Trail~
Still climbing to the east the trail continues up, to the west it winds

along the mountain before dropping further along.  Light snow and ice

covers the trail but it is not too dangerous.  

~
~
301465600 5 6 0
D0
~
~
0 -1 26553 10 10 5
D3
~
~
0 -1 26537 10 10 5
D4
~
~
0 -1 26539 10 10 5
205 9 1509949540 3 0
-1
S

#26539
High Mountain Trail~
The trail continues east into a cave and to the west leads down the

mountain.  The trail is quite narrow and although there is quite a bit of

ice and snow on the mountain, the trail is free of any snow here.  There

are many tracks of booted feet and bits and pieces of broken equipment

and weapons that litter the side of the trail.

~
connects west to 65500

~
301465608 5 6 0
D1
~
~
0 -1 26540 10 10 5
D3
~
~
0 -1 65500 10 10 5
D5
~
~
0 -1 26538 10 10 5
-1
S

#26540
Before a Sinister Cave~
You stand on a path that leads directly towards a dark and sinister cave. 

The entrance to the cave is somewhat small, requiring those larger than a

tall human to bend their heads as they enter.  Jagged stones and the

bones of small animals litter the ground outside the cave.  There seems

to be nothing alive left here, even the scrubby plants that once grew

nearby have been stripped from this area.  You can enter the cave to the

east or head west down a mountain trail.

~
[Rue] GOBLIN CAVE SHOULD START HERE

[Starshine] make a separate area?

~
301465600 0 6 0
D1
~
~
0 -1 26541 10 10 5
D3
~
~
0 -1 26539 10 10 5
E
stones bones~
The stones appear to have been chipped at in an attempt to sharpen them. 

The ones you see here are useless and shattered.  The bones are of small

animals, rabbits and the like.  They have been picked clean and gnawed at.

~
E
cave~
The cave looms sinister, the overhanging stone and its angle makes

the inside quite dark.

~
E
plants~
What plants that once grew here are now nothing more than clusters of dry and dessicated sticks and gnawed-off stubble.

~
A
~
~
if( size( ch ) > 4 )

continue;

~
E
to_char~
@GYou duck your head as you $t into the small mouth of the cave.@n 

~
E
to_room~
@G$n ducks $s head as he $t into  the cave mouth.@n

~
!
3 0 2
A
~
~
continue;

~
!
3 0 2
A
search~
bones jagged stones~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou dig around in the bones and stones but find nothing useful.@n

~
E
rmsearch~
@G$n picks around in the bones and stones.@n

~
!
0 0 0
-1
S

#26541
Dark Cave~
The cave is tight and cramped.  Stalactites and stalagmites force you to

pay attention as you move and the uneven floor makes footing difficult. 

In one of the depressions in the floor, a small puddle has formed.  To

the west the cave opens up to the outside world and to the east it

continues deeper into the earth.

~
[Starshine] dummy action search/get guano?

no, not that much of it here

[Starshine] added the dummy action :p

~
301465604 0 5 0
D1
~
~
0 -1 26542 10 10 5
D3
~
~
0 -1 26540 10 10 5
E
stalactites stalagmites~
The stalactites and stalagmites crowd the already skinny tunnel.  Most

are quite large, reaching nearly to the floor or the ceiling.  Guano from

bats dots the stalagmites and the floor.

~
E
guano~
The guano looks like normal bat guano.  Small spatterings of it dot the

floor and the stalagmites.

~
A
~
~
if( size( ch ) > 4 )

  continue;

~
E
to_char~
@GYou duck your head as you $t out of the cave.@n

~
E
to-room~
@G$n ducks $s head as $e $t out of the cave.@n

~
!
3 0 8
A
~
~
continue;

~
E
duck~
@GYou duck your head as you leave the cave.@n

~
E
rmduck~
@G$n ducks $s head as $e leaves the cave.@n

~
!
3 0 8
A
~
~
send_to_room( #drip, room );

~
E
drip~
@GA drip of water trickles down one of the stalactites, pauses for a

moment, then plunges into the puddle on the floor with a tiny splash.@n

~
!
2 50 0
A
~
~
~
E
wind~
@RA cold breeze whisks by you from the east, a deep groaning sound carried

with it.@n 

~
!
2 25 0
A
~
guano~
send_to_char( #guano, ch );

act_notchar( #oguano, ch );

~
E
guano~
There is nothing that can possibly be hidden in the tiny spatters of guano.

~
E
oguano~
$n bends down to look at the guano, but straightens as there is really

nothing more to see.

~
!
9 0 0
3095 17 1509949540 -2 25
227 9 1509949540 3 0
-1
S

#26542
Dark Cave~
The narrow tunnel splits into three here, one each heading north, south

and west.  A crudely stacked pile of stone has been piled against the

east wall.  The floor of the cave is uneven, descending a little to the

south side.  The tunnel north heads upwards slightly and you would have

to climb a small shelf to continue in that direction.

