daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1024369007;

Area {
Name	"&KDwarven Mines";
Plane	"Koronin";
Builders	"Albert";
LVnum	8200;
UVnum	8299;
Security	5;
Temp	20;
Flags	(verbose);
Economy	66341;
};






Mobile {
Vnum	8200;
Name	"Dwarven Miner";
Short	"a dwarven miner";
Long	"A dwarven miner scurries by, pushing a wheelbarrow.\n";
Desc	"A dwarven miner with a pick over his shoulder scurries past pushing his\n
wheelbarrow.  His beard is tucked into his pants.  He is chewing on what\n
seems to be a lump of coal.\n";
Level	41;
Align	350;
Repop	900;
Act	(npc stay_area);
Affected	(infrared);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	8201;
Name	"dwarf dwarven sentry";
Short	"a dwarven sentry";
Long	"A dwarven sentry stands guard here.\n";
Desc	"Unlike all the other dwarves you have seen, this sentry is free from dirt\n
and grime.  He is wearing chain mail and is wielding a large axe.  He looks\n
like the sort that you don't mess with.\n";
Level	48;
Align	650;
Class	(Warrior);
Act	(npc sentinel stay_area train assist);
Affected	(detect-hidden infrared);
Sex	(male);
Race	(Dwarf);
Specfun	"spec_guard";
};
Mobile {
Vnum	8202;
Name	"dwarven canteen lady";
Short	"the dwarven canteen lady";
Long	"The dwarven canteen lady wanders around the common room selling dwarf bread.\n";
Desc	"The dwarven Canteen Lady is here to provide lunch to all those miners who\n
forgot to pack.  She is tubby and carries a tray of dwarf bread.  Her apron\n
is coated in what looks like rock dust but is really bread mix.  All dwarves\n
have beards, even the women.  The canteen lady's beard is well trimmed so as\n
to keep it out of the food.  She tucks it into a specially made pocket in\n
her leather blouse.\n";
Level	38;
Align	800;
Act	(npc sentinel stay_area train assist);
Sex	(female);
Race	(Dwarf);
Shop	{
Trade	[];
Markdown	10;
Open	5;
Close	17;
};
};
Mobile {
Vnum	8203;
Name	"Dorfl the Golem";
Short	"Dorfl the Golem";
Long	"Dorfl the Golem sits here picking his teeth with a fish bone.\n";
Desc	"Dorfl the Golem has been living down here for longer than the dwarves\n
have been mining this area.  Since Dorfl has not been in the sun, he has\n
lost his sight.  Over the years Dorfl has collected many treasures that he\n
stores somewhere. No one knows where, not even Godfrey.\n";
Level	56;
Align	100;
Class	(Ninja);
Act	(npc sentinel stay_area train assist);
Affected	(blind detect-invis detect-magic detect-hidden sanctuary);
Sex	(male);
Race	(Golem);
};
Mobile {
Vnum	8204;
Name	"Godfrey the Red Dragon";
Short	"Godfrey the Red Dragon";
Long	"Godfrey the Red Dragons moves around waiting for some activity.\n";
Desc	"Godfrey the Red Dragon has been living in these caverns all his life,\n
which has been longer than the miners have been coming here.  Legend says\n
that below the mountains of the dwarven mines there is caverns filled with\n
treasure.  This is true.  Godfrey is the protector of this treasure will die\n
before having some of it taken.\n";
Level	61;
Align	1000;
Class	(Ninja);
Act	(npc stay_area);
Affected	(detect-evil detect-hidden sanctuary infrared sneak);
Sex	(male);
Race	(Dragon);
Specfun	"spec_breath_fire";
};
Mobile {
Vnum	8205;
Name	"martin mad man";
Short	"Martin the Mad";
Long	"A wild-eyed man wearing tattered clothing drools all over you.\n";
Desc	"When Martin became totally insane he wandered into these caverns and got\n
lost in this section of the maze.  For ages now he has walked this small\n
square of darkness looking for a way out.  A while back he discovered a path\n
out but he no longer cared, but I don't think he will help you either.\n";
Level	40;
Align	-230;
Class	(Thief);
Act	(npc stay_area wimpy racist);
Affected	(detect-hidden sanctuary infrared sneak);
Sex	(male);
Specfun	"spec_thief";
MudProg	{
Type	(rand_prog);
Args	"50";
Comlist	"if rand(25)\n
    north\n
else if rand(33)\n
    south\n
else if rand(50)\n
    east\n
else\n
    west\n
endif\n";
};
MudProg	{
Type	(rand_prog);
Args	"2";
Comlist	"if exist($r)\n
    say Oh my darling $r!\n
    kiss $r\n
endif\n";
};
MudProg	{
Type	(rand_prog);
Args	"3";
Comlist	"echo $I starts screaming and tearing at his eyes.\n";
};
MudProg	{
Type	(death_prog);
Args	"100";
Comlist	"trans $n 8200\n
yell You are insane $n, look what you have done to me!\n";
};
};
Mobile {
Vnum	8206;
Name	"dwarven engineer";
Short	"a dwarven engineer";
Long	"A dwarven engineer walks by surveying the stability of the rock structure.\n";
Desc	"The dwarven engineer carries under his arm scrolls about rocks and rock\n
stability.  In one hand he has a level gauge and in the other a tape\n
measure.  The engineer has a lump of sharpened coal stuck behind his ear and\n
is continually making marks on the wall.  His hands are black from the coal\n
and his face isn't much cleaner.  His beard is matted and unkempt with bits\n
of rock sticking out.\n";
Level	46;
Align	450;
Repop	900;
Class	(Mage);
Act	(npc stay_area);
Affected	(sanctuary infrared sneak);
Sex	(male);
Race	(Dwarf);
};
Mobile {
Vnum	8207;
Name	"dwarven overseer";
Short	"a dwarven overseer";
Long	"A dwarven overseer stands here checking his workers.\n";
Desc	"The dwarven overseer is the driving force behind the workers in the mine.\n
He doesn't get his hands dirty, but the miners respect him.  It is more out\n