~
[Starshine] dummy action search pile/stone

added

~
301465604 0 5 0
D0
~
~
0 -1 26547 10 10 5
D2
~
~
0 -1 26543 10 10 5
D3
~
~
0 -1 26541 10 10 5
E
pile stone stack~
This stack of stones leans against the east wall of the cave.  It is

about three feet high and is mortared together by a sticky brownish

substance.  There appears to be no obvious purpose for the stones.

~
E
shelf north~
The small rock shelf is no higher than two feet at its tallest.  The

edge has been worn smooth by the passage of time.  The uneven floor has

many little bumps, shelves and ledges.

~
A
~
~
continue;

~
E
to_char~
@GYou carefully $t down the slight incline.@n 

~
!
3 0 4
A
~
~
continue;

~
E
to_char~
@GYou $t out of the room, heading over the small ledge.@n 

~
E
to_room~
@G$n $t north, going over the ledge.@n

~
!
3 0 1
A
search get take move~
pile stones rocks~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@GYou carefully search the pile of stone, but find nothing interesting about

it.  The mortar holds as strongly as cement.@n 

~
E
rmsearch~
@G$n inspects the pile of stone.@n

~
!
0 0 0
-1
S

#26543
Dark Tunnel~
The main tunnel slopes gently down from the north.  The floor smoothes

out and converges with the south wall in a graceful curve.  Along the

south wall, a large stalagmite reaches up into a large hole in the

ceiling, partially obscured by the tiny stalactites that hang around its

mouth.  The tunnel curves to head east as well as north here.

~
~
301465604 0 5 0
D0
~
~
0 -1 26542 10 10 5
D1
~
~
0 -1 26545 10 10 5
D4
stone~
~
1259 -1 26544 10 10 5
E
ceiling hole stalagmite~
Because of its position and that of the stalagmite you can't see up into

the hole very well.  It is, however, a fairly large hole.  The stalagmite

is thick and has small notches hacked into its surface in such a way that

the pillar looks climbable.

~
E
2 stalactites mouth~
All you can tell is that small stalactites hang around the mouth of the

hole in the ceiling.  You cannot see anything more of the hole or the

liquid that must have been present or still might be present to create

these formations.

~
E
curve floor smooth~
For some reason, the floor here is smooth, and converges seamlessly with

the southern wall.  You cannot tell if the floor was created in this

condition or whether it has been worn down to its present state.

~
A
climb~
rock crevice up~
act_tochar( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 26544 ) );

act_notchar( #arrive, ch );

~
E
to_char~
@GWith some difficulty you manage to climb up the stalagmite.@n

~
E
to_room~
@G$n crawls up the stalagmite and disappears into the ceiling.@n

~
E
arrive~
@G$n arrives from below, panting with effort.@n

~
!
0 0 0
A
~
~
continue;

~
E
to_char~
@GYou carefully $t up the slight slope.@n

~
E
rmslope~
@G$n carefully $t up the slight slope.@n

~
!
3 0 1
-1
S

#26544
A Cramped Alcove~
You are in a cramped but spacious cave.  Piles of small bones litter the

floor, as do heaps of rotting rags.  The ceiling is low, making it

difficult to move around much.  In the center of the floor is a large

hole, with the tip of a large stalagmite protruding through it.

The hole appears to be the only way out.

~
[Starshine] dummy action search/get piles/bones/heaps/rags?

[Starshine] added extra heaps/rags

[Starshine] add extra tip and action get tip? could be a cute item...

tip is a thick stalagmite, not useful at all

added search that loads leather cord

~
301596676 0 5 0
D5
stone~
~
1259 -1 26543 10 10 5
E
bones piles~
These small piles of bones have been picked clean of flesh.  They are

small, about the size a rat or bat might have.

~
E
hole floor stalagmite~
The stalagmite pokes up through a large hole in the floor.  It looks like

you could easily climb down the stalagmite to the level below you.

~
E
rags heaps~
Dirty and rotting rags and bits of cloth and other soft materials cover

the floor of this alcove.  Some of the rags for heaps, while others form

depressions, giving you the impression that before you are several nests.

~
A
climb clamber~
hole stalagmite down~
act_tochar( #down, ch );

act_notchar( #rmdown, ch );

transfer( ch, find_room( 26543 ) );

act_notchar( #arrives, ch );

~
E
down~
@GYou clamber down the stalagmite in the floor.@n

~
E
rmdown~
@G$n climbs down through the hole in the floor.@n

~
E
arrives~
@G$n arrives, climbing down the stalagmite.@n

~
!
0 0 0
A
search~
bones piles heaps junk rags rotting~
if( is_player( ch ) ) {

  act_tochar( #bones, ch );

  act_notchar( #rmbones, ch );

  wait( 1 );

  i = 1d20;

  if( rflag( reset1, room ) ) {

    if( i < 1 ) {

      obj = oload( 621 );

      obj_to_char( obj, ch );

      act_tochar( #got, ch );

      act_notchar( #rmgot, ch );

      remove_rflag( reset1, room );

      end;

      }

    act_tochar( #not, ch );

    act_notchar( #rmnot, ch );

    remove_rflag( reset1, room );

    }

  else {

    act_tochar( #not, ch );

    act_notchar( #rmnot, ch );

    }

  }

~
E
bones~
@GYou carefully search the bones and rags on the floor.@n

~
E
rmbones~
@G$n searches through the junk on the floor.@n

~
E
got~
@GAfter a careful search you find a leather cord!@n

~
E
rmgot~
@G$n pulls an old leather cord from one of the piles of rags.@n

~
E
not~
@GAfter a long search you give up.@n

~
E
rmnot~
@G$n gives up $s search.@n

~
!
0 0 0
227 9 1509949540 3 0
227 9 1509949455 3 0
227 9 1509949455 3 0
-1
S

#26545
Bottom of a Dark Shaft~
You are in a small cul-de-sac in a dark tunnel.  Above you a shaft coils

up into darkness, curving so that you cannot see what is above you.  A

thick layer of guano covers the floor, signs that bats are nearby.  A

small tunnel winds westward, otherwise, crawling up into the shaft is

your only option.

~
[Starshine] action search/get/scoop guano

[Starshine] added extra darkness.

added search

~
301465668 0 5 0
D3
~
~
0 -1 26543 10 10 5
D4
~
~
0 -1 26546 10 10 5
E
shaft above ceiling 1 up~
The tight shaft curves up and into darkness.  It is wide enough to climb.

~
E
guano layer~
Sticky bat guano is spattered all over the floor.  A large enough

quantity to make you think many bats roost nearby.  The guano has been

disturbed recently, it appears that large handfuls have been scooped

away.

~
E
darkness~
Peering at it reveals nothing. You see...darkness.

~
A
~
~
if( !can_fly( ch ) )

  continue;

~
E
to_char~
@GYou pull yourself up and into the shaft, pressing your shoulders and

legs against the sides as you inch up, finally coming to the flat surface

of a small cave.@n 

~
E
to_room~
@G$n climbs up into the shaft, inching $s way up.@n

~
!
3 0 16
A
scan~
~
act_tochar( #scan, ch );

~
E
scan~
@GThe tunnel is too twisty to see very far.@n

~
!
0 0 0
A
scoop get~
guano~
act_tochar( #scoop, ch );

act_notchar( #rmscoop, ch );

~
E
scoop~
@GThe guano that is here is solid as hard-packed earth, there is none

left that appears easy to take.@n 

~
E
rmscoop~
@G$n examines the guano.@n

~
!
0 0 0
A
search~
guano~
act_tochar( #search, ch );

act_notchar( #rmsearch, ch );

~
E
search~
@YYou search the old, dry guano, but find nothing valuable.@n

~
E
rmsearch~
@G$n spends a few moments searching the guano.@n

~
!
0 0 0
A
~
~
continue;

~
!
3 0 16
227 9 1509949540 3 0
-1
S

#26546
Dark Shaft - Bat Roost~
You are in a cave at the end of a twisting shaft.  The walls and ceiling

of the cave are rough, providing good holds for the bats to roost on. 

Guano spatters the floor of the cave.  The only way out of here is

through the winding tunnel that leads down.

~
[Starshine] room desc: it's too dark to see the floor of the cave, right...? or does the twisting shaft provide some 'floor'? if so, please indicate when climbing up from room 26545.

[Starshine] added extra shaft down

fixed description of movement so it is obvious you are in a small cave.

[Kwee] not sure ents should fit up here.

~
301465604 0 5 0
D5
~
~
0 -1 26545 10 10 5
E
rough walls holds ceiling~
The irregular stone of the walls and ceiling provide good holds for the

bats to hang from.  The stone is rough to the touch, and appears to be so

naturally.

~
E
shaft down~
The walls of the shaft are rough, creating a not so straight and smooth

way down.  The roughness of the walls will help in your descent to the

cave floor.