of tradition than necessity that an overseer is used.  The workers work just\n
as well when the overseer is having a day off.  The overseer is short, which\n
is no surprise seeing as though he is a dwarf.  He, like most dwarves, has a\n
beard that he tucks into his trousers.  His clothes are clean and smartly\n
pressed with creases down the sides.\n";
Level	45;
Align	376;
Repop	900;
Class	(Ranger);
Act	(npc stay_area hunter);
Affected	(detect-hidden sneak);
Sex	(male);
Race	(Dwarf);
};
Mobile {
Vnum	8208;
Name	"dwarven child";
Short	"a dwarven child";
Long	"A dwarven child, come to her daddy's work, sits here sucking her thumb.\n";
Desc	"The dwarven child is trying to amuse herself while she waits for her\n
daddy to finish work.  She has come to her daddy's work to see what he did.\n
Not being aloud to venture into the actual mining areas, she has had to stay\n
with the canteen lady who is being motherly to the little child.  The child\n
is still too young to have grown a beard yet but her hair is well below her\n
shoulders.\n";
Level	39;
Align	850;
Act	(npc sentinel stay_area wimpy assist);
Affected	(sanctuary hide);
Sex	(female);
Race	(Dwarf);
};
Mobile {
Vnum	8209;
Name	"dwarf dwarven cleaner";
Short	"a dwarven cleaner";
Long	"A stocky dwarf scurries around pushing a broom.\n";
Desc	"The dwarven cleaner is the only one who actually cares about the state of\n
the mines.  Most miners just worry about their tools not falling apart, but\n
the cleaner likes to keep the tunnels tidy as well.  His broom is kept busy\n
twenty-four hours a day.  He has created large dump sites for rubble, and\n
the miners abide by his rules for tidiness.  The cleaner also cares about\n
his own appearance.  His beard is neatly platted with leather ribbons tied\n
into them.  He keeps his leather vest spotless and his skullcap shiny.\n";
Level	41;
Align	100;
Repop	900;
Act	(npc stay_area wimpy assist);
Affected	(sanctuary);
Sex	(male);
Race	(Dwarf);
Specfun	"spec_janitor";
};
Mobile {
Vnum	8210;
Name	"fish";
Short	"a fish";
Long	"A scaled fish swims madly in any direction.\n";
Desc	"The fish that have been swimming these waters for centuries live in\n
constant fear for their lives knowing that Dorfl's next meal could\n
incorporate them.  Their bodies are equipped to stand small assaults, but\n
their scales cannot do much against the power of a golem.  The fish don't\n
like people intruding on their peaceful life, so will attack any who wish to\n
disturb the tranquility of their little pond.  People who come in peace are\n
welcome if the fish allow it.  But the fish don't like everyone.\n";
Level	52;
Align	-459;
Repop	900;
Act	(npc stay_area assist racist);
Affected	(blind);
Sex	(male);
Race	(Fish);
};
Mobile {
Vnum	8211;
Name	"waterweed weed stick";
Short	"waterweed";
Long	"A tall stick-like waterweed waves around in the current.\n";
Desc	"The waterweed is a mass of tangling slimy green tentacles.  The water it\n
grows in swirls around too much for it to be able to straighten itself out.\n
The waterweed does grow, buy feeds on particles in the water to survive.\n
Nothing living in the water damages the weed so it is in no danger of being\n
wiped out .  The waterweed is against anyone disturbing its tranquil life\n
and will try to stop foreign particles entering the water.\n";
Level	50;
Align	-1000;
Act	(npc sentinel aggressive stay_area assist racist);
Affected	(mute);
Race	(Plant);
};
Mobile {
Vnum	8212;
Name	"gargoyle guard";
Short	"a gargoyle guard";
Long	"An unmoving gargoyle stands here stopping anyone from passing.\n";
Desc	"The Gargoyle Guards are a force employed to protect treasure in caves.\n
In this case the treasure is Godfrey the Red Dragons.  They stand\n
motionless, seeming to be statues but as soon as someone tries to enter the\n
Godfrey's cavern, they will lay down their lives to stop the intruder,\n
although there is usually no problem with the restraining of trespassers.\n
The gargoyle is an earth elemental and looks to have been carved from stone.\n
They are tall with short horns and large ears.  Their arms are bulging with\n
muscle as are their legs.  Their hands are always clenched into fists.\n";
Level	55;
Align	500;
Class	(Warrior);
Act	(npc sentinel aggressive stay_area assist racist);
Affected	(detect-invis detect-hidden infrared flying haste);
Race	(Earth Elemental);
};
Mobile {
Vnum	8213;
Name	"Morgan minotaur";
Short	"Morgan the Minotaur";
Long	"Morgan the Minotaur stands here brandishing his ugly-looking club.\n";
Desc	"Morgan the Minotaur was hired out to be included in the maze because\n
everyone knows that a labyrinth must have a minotaur.  He has survived\n
easily for years with an almost constant supply of flesh from those stupid\n
enough to venture into the maze.  He is tall and has a body like all\n
minotaurs.  The bottom half of his body is like a bulls legs and the top\n
half is like a man's body except with more hair.  His head is a bulls head\n
and it even comes with a nose ring.  His muscular arms are strong enough to\n
wield the enormous club that he came equipped with.  It even has a nail in\n
it.\n";
Level	50;
Align	-765;
Class	(Warrior);
Act	(npc sentinel);
Affected	(detect-invis infrared flying haste);
Race	(Minotaur);
};
Mobile {
Vnum	8214;
Name	"tourist lost Redwall";