~
A
~
~
if( !can_fly( ch ) )

continue;

~
E
to_char~
@GYou creep down the shaft carefully.@n

~
E
to_room~
@G$n slowly creeps down the shaft.@n

~
!
3 0 32
A
~
~
continue;

~
!
3 0 32
229 9 1509949540 3 0
229 9 1509949540 3 0
229 9 1509949540 3 0
229 9 1509949540 3 0
229 9 1509949540 3 0
-1
S

#26547
Dark Cave~
The rounded and bumpy natural walls of this cave leave much to the

imagination.  There are many niches and hidden places that are difficult

to see into.  In the center of the floor there is a small bowl-shaped

depression filled with water.  Water trickles down the walls of the cave,

filling the bowl slowly.  To your south, the tunnel continues, dropping

down a small ledge as it heads south.  Two more tunnels lead into

darkness, one to the east and one to the north.

~
[Rue] room east is gnome size ( Vnum: 26549 )

~
301465604 0 5 0
D0
~
~
0 -1 26548 10 10 5
D1
~
~
0 -1 26549 10 10 5
D2
~
~
0 -1 26542 10 10 5
E
bowl depression~
In the center of the floor is a small puddle of water, situated in a deep

bowl-shaped depression.  The bowl appears to be a few inches deep, but it

is hard to tell because of the murky water.

~
E
niches hidden~
The convoluted stone of the walls hides many small nooks and crannies. 

There is one to the east that is large enough for a small person to enter.

~
E
trickle~
The trickle of water seeps from near the ceiling of the cave, making its

way into the small bowl by dripping down the west wall.

~
A
~
~
continue;

~
E
to_char~
@GYou $t down the ledge.@n

~
E
to_room~
@G$n $t down the ledge.@n

~
!
3 0 4
A
~
~
continue;

~
E
to_char~
@GYou squeeze into the small niche, a tight squeeze even for you!@n

~
E
to_room~
@G$n squeezes into a niche with some difficulty.@n

~
!
3 0 2
A
drink~
bowl puddle water~
interpret( ch, "drink" );

~
!
0 0 0
A
search~
water bowl depression murky~
act_tochar( #murky, ch );

act_notchar( #rmmurky, ch );

~
E
murky~
@GYou feel around in the dirty water, but find nothing hidden in it.@n

~
E
rmmurky~
@G$n splashes around in the water with $s hands.@n

~
!
0 0 0
A
~
~
~
E
water~
@GA large @Bdroplet of water@n trickles down the west wall.@n

~
!
2 50 0
819 17 1509949540 -2 0
-1
S

#26548
Dark Cave - By a Rockfall~
The cave is blocked by a massive rockfall to the north.  Heavy stones and

boulders are littered all over the cave, with shattered bases of

stalagmites and stalactites dotting the floor and ceiling.  The walls of

the cave are curved and natural, almost slick to the touch despite the

thick layer of dust that covers them.  You can follow the tunnel south.

~
~
301465604 0 5 0
D2
~
~
0 -1 26547 10 10 5
E
rockfall cave-in boulders stones~
The massive stones and boulders that make up this cave-in are jammed

tightly against each other.  You doubt even the strongest ogre could move

a single stone.

~
E
stalagmites stalactites bases~
The remains of ancient stalactites and stalagmites can still be seen on

the ceiling and floor here.  They were probably shattered when the

cave-in happened.

~
E
dust smooth walls~
The walls and floor of the cave are covered in a thick layer of gritty

dust.  You can see the prints of several creatures in the dust.

~
E
prints~
The prints are humanoid, but small in size.  The appear to have been left

by someone barefoot.  As you look at the prints you realize that there

are hundreds of them in the dust.

~
A
move get open dig~
rocks boulders rockfall cave-in~
act_tochar( #grunt, ch );

act_notchar( #rmgrunt, ch );

~
E
grunt~
@GYou grunt and pull with all your might, but cannot move a single stone.@n

~
E
rmgrunt~
@G$n grunts and heaves at the rockfall, but fails to budge any of the

stones.@n 

~
!
0 0 0
227 9 1509949540 3 0
-1
S

#26549
Dark Cave - Small Niche~
The walls of this tight niche have been worn smooth.  The stone is a

rich-brown color, almost pearlescent in hue.  The quarters are quite

cramped in here, making it difficult to even turn around.  Aside from the

obvious wear on the stone, this niche appears to be quite natural in

origin.  The only way out is west towards a larger cave.

~
[Kharas] A large wooden pole, with a sharpened tip pot hardened by fire.    *what is a tip pot?*

~
301465604 0 3 0
D3
~
~
0 -1 26547 10 10 5
E
smooth stone pearlescent~
Something has rubbed the stone smooth over time.  As you pass your hand

over it you feel the cool stone that has never seen the light of day.

~
A
~
~
continue;

~
E
to_char~
@GWith some effort you manage to wiggle yourself out of the niche.@n

~
!
3 0 8
227 137 1509949540 3 0
-1
S

#26550
A Small Alcove~
This small chamber is barely two meters square.  Cut out of grey granite,

this alcove is neither natural nor crude.  Its corners are exact and

precisely cut.  The sole purpose of the chamber appears to be for

storage, though the only thing within it is a small, wooden chest.  To

the east, through a hole in the wall, you can see the iron rungs of a

makeshift ladder imbedded in the sides of a shaft.

~
~
301465608 0 5 0
D1
~
~
0 -1 26510 10 10 5
A
~
~
if( !is_exhausted( ch ) ) {

act_tochar( #run, ch );

act_notchar( #rrun, ch );

continue;

}

else

continue;

~
E
run~
Getting a running start, you jump east and grab onto the iron rungs.

~
E
rrun~
$n jumps east and grab onto the iron rungs.

~
!
3 0 2
118 49 1509949540 -2 0
26 81 1509949465 -2 0
6 81 1509949450 -2 0
12 81 1509949450 -2 0
12 81 1509949450 -2 0
12 81 1509949450 -2 0
1039 81 1509949450 -2 0
998 81 1509949445 -2 0
3028 81 1509949445 -2 0
2696 81 1509949445 -2 0
59 9 1509949540 3 0
-1
S

#26551
High Mountain Trail~
A small trail skirts the sheer wall of a great mountain to the north of

here.  To the south, a rocky plateau opens up before you.  The trail

leads west up a slope, and east to where it seems to meet yet another

trail which crisscrosses the plateau.

~
~
301465600 5 6 0
D1
~
~
0 -1 26529 10 10 5
D2
~
~
0 -1 26527 10 10 5
D3
~
~
0 -1 26552 10 10 5
-1
S

#26552
High Mountain Trail~
The ground is rough and rocky here, with high mountains to the north

rising far above your head.  To the north, a small path weaves its way up

a steep slope, between immense boulders and the odd stand of withered,

weathered vegetation.


A small sign is planted in the ground here.

~
w is 43268

~
301465600 5 9 0
D0
~
~
0 -1 26569 10 10 5
D1
~
~
0 -1 26551 10 10 5
D2
~
~
0 -1 26558 10 10 5
D3
~
~
0 -1 43268 10 10 5
E
sign~
North - (this has been obliterated by scratches)

West - Black Hills Valley, Orlumber (Under Construction)

East - Kha-Da

~
-1
S

#26553
Side Path~
This is a small byway to the main path.  It doesn't appear to go anywhere

and it only exists as someone or something uses it to cook meals.  The

remains of an old fire is here with many worthless bones scattered about.

~
[Silas] sentence order?

~
301465601 5 9 0
D1
~
~
0 -1 26554 10 10 5
D2
~
~
0 -1 26538 10 10 5
E
bones~
Most of them appear to be from small animals such as rabbits and goats,

though you notice one that looks suspiciously human.  Whatever ate the

creatures obviously cooks them over the fire.

~
-1
S

#26554
Faerie Ring~
This portion of the hillside consists of rocky but level ground.  The

whole area is devoid of plant life, save for a moss that grows out of the

cracks of the rocks.  Some old stones have been arranged into a perfect

circle around a patch of dirt.

~
[Marek] Acode 3 requires a quest item, a rare plant, and a few common items. Also, acode resets the room, so it can't be used constantly.

~
301465611 5 9 0
D3
~
~
0 -1 26553 10 10 5
E
4 rocks 5 stones 4 circle ring~
The stones seem to be giving off some sort of warmth that nurtures the

soil.

~
E
moss~
The moss is dull orange and is the same temperature as the rocks it grows

on.

~
A
plant put bury~
seed valerian~
obj = has_obj( 15, ch );

if( obj ) {

  send_to_char( #plant, ch );

  act_notchar( #others1, ch );

  junk_obj( obj, 1 );

  if( doing_quest( ch, 22 ) ) {

    wait( 2 );

    if( cflag( 13, ch ) ) {

      act_tochar( #ok, ch );

      set_cflag( 14, ch );

      }

    else send_to_char( #why, ch );

      }

  }

else

  send_to_char( #no, ch );

~
E
plant~
You plant a valerian seed in the warm soil.

~
E
others1~
$n plants a small white seed in the soil.

~
E
no~
You have nothing to plant.

~
E
ok~
@bAfter planting the seed safely where Alslaad told you to you feel a

compelling need to return to Selentrina.  @n 

~
E
why~
Having planted the seed you realize you don't know if this is the right

place or now.