Short	"a lost tourist";
Long	"A tourist from Redwall has obviously become detached from the tourist guide.\n";
Desc	"This thin, bony excuse for a man, isn't supposed to even be here.  He was\n
on a tour of Redwall when he became separated from the tour guide, and\n
somehow managed to wander into the Dwarven Mines.  His body is thin with\n
bones protruding in every direction.  He may once have had some hair, but\n
now his head is as shiny as a piece of aluminium foil.  He is looking at a\n
map trying to figure out where he is.\n";
Level	45;
Align	200;
Act	(npc wimpy);
Affected	(infrared flying haste);
Sex	(male);
};
Mobile {
Vnum	8215;
Name	"lump rock jagged";
Short	"a rock";
Long	"A lump of jagged rock menacingly stares at you.\n";
Desc	"This lump of rock isn't what you first thought it to be.  Its rocky look\n
and small size could have made you mistake it for a normal rock, whereas it\n
is actually a living thing.  This is a mistake most make and the mistake\n
which may cost your life as it has cost many before.  The rock is of a brown\n
rocky material and has very sharp jagged edges which will slice your throat\n
if given the chance.  It lies in piles of rubble waiting for the\n
unsuspecting prey to come stumbling in then it leaps out and goes for the\n
kill.\n";
Level	42;
Align	-340;
Repop	900;
Act	(npc aggressive stay_area buried hunter);
Affected	(invisible detect-invis infrared haste);
Race	(Earth Elemental);
};
Mobile {
Vnum	8216;
Name	"giant bat";
Short	"a giant bat";
Long	"A giant bat with a furry head flaps it's wings furiously.\n";
Desc	"This large piece of meat is actually a bat.  The fact that it has leather\n
wings and a furry head may have been the give away.  Its shiny teeth\n
protrude from between its lips and drip with a yellowish saliva.  The size\n
of the bat may make some people think it is slow, but its giant frame is no\n
hindrance when fighting.  The bat senses mostly from the enormous ears that\n
are stuck on the head it seems in no orderly manner.\n";
Level	53;
Align	-510;
Repop	900;
Act	(npc stay_area wimpy racist hunter);
Affected	(detect-invis detect-hidden flying haste);
Sex	(male);
Race	(Animal);
Parts	(torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
};
Mobile {
Vnum	8217;
Name	"Dwarven Miner";
Short	"a dwarven miner";
Long	"A dwarven miner is here hacking away with a pickaxe.\n";
Desc	"A dwarven miner wields a pickaxe with determination as he hacks away at\n
the tunnel wall.  Rocks fly under his well practiced blows.  He wears a\n
grubby smock and his face is covered in fine rock dust.\n";
Level	41;
Align	350;
Repop	900;
Act	(npc stay_area);
Affected	(infrared);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot wings lungs);
};
Mobile {
Vnum	8218;
Name	"yellow dwarven dwarf skeleton";
Short	"a dwarven skeleton";
Long	"A short yellow-boned skeleton of dwarvish appearance, shakes the dirt from his bones.\n";
Desc	"There is a rattle of bones and then suddenly before you is a shape.  It\n
takes form into a squat creature that you could guess as a dwarf.  Even\n
though it is dead and all flesh removed (except for the piece under the eye\n
socket), the skeletal dwarf still has a knee long beard.  The beard\n
sometimes gets stuck in the joints of the dwarf which trips it over, but it\n
just reforms again.  The dwarf will probably have died the same way most\n
dwarves down here die.  A rock slide buries them.  Most are dug up and\n
buried properly, but a few will be missed.\n";
Level	44;
Align	-589;
Repop	900;
Act	(npc aggressive stay_area buried);
Sex	(male);
Race	(Undead);
};
Mobile {
Vnum	8219;
Name	"dwarven dwarf skeleton";
Short	"a dwarven skeleton";
Long	"A dwarven skeleton with glowing eye sockets rattles his bones as he walks.\n";
Desc	"The dwarf that is facing you seems to be lacking some flesh which most\n
dwarves have.  The beard is still there, but the rest must have fallen off.\n
The skeleton of the dwarf has a strange red glow deep within its eye\n
sockets.  It isn't like an eye, but it seems to look at you like an eye\n
would.  The bones of this skeleton are rotting in some places and a piece of\n
its skull has already fallen out.  The dwarf must have died in one of the\n
many landslide accidents that happen regularly.\n";
Level	44;
Align	-256;
Repop	900;
Act	(npc aggressive stay_area buried);
Sex	(male);
Race	(Undead);
};
Mobile {
Vnum	8220;
Name	"blind bat";
Short	"a small bat";
Long	"A small blind bat flaps its wings furiously, bumping into the wall.\n";
Desc	"The bat has a small furry head with prominent ears.  Its wings are\n
leathery and have thin bones branching out over them.  Veins are visible on\n
the thin wings.  Their lack of eyes is haunting and the way the know where\n
you are all the time gets to some people.  Their feet are small and have\n
extremely sharp claws on them, which keeps you at bay.\n";
Level	43;
Repop	900;
Act	(npc stay_area wimpy buried);
Affected	(detect-invis detect-hidden infrared);
Race	(Animal);
Parts	(torso head nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};


Object {
Vnum	8200;
Name	"dwarf bread";
Short	"dwarf bread";
Long	"A solid chunk of dwarf bread lies here, with moss growing on it.";
Level	30;
Cost	12500;
Weight	12;
Type	(weapon);
Wear	(take wield);
Extra	(bless horned);
Material	(eternium);