~
!
0 0 0
A
plant bury~
blue sapphire tear~
if( random( 1, 10 ) == 1 )

  remove_rflag( reset2, room );

if( !rflag( reset2, room ) )

  if( !mob_in_room( 1580, room ) )

  if( has_obj( 1791, ch ) ) {

  act_tochar( #plant, ch );

  act_notchar( #rplant, ch );

  obj = has_obj( 1791, ch );

  junk_obj( obj, 1 );

  wait( 2 );

  act_room( #effect1, ch );

  wait( 2 );

  act_room( #effect2, ch );

  wait( 2 );

  act_room( #effect3, ch );

  wait( 2 );

  mload( 1580, room );

  mob = mob_in_room( 1580, room );

  interpret( mob, "em bows his head, brushing his horn to the ground. " );

  }

else

  act_tochar( #nohave, ch );

else 

  act_tochar( #already, ch );

else

  act_tochar( #nofullmoon, ch );

~
E
plant~
Kneeling beside the faerie ring, you carefully plant a fragile sapphire

tear in its center.

~
E
rplant~
$n kneels by the faerie ring and plants a fragile, sapphire tear 

at its center.

~
E
effect1~
The sapphire tear sinks into the earth and the faerie ring begins to

thrum with power.

~
E
effect2~
From within the center of the faerie ring, a sapphire blue mist begins

to arise.

~
E
effect3~
When the mist clears, a unicorn stallion stands within the ring of

stones!

~
E
nohave~
You do not have anything to plant within the faerie ring.

~
E
already~
The unicorn stallion has already been summoned.

~
E
nofullmoon~
Planting the tear is not an option.  The time is not right.  The moon is

not full.

~
!
0 0 0
A
perform~
ritual~
if( !has_obj( 2579, ch ) ){

  act_tochar( #no_book, ch );

  end;

  }

if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  send_to_char( #start, ch );

  act_notchar( #ostart, ch );

  wait( 3 );

  if( !char_in_room( ch, room ) )

    end;

  if( !has_obj( 5, ch ) ){

    act_tochar( #no_cup, ch );

    end;

    }

  act_notchar( #cup1, ch );

  act_tochar( #cup, ch );

  wait( 2 );

  if( !char_in_room( ch, room ) )

    end;

  if( !has_obj( 79, ch ) ){

    act_tochar( #no_flint, ch );

    end;

    }

  interpret( ch, "ponder" );

  wait( 1 );

  send_to_char( #cut, ch );

  act_notchar( #ocut, ch );

  wait( 1 );

  dam_message( ch, 75d1, "The sacrificial cut" );

  inflict( ch, mob, 75d1, "ritual self-mutilation" );

  wait( 3 );

  if( !char_in_room( ch, room ) )

    end;

  send_to_char( #cut2, ch );

  act_notchar( #ocut2, ch );

  wait( 3 );

  if( !char_in_room( ch, room ) )

    end;

  if( !has_obj( 1674, ch ) ){

    act_tochar( #no_night, ch );

    end;

    }

  send_to_char( #stir, ch );

  act_notchar( #ostir, ch );

  wait( 3 );

  send_to_char( #stir2, ch );

  act_notchar( #ostir2, ch );

  obj = has_obj( 1674, ch );

  junk_obj( obj, 1 );

  wait( 4 );

  if( !char_in_room( ch, room ) )

    end;

  send_to_char( #pour, ch );

  act_notchar( #opour, ch );

  wait( 2 );

  if( !char_in_room( ch, room ) )

    end;

  send_to_char( #door, ch );

  act_notchar( #odoor, ch );

  wait( 2 );

  loop( all_in_room ) {

    transfer( rch, find_room( 3629 ) );

    act_notchar( #odrop-d, rch );

    }

  end;

  }

act_tochar( #nope, ch );

~
E
start~
You lay out the ancient tome where you can easily read the instructions.

~
E
ostart~
$n lays out an ancient tome where $e can easily read the instructions.

~
E
cup~
Peering at the book's instructions, you ready a bronze cup and take a deep

breath.

~
E
cup1~
Peering at the book's instructions, $n readies a bronze cup and takes a

deep breath.

~
E
cut~
Bracing yourself, you produce a piece of sharp flint and cut yourself

deeply along your forearm.

~
E
ocut~
$n braces $mself, then produces a piece of sharp flint and cuts $mself

deeply along $s forearm.

~
E
cut2~
Shaking, you pour your own blood into the heavy cup.

~
E
ocut2~
Shaking, $n pours $s own blood into the heavy cup.

~
E
stir~
You stir the blood in the cup with a thin stem of nightshade.

~
E
ostir~
$n stirs the blood in the cup with a thin stem of nightshade.

~
E
stir2~
The nightshade quickly dissolves in the blood in a most unnatural way.

~
E
ostir2~
The nightshade quickly dissolves in the blood in a most unnatural way.

~
E
pour~
Carefully, you pour out a measure of your blood on each of the stones in

the circle.

~
E
opour~
Carefully, $n pours out a measure of $s blood on each of the stones in

the circle.

~
E
door~
As you complete the ritual and gather up your things, a mist-shrouded

doorway opens before you, and you walk towards it, as though in a dream.

~
E
odoor~
A mist-shrouded doorway opens before you, and you walk towards it as

though in a dream.