Required	(club proficiency);
Values	[(.), 0, 0, (<weapon> pound)];
Affect	{
Location	(constitution);
Modifier	1;
};
Affect	{
Location	(strength);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	8;
};
Affect	{
Location	(height);
Modifier	-50;
};
ExDesc	{
Keyword	"dwarf bread";
Text	"It is said by all those who know of dwarf bread that those in possession\n
of a piece of this legendary stuff will never go hungry.  The fact of the\n
matter is that you will look at it and think, 'No WAY am I eating this, I\n
think I'll use it to club wild animals to death with, at least I have a\n
chance of digesting those.'  This fact, as well as the fact that the shape\n
of most dwarf breads is suited to clubbing or throwing at an enemy, makes\n
dwarf bread a very useful item to have, although you must keep in mind that\n
several insane dwarves have broken teeth on the impossibly hard substance in\n
the past.\n";
};
};
Object {
Vnum	8201;
Name	"mining pick";
Short	"a mining pick";
Long	"A long handled mining pick.";
Level	40;
Weight	18;
Repop	900;
Type	(weapon);
Wear	(take wield);
Material	(iron);
Values	[(.), 0, 0, (<weapon> pierce)];
ExDesc	{
Keyword	"mining pick long handled";
Text	"This pick is the standard issue for mining in these parts.  Its long\n
handle and quality steal perform the repetitious action for thousands of\n
strokes without breaking down.  The steal is made from the mines on steal\n
which cannot be beaten when it comes to quality.  The wood is fine oak from\n
a local forest.  This one still has many wheelbarrows left in it.\n";
};
};
Object {
Vnum	8202;
Name	"wheelbarrow";
Short	"a wheelbarrow";
Long	"A wheelbarrow filled with rubble sits here.";
Level	40;
Weight	20;
Type	(container);
Wear	(take);
Extra	(nodrop);
Material	(iron);
Values	[150, 0, 0, 0];
ExDesc	{
Keyword	"wheelbarrow";
Text	"This piece of equipment is essential in the dwarven mines.  All the\n
wheelbarrows are the same size and are therefore used as a unit of\n
measurement.  A miner who isn't in the vicinity of a wheelbarrow is like a\n
fish out of water.  This wheelbarrow has a small round wheel and is\n
surprisingly close to the ground.  Its wheel is wood and not quite round.\n
The actual barrow is made from the steel this mine produces.  The barrow\n
would hold approximately 150kg of dirt and rock.\n";
};
};
Object {
Vnum	8203;
Name	"dwarven axe large";
Short	"a large dwarven axe";
Long	"A large axe with a short handle lies here.";
Level	48;
Weight	22;
Type	(weapon);
Wear	(take double);
Extra	(hum);
Material	(steel);
Required	(axe proficiency);
Values	[(.), 0, 0, (<weapon> chop)];
Affect	{
Location	(constitution);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	11;
};
Affect	{
Location	(dexterity);
Modifier	-1;
};
ExDesc	{
Keyword	"large dwarven axe";
Text	"This piece of equipment is used by the sentries in the Dwarven Mines.  It\n
is a nasty piece of work.  The head of the axe has a moon-shaped blade that\n
glints in the light.  It has intricate carvings on the blade and around the\n
attachment to the handle.  The handle is about as tall as the dwarves that\n
wield it, but they have no problem with the weight.  This is the true dwarven\n
weapon.\n";
};
};
Object {
Vnum	8204;
Name	"heavy chain mail metal links";
Short	"heavy chain mail";
Long	"A pile of heavy metal links lies here.";
Action	"Your bones compress under the massive weight of this armour.&n\n";
Level	48;
Weight	52;
Type	(armour);
Wear	(take body);
Extra	(bless anti-neutral);
Material	(steel);
Values	[0, 20, 0, 0];
Affect	{
Location	(dexterity);
Modifier	-1;
};
Affect	{
Location	(ac);
Modifier	-50;
};
Affect	{
Location	(resilience);
Modifier	-10;
};
ExDesc	{
Keyword	"heavy chain mail metal links";
Text	"This pile of links turns out to be a heavy chain mail.  The metal links\n
are joined expertly to form one of they greatest pieces of defense\n
equipment.  The links are made from the quality iron ore from the Dwarven\n
Mines.  This chain mail was used by the sentries to the Dwarven Mines.  There\n
are a few nicks in the armour already but it is shiny from the good\n
treatment of it buy the dwarves.\n";
};
};
Object {
Vnum	8205;
Name	"wooden bench";
Short	"a wooden bench";
Long	"A roughly cut wooden bench sits by the wall.";
Level	40;
Weight	250;
Type	(furniture);
Wear	(take);
Material	(wood);
Values	[(<furniture> stand-on stand-at rest-on rest-in sleep-in sleep-at), 0, 0, 0];
ExDesc	{
Keyword	"wooden bench";
Text	"This large piece of wood has been hewn to form a rough wooden bench.  The\n
surface used to seat the dwarves is slightly bumpy, but mostly flat and\n
smooth from constant use.  The legs of the bench are wobbly and don't look\n
like they could support six dwarves, which it was designed to do, but\n
surprisingly it has never collapsed.\n";
};
};
Object {
Vnum	8206;
Name	"golden chalice gold treasure";
Short	"a golden chalice";
Long	"A golden chalice, which is part of Godfrey's treasure, lies here.";
Level	50;
Cost	17000;
Weight	6;
Repop	900;
Type	(treasure);
Wear	(take hold);
Extra	(glow);
Material	(gold);
Values	[17000, 0, 0, 0];
ExDesc	{
Keyword	"golden chalice gold treasure";
Text	"The cup that you look at may look like any ordinary cup but it is\n
actually a chalice.  The chalice is made from iron but is coated in a thick\n
layer of gold which has already worn away in some places.  There are a\n
couple of gems that are set into the chalice which are starting to come\n
loose.  The chalice seems to glow slightly and even though the gold is\n
chipping and wearing away in some places, it is still be worth quite a bit.\n";
};
};
Object {
Vnum	8207;
Name	"broom";
Short	"a broom";
Long	"A short-handled broom leans up against the wall.";
Level	30;
Weight	6;
Wear	(take hold);
Material	(wood);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"broom";
Text	"This is an unusual thing to find in a mine because dwarves are not\n
renowned for their tidiness, but there is one.  This broom has swept the\n
tunnels alone for centuries as it is passed down from one generation of\n
dwarven cleaners to the next.  This broom has some sort of spell worked into\n
it so it will not wear down too much.\n";
};
};
Object {
Vnum	8208;
Name	"dark brown rock lump";
Short	"a lump of rock";
Long	"A lump of dark brown rock sits here.";
Level	20;
Weight	8;
Repop	900;
Wear	(take);
Extra	(buried);
Material	(eternium);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"dark brown rock lump";
Text	"This lump of rock is like any normal lump of rock It is brown and made\n
from rock and has sharp jagged edges.  The fact that it came from in a mine\n
doesn't really make it any more interesting.\n";
};
};
Object {
Vnum	8209;
Name	"white animal bone";
Short	"an animal bone";
Long	"A white piece of bone with teeth marks in it lies here with moss growing on it.";
Level	20;
Weight	3;
Repop	900;
Wear	(take);
Extra	(buried fragile);
Material	(bone);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"white animal bone";
Text	"This bone is white as most bones usually are.  It is clean of all flesh\n
and has teeth marks in it.  In some places there are holes showing that it\n
is hollow.\n";
};
};
Object {
Vnum	8210;
Name	"gold lump shiny yellow";
Short	"a lump of gold";
Long	"A lump of shiny yellow material that looks expensive lies here.";
Level	35;
Cost	6000;
Weight	4;
Repop	800;
Type	(treasure);
Wear	(take);
Extra	(buried fragile);
Material	(gold);
Values	[6000, 0, 0, 0];
ExDesc	{
Keyword	"gold lump shiny yellow";
Text	"This piece of gold is yellow.  That doesn't surprise many people but there\n
is such a thing as black gold.  This gold is fist sized and would be worth a\n
fair sum of different gold.  There are marks from a pick scarring the soft\n
yellow substance.\n";
};
};
Object {
Vnum	8211;
Name	"pick rusty lump iron head";
Short	"a rusted pick head";
Long	"A lump of rusty iron that looks to be an old pick head lies here.";
Level	20;
Weight	6;
Repop	900;
Wear	(take);
Extra	(buried fragile);
Material	(iron);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"pick rusty lump iron head";
Text	"This rusty piece of metal might once have been shaped into something, but\n
it has been sitting for so long most of it has rusted away.  The only\n
evidence that it was a pick head is the piece of wood protruding from an\n
ever enlarging hole.\n";
};
};
Object {
Vnum	8212;
Name	"short wood broken pick handle";
Short	"a broken pick handle";
Long	"A short piece of wood with an uneven end lies here.";
Level	20;
Weight	4;
Repop	900;
Wear	(take);
Extra	(buried);
Material	(wood);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"short wood broken pick handle";
Text	"This long thin piece of wood seems to be slowly disintegrating.  There\n
seems to be evidence that it was once a tool handle by the shards of iron\n
sticking out from in the wood around one end.  Seeing as though it was found\n
in a dwarven mine, it would probably have been a pick handle.\n";
};
};
Object {
Vnum	8213;
Name	"black rock coal lump chunk";
Short	"a chunk of coal";
Long	"A chunk of black rock sits here waiting to be picked up.";
Level	20;
Weight	2;
Repop	900;
Wear	(take);
Extra	(buried);
Material	(carbon);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"black rock coal lump chunk";
Text	"This black lump of dirt turns out to be coal.  You find that it has\n
marked your clothes and is now marking your hands.  The black matter that\n
gets on everything is the reason why normal people leave mining to dwarves.\n
This piece of coal could keep one family of peasants warm for at least one\n
hour.\n";
};
};
Object {
Vnum	8214;
Name	"nasty club";
Short	"a nasty looking club";
Long	"The nasty looking club with a vicious nail in it lies here.";
Level	45;
Weight	18;
Type	(weapon);
Wear	(take wield);
Material	(wood);
Values	[(.), 0, 0, (<weapon> crush)];
ExDesc	{
Keyword	"nasty club";
Text	"This hefty piece of wood is actually a club.  The shape and size may make\n
you think otherwise, but the former wielder doesn't care.  The nail in the\n
end can cause any opposition serious injury and some even soil their\n
underwear by just looking at it.  The club is made from wood that has been\n
shaped only a little and worn smooth from the endless pounding it has\n
dished out.\n";
};
};
Object {
Vnum	8215;
Name	"pile gold glittering large treasure";
Short	"a pile of gold";
Long	"A large pile of glittering gold coins lie here as part of Godfrey's treasure.";
Level	45;
Weight	15;
Repop	800;
Type	(treasure);
Wear	(take);
Material	(gold);
Values	[10000, 0, 0, 0];
ExDesc	{
Keyword	"pile glittering treasure gold large";