~
E
odrop-d~
$n steps into the circle through a shimmering doorway.

~
E
nope~
The circle's magic has already been expended.

~
E
no_book~
You need the instruction in order to perform this ritual!

~
E
no_cup~
You need a bronze cup for this ritual!

~
E
no_flint~
You need a piece of flint for this ritual!

~
E
no_night~
You need a stem of nightshade for this ritual!

~
!
0 0 0
-1
S

#26555
In the Mountains~
You stand in a rocky, mountainous area.  To the west, a small trail makes

its way between the boulders and frozen ground.  An immense range of

mountains loom off in the distance to the north, while the rocky uplands

continue to the south and west.

~
rewrite this

name of mountains? plateau

~
301465600 5 9 0
D0
~
~
0 -1 26530 10 10 5
D2
~
~
0 -1 26556 10 10 5
D3
~
~
0 -1 26528 10 10 5
205 9 1509949540 3 0
-1
S

#26556
In the Mountains~
The ground is rocky here, with large boulders strewn about here and

there, the remnants of glacial movements long past.  A great range of

mountains looms far in the distance to the north, while to the south and

west the ground rises steadily toward an equally great, craggy ring of

peaks.  To the southeast, you see the ground gradually fall away and,

below a cliff, you spy the treetops of a forest below you.

~
~
301465600 5 9 0
D0
~
~
0 -1 26555 10 10 5
D3
~
~
0 -1 26557 10 10 5
205 9 100 3 0
-1
S

#26557
In the Mountains~
Several large boulders dominate the area about you, their great forms

jutting out from the rocky curves of the nearby mountains.  To the north

and west, you spy a trail pick its way through the rough terrain as the

ground rises steadily to the south.  To the north, several large

mountains tower over you.

~
~
301465600 5 9 0
D0
~
~
0 -1 26528 10 10 5
D1
~
~
0 -1 26556 10 10 5
D3
~
~
0 -1 26526 10 10 5
205 8 1509949540 3 0
-1
S

#26558
In the Mountains~
Little grows on the cold, stoney ground here, and a few mounds of frozen

blue-white snow and ice lend color to an otherwise bleary grey landscape. 

To the south, a ring of mountains loom above you, their cragginess

mimicing that of the peaks which enclose the plateau to the north.

~
[Valkyrie] mimicking 

[Valkyrie] stony

[Valkyrie] mimicking

~
301465600 5 9 0
D0
~
~
0 -1 26552 10 10 5
D1
~
~
0 -1 26527 10 10 5
205 9 100 3 0
-1
S

#26559
Cairn Mountain Road~
Large marker stones line the edge of the road here, making it easy to

follow the road despite the layer of snow which covers the ground.  The

road follows a pass between two great mountains, and you see many booted

tracks in the snow-covered ground which follow this path.

~
~
301465600 5 9 0
D0
~
~
0 -1 26560 10 10 5
D2
~
~
0 -1 26535 10 10 5
-1
S

#26560
Cairn Mountain Road~
Large marker stones line the edge of the road here, making it easy to

follow the road despite the layer of snow which covers the ground.  The

road follows a pass between two great mountains, and you see many booted

tracks in the snow-covered ground which follow this path.

~
~
301465600 5 9 0
D0
~
~
0 -1 26561 10 10 5
D2
~
~
0 -1 26559 10 10 5
-1
S

#26561
Cairn Mountain Road~
Large marker stones line the edge of the road here, making it easy to

follow the road despite the layer of snow which covers the ground.  The

road follows a pass between two great mountains, and you see many booted

tracks in the snow-covered ground which follow this path.

~
~
301465600 5 9 0
D0
~
~
0 -1 26562 10 10 5
D2
~
~
0 -1 26560 10 10 5
-1
S

#26562
Cairn Mountain Road~
Large marker stones line the edge of the road here, making it easy to

follow the road despite the layer of snow which covers the ground.  The

road follows a pass between two great mountains, and you see many booted

tracks in the snow-covered ground which follow this path.

~
~
301465600 5 9 0
D0
~
~
0 -1 26563 10 10 5
D2
~
~
0 -1 26561 10 10 5
-1
S

#26563
Cairn Mountain Road~
Large marker stones line the edge of the road here, making it easy to

follow the road despite the layer of snow which covers the ground.  The

road follows a pass between two great mountains, and you see many booted

tracks in the snow-covered ground which follow this path.

~
~
301465600 5 9 0
D0
~
~
0 -1 26536 10 10 5
D2
~
~
0 -1 26562 10 10 5
D3
~
~
0 -1 26565 10 10 5
-1
S

#26564
Cairn Mountain Valley~
You stand near the bottom of a great valley in the mountains.  On all

sides, a great ring of steep, snow-covered mountains tower above you,

their barren rock faces whipped and worn by a constant torrent of wind. 