Text	"The pile of gold before you could make the richest people drool.  The\n
light that shines off it dazzles you, only making the impression of the\n
worth of it increase.  The coins are like none you have ever seen.  They are\n
made from pure gold which will fetch you quite a few of the coins used here.\n";
};
};
Object {
Vnum	8216;
Name	"blue sapphire treasure";
Short	"a blue sapphire";
Long	"A blue sapphire, part of Godfrey's treasure, dazzles your senses with its radiance. ";
Level	45;
Weight	5;
Repop	800;
Type	(treasure);
Wear	(take);
Material	(crystal);
Values	[5000, 0, 0, 0];
ExDesc	{
Keyword	"blue sapphire treasure";
Text	"The gem that you hold is so amazingly overpowering that all you can do is\n
stare.  The blueness of the gem is deeper than deep water and would pull in\n
a fair amount of cash if it were to be sold.\n";
};
};
Object {
Vnum	8217;
Name	"colourful opal";
Short	"a colourful opal";
Long	"A swirl of colour from an opal catches your eye as it lies here.";
Level	40;
Weight	6;
Repop	800;
Type	(treasure);
Wear	(take);
Extra	(buried);
Material	(crystal);
Values	[3000, 0, 0, 0];
ExDesc	{
Keyword	"colourful opal";
Text	"The colour of the opal seem to change as you move it around in the light.\n
The blacks, blues and reds of the opal will impress most buyers and will\n
bring a good price when sold.\n";
};
};
Object {
Vnum	8218;
Name	"silver spoon";
Short	"a silver spoon";
Long	"A silver spoon with a short handle and fancy end lies here.";
Level	30;
Weight	2;
Repop	800;
Type	(treasure);
Wear	(take);
Extra	(buried);
Material	(silver);
Values	[3000, 0, 0, 0];
ExDesc	{
Keyword	"silver spoon";
Text	"The silver spoon is one thing that you wouldn't have thought you'd find\n
in a mine.  But you did and its a good one too.  The shiny silver is soft\n
but is still worth a hefty sum of money.  The spoon is probably made from\n
the silver coming out of the Dwarven Mines.\n";
};
};
Object {
Vnum	8219;
Name	"tourist guide map touryft";
Short	"tourist guide";
Long	"The paper says: Touryft Guide to Redwalle (with mappe).";
Level	15;
Weight	5;
Repop	800;
Wear	(take);
Extra	(fragile);
Material	(paper);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"tourist guide map touryft";
Text	"&rMappe of Redwalle:\n
     &BQ                    &BA - &bAgrill\n
&g    __+______---+--+ &BL    B - &bBoldred\n
&g   |        |   |  |__    &BQ - &bSquirrels\n
&BB&g-+        |   &BW&g    +|    &BW - &bWarden's Hut\n
&g   |       ++        &BP&g|   &BL - &bLizards\n
&B A&g-|_      &BF&g|      ___|   &BP - &bPigmy Shrews\n
&g    |       +---+  | |    &BM - &bMarshank\n
&g   _|__         |__|&BM&g|_   &B  - &bMarshes\n
&g   |&m.&Mo&g|           | | |   &BS - &bShrews\n
&B N &g|__+-----------+ +-|   &BF - &bForest Path\n
            &BS             N - &bNoonvale&n\n";
};
};
Object {
Vnum	8220;
Name	"diamond treasure glittering shiny";
Short	"a shiny diamond";
Long	"A glittering diamond lies here scattering light.";
Level	40;
Weight	3;
Repop	400;
Type	(treasure);
Wear	(take);
Extra	(buried);
Material	(diamond);
Values	[10000, 0, 0, 0];
ExDesc	{
Keyword	"diamond treasure glittering shiny";
Text	"The diamond held in your hands refracts the light into a kaliedoscope of\n
colours.  The diamond is the hardest of gems and one of the most expensive.\n
The one in your hand will be worth a lot when it is sold.\n";
};
};
Object {
Vnum	8221;
Name	"pile smelly excrement";
Short	"a pile of excrement";
Long	"A pile of smelly excrement sits here emanating a pungent smell.";
Level	29;
Weight	5;
Repop	900;
Type	(container);
Wear	(take);
Material	(organic);
Values	[20, 0, 0, 0];
ExDesc	{
Keyword	"pile smelly excrement";
Text	"This pile of disgusting waste from Godfrey The Red Dragon stinks.  It\n
fills your nostrils with the odour that you associate with a sewerage works.\n
The pile is squishy and oozes between your fingers.  You think this would be\n
the ideal place to store something precious.\n";
};
};
Object {
Vnum	8222;
Name	"corpse dung beetle dead";
Short	"a dead dung beetle";
Long	"A shriveled up dung beetle with a crunchy shell lies here.";
Action	"The crisp shell crumbles in your mouth.&n\n";
Level	34;
Weight	2;
Type	(food);
Wear	(take);
Extra	(dark);
Material	(shell);
Values	[2, 0, 0, 0];
ExDesc	{
Keyword	"corpse dung beetle dead";
Text	"The dead dung beetle was feasting on this turd when and extra piece\n
dropped on top and it was suffocated by the gooey mix.  The dung beetle was\n
the only thing that kept the cavern of Godfrey The Dragon clean.\n";
};
};


Room {
Vnum	8200;
Name	"Narrow Ledge";
Desc	"You are standing on a narrow ledge outside a dark cave that is known as a\n
Dwarven mine.  You notice something on the wall.\n";
Flags	(no_mob underground safe);
Sector	(mountain);
Exit	[  @(<dir> north) {
ToRoom	853;
}, @(<dir> south) {
ToRoom	8201;
} ];
ExDesc	{
Keyword	"wall";
Text	"The writing on the wall says:\n
     Bee Carful\n
  Unstabel Roofes\n
   Wach Yoor Hed\n";
};
};
Room {
Vnum	8201;
Name	"Entrance to Mine";
Desc	"A tunnel that looks to have been carved from the rock slopes downward\n
into the mines below.  The path looks well used and has a low roof, which\n
indicates that dwarves work here.\n";
Flags	(no_mob underground safe);
Exit	[  @(<dir> north) {
ToRoom	8200;
}, @(<dir> down) {
ToRoom	8202;
} ];
Resets	{
# a dwarven sentry to room.
  M 8201 -1;
#	equip a large dwarven axe two-handed.
  E 8203 ("two-handed");
#	equip heavy chain mail body.
  E 8204 ("body");
};
};
Room {
Vnum	8202;
Name	"Common Room";
Desc	"The common room for the dwarven mines is packed with dwarves.  A bench\n
sits against one wall, being used by a couple of dwarven miners.  Scattered\n
around the room are samples of the produce that comes from these mines.\n";
Flags	(underground safe);
Exit	[  @(<dir> north) {
ToRoom	8206;
}, @(<dir> east) {
ToRoom	8205;
}, @(<dir> south) {
ToRoom	8204;
}, @(<dir> west) {
ToRoom	8207;
}, @(<dir> up) {
ToRoom	8201;
}, @(<dir> down) {
ToRoom	8203;
} ];
Resets	{
# a wooden bench to room.
  O 8205;
# a dwarven miner to room.
  M 8200 5;
#	equip a wheelbarrow lhold.
  E 8202 ("lhold");
#	a mining pick to inventory.
  G 8201;
# a dwarven miner to room.
  M 8200 5;
#	equip a wheelbarrow lhold.
  E 8202 ("lhold");
#	a mining pick to inventory.
  G 8201;
# the dwarven canteen lady to room.
  M 8202 1;
#	dwarf bread to inventory.
  G 8200;
# a dwarven child to room.
  M 8208 1;
};
};
Room {
Vnum	8203;
Name	"Opal Mine Tunnel";
Desc	"This tunnel leads to the opal mine shafts.  The sound of tool on rock\n
echoes up from the north.  This tunnel is the main way in getting to the\n
Opal Mine.  The rock walls are smooth from age.  The roof supports have been\n
removed due to the sturdiness off the rock around.  You see a swirl of\n
colour in the wall.\n";
Flags	(underground safe);
Exit	[  @(<dir> north) {
ToRoom	8255;
}, @(<dir> up) {
ToRoom	8202;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
};
};
Room {
Vnum	8204;
Name	"opal mine shaft";
Desc	"This shaft leads down to the opal mines which are operational.  The air\n
is cooler coming up from below.  The rock shows signs of common use.  A\n
swirl of colour is reflected off the wall.\n";
Flags	(underground safe fall cold);
Exit	[  @(<dir> north) {
ToRoom	8202;
}, @(<dir> east) {
ToRoom	8208;
}, @(<dir> south) {
ToRoom	8225;
}, @(<dir> down) {
ToRoom	8242;
} ];
Resets	{
# a dwarven skeleton to room.
  M 8219 3;
};
};
Room {
Vnum	8205;
Name	"Gold Mine Tunnel";
Desc	"This tunnel is part of the Dwarven Gold Mines.  The tunnel is well used\n
with a low roof and would be wide enough to fit three dwarves abreast.  The\n
walls of the tunnel sparkle as the light catches the specks of gold.\n";
Flags	(underground safe cold);
Exit	[  @(<dir> east) {
ToRoom	8209;
}, @(<dir> south) {
ToRoom	8208;
}, @(<dir> west) {
ToRoom	8202;
} ];
};
Room {
Vnum	8206;
Name	"Coat Room";
Desc	"This is the dwarven coat room where all coats and accessories are left\n
while the miners are out digging.  There is a hat and coat stand in the\n
corner which is loaded with shabby coats.  Boots line the walls on a boot\n
rack.\n";
Flags	(underground safe cold);
Exit	[  @(<dir> south) {
ToRoom	8202;
} ];
};
Room {
Vnum	8207;
Name	"Iron Ore Tunnel";
Desc	"This tunnel leads to the iron ore digs that have produced the iron that\n
is used to make the strongest, finest and longest-lasting weapons and tools\n
in the realm.  The passage has smoothed walls and floor from the often\n
usage.  A steely glint catches your eye.\n";
Flags	(underground safe cold);
Exit	[  @(<dir> east) {
ToRoom	8202;
}, @(<dir> west) {
ToRoom	8226;
} ];