To the south, the highest of the mountains loom, mute, indifferent, and

ageless.

~
~
301465600 5 9 0
D0
~
~
0 -1 26566 10 10 5
D1
~
~
0 -1 26536 10 10 5
D2
~
~
0 -1 26565 10 10 5
D3
~
~
0 -1 26567 10 10 5
205 9 1509949540 3 0
1974 17 1509949540 -2 0
-1
S

#26565
Cairn Mountain Valley~
You stand near the bottom of a great valley in the mountains.  On all

sides, a great ring of steep, snow-covered mountains tower above you,

their barren rock faces whipped and worn by a constant torrent of wind. 

To the south, the highest of the mountains loom, mute, indifferent, and

ageless.

~
~
301465600 5 9 0
D0
~
~
0 -1 26564 10 10 5
D1
~
~
0 -1 26563 10 10 5
D3
~
~
0 -1 26568 10 10 5
-1
S

#26566
Cairn Mountain Valley~
You stand near the bottom of a great valley in the mountains.  On all

sides, a great ring of steep, snow-covered mountains tower above you,

their barren rock faces whipped and worn by a constant torrent of wind. 

To the south, the highest of the mountains loom, mute, indifferent, and

ageless.

~
~
301465600 5 9 0
D1
~
~
0 -1 33000 10 10 5
D2
~
~
0 -1 26564 10 10 5
-1
S

#26567
Cairn Mountain Valley~
You stand near the bottom of a great valley in the mountains.  On all

sides, a great ring of steep, snow-covered mountains tower above you,

their barren rock faces whipped and worn by a constant torrent of wind. 

To the south, the highest of the mountains loom, mute, indifferent, and

ageless.

~
~
301465600 5 9 0
D1
~
~
0 -1 26564 10 10 5
D2
~
~
0 -1 26568 10 10 5
-1
S

#26568
Cairn Mountain Valley~
You stand near the bottom of a great valley in the mountains.  On all

sides, a great ring of steep, snow-covered mountains tower above you,

their barren rock faces whipped and worn by a constant torrent of wind. 

To the south, the highest of the mountains loom, mute, indifferent, and

ageless.

~
~
301465600 5 9 0
D0
~
~
0 -1 26567 10 10 5
D1
~
~
0 -1 26565 10 10 5
205 9 1509949540 3 0
795 17 1509949540 -2 0
-1
S

#26569
Small Mountain Path~
A small path cuts across this barren slope, weaving between oppressive,

rocky forms indifferent to your presence in this forsaken place.  The

ground leads down to the south, toward a large plateau and some sort of

road, while the path continues west, leading toward the base of a steep

slope.

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[Urtal] needs re-writing

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rocky forms~
The rocky forms loom ominously over the path, leaving shadows and

blocking the view.

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#26570
Small Mountain Path - Steep Slope~
The small path winds its way between gigantic rock formations, heading

north to cut between two oddly-shaped boulders, then turning sharply

across a small rocky plain to the east.  Even to the untrained eye it is

apparent that many small feet have recently travelled this way in both

directions.

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[Urtal] rd done

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oddly-shaped boulders~
The boulders seem to be covered with strange scratch marks, in a

repetitive pattern which seems almost to be a crude type of

writing...perhaps a warning of some kind...

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-1
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#26571
Small Mountain Path - Atop a Steep Slope~
The path winds its way across the inhospitable terrain, the wind whipping

across you and blasting your face with its frigid zephyrs.  The huge

rocky cliffs of the Cairn Mountains rise above you on all sides,

particularly to the east, where the formations reach dizzying heights,

disappearing into the clouds high above.

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#26572
Small Mountain Path - Narrow Shelf~
You are on a narrow shelf in the Cairn Mountains, freezing winds whipping

against you as you cling to the rocky cliff face to the east for support. 

Off the edge of the path to the west is a great vertical drop, leading

down toward distant, forested slopes in a tumble of rocky shelves,

boulders and jagged terrain.

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#26573
Small Mountain Path - Narrow Shelf~
You are on a narrow shelf in the Cairn Mountains, freezing winds whipping

against you as you cling to the rocky cliff face to the east for support. 

Off the edge of the path to the west is a great vertical drop, leading

down toward distant, forested slopes in a tumble of rocky shelves,

boulders and jagged terrain.

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301465600 5 9 0
D0
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0 -1 26574 10 10 5
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205 9 1509949540 3 0
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#26574
Small Mountain Path~
The small path winds its way between great rock walls here, passing

through a narrow gorge which shelters you from the chill winds which

batter the heights of the Cairn Mountains.  To the east, you see the

trail enter a dark cleft, while south of here the trail becomes more

exposed, crossing a narrow ledge.

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rewrite

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#0