Resets	{
# a small bat to room.
  M 8220 2;
};
};
Room {
Vnum	8208;
Name	"A dark tunnel";
Desc	"This tunnel is darker than the other tunnels you have seen.  The roof is\n
low and wood logs support it.  It is obviously a new dig.  The walls and\n
ground are rough though they will become smooth with time.\n";
Flags	(dark underground safe);
Exit	[  @(<dir> north) {
ToRoom	8205;
}, @(<dir> south) {
ToRoom	8214;
}, @(<dir> west) {
ToRoom	8204;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
};
};
Room {
Vnum	8209;
Name	"Gold  Mine Tunnel";
Desc	"A long tunnel stretches out before you.  You are getting deeper into the\n
maze of tunnels that are the Dwarven Gold Mines.  The walls sparkle as light\n
reflects off the gold in the walls.  Sounds of work drift from deeper in the\n
mine.\n";
Flags	(dark underground safe);
Exit	[  @(<dir> north) {
ToRoom	8210;
}, @(<dir> west) {
ToRoom	8205;
} ];
ExDesc	{
Keyword	"writing wall";
Text	"Bee Carful:\n
Rocks may fall.\n";
};
Resets	{
# a lump of gold to room.
  O 8210;
};
};
Room {
Vnum	8210;
Name	"Gold Mine Tunnel";
Desc	"This room has a supporting structure of large logs holding up the roof.\n
This has recently been the foremost part of the gold mine but with the quick\n
working of the Dwarves it has ended up empty of all gold.  There are still\n
some sparkles in the wall from gold dust.\n";
Flags	(dark underground safe);
Exit	[  @(<dir> north) {
ToRoom	8211;
}, @(<dir> east) {
ToRoom	8212;
}, @(<dir> south) {
ToRoom	8209;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
# a dwarven overseer to room.
  M 8207 2;
};
};
Room {
Vnum	8211;
Name	"Dead End";
Desc	"This room is devoid of gold due to the type of rock the tunnel is dug\n
into.  The wall in this room is a black that seems to suck the light from\n
the room.  Most dwarves have given up trying to dig through this solid rock\n
wall.  Dwarves would give anything to be able to add a bit of this rock to\n
their dwarf bread.\n";
Flags	(dark underground safe);
Exit	[  @(<dir> south) {
ToRoom	8210;
} ];
Resets	{
# a dwarven skeleton to room.
  M 8219 3;
};
};
Room {
Vnum	8212;
Name	"Gold Mine Tunnel";
Desc	"This room is the beginning of the end.  This is the last room that has\n
tunnels entering from different parts of the mine.  The walls glitter with\n
gold.  The sounds of work are all around you.\n";
Flags	(underground safe);
Exit	[  @(<dir> north) {
ToRoom	8213;
}, @(<dir> east) {
ToRoom	8216;
}, @(<dir> south) {
ToRoom	8214;
}, @(<dir> west) {
ToRoom	8210;
} ];
Resets	{
# a dwarven engineer to room.
  M 8206 4;
# a lump of rock to room.
  O 8208;
};
};
Room {
Vnum	8213;
Name	"Opal Mine Shaft";
Desc	"This room is devoid of gold due to the type of rock the tunnel is dug\n
into.  The wall in this room is a black that seems to suck the light from\n
the room.  Most dwarves have given up trying to dig through this solid rock\n
wall.  Dwarves would give anything to be able to add a bit of this rock to\n
their dwarf bread.\n
A breeze blows up your kilt from the shaft below you. From down you notice a swirl of colour in the walls.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> south) {
ToRoom	8212;
}, @(<dir> down) {
ToRoom	8257;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
};
};
Room {
Vnum	8214;
Name	"Coal Mine Tunnel";
Desc	"This tunnel is the first dig site of the Dwarven Coal Mine.  It has been\n
quite some time since this was actually the foremost dig.  The walls are a\n
dull black that absorbs light.  You notice that up to you knees is totally\n
black from coal dust.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8208;
}, @(<dir> east) {
ToRoom	8212;
}, @(<dir> south) {
ToRoom	8215;
} ];
Resets	{
# a chunk of coal to room.
  O 8213;
# a small bat to room.
  M 8220 2;
};
};
Room {
Vnum	8215;
Name	"Coal Mine Tunnel";
Desc	"The sound of busy dwarves surrounds you as you find yourself at the\n
entrance to the New Coal Mine.  The walls are the same dull black and you\n
aren't getting any cleaner.  You can sometimes make out the sound of\n
singing.  It sounds like a song about dwarves seeing how hi they can ho as\n
they go off to work.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8214;
}, @(<dir> east) {
ToRoom	8220;
}, @(<dir> south) {
ToRoom	8221;
} ];
Resets	{
# a lost tourist to room.
  M 8214 1;
#	tourist guide to inventory.
  G 8219;
};
};
Room {
Vnum	8216;
Name	"Gold Mine Tunnel";
Desc	"The walls of this tunnel are rough from recent digging.  Small pieces of\n
gold glitter in the walls.  The echoes of pick on rock bounce around the\n
tunnel giving you a headache.\n";
Flags	(underground cold);
Exit	[  @(<dir> east) {
ToRoom	8217;
}, @(<dir> west) {
ToRoom	8212;
} ];
Resets	{
# a dwarven miner to room.
  M 8200 5;
#	equip a wheelbarrow lhold.
  E 8202 ("lhold");
#	a mining pick to inventory.
  G 8201;
};
};
Room {
Vnum	8217;
Name	"Gold Mine Tunnel";
Desc	"The walls of this tunnel are rough from recent digging.  Small pieces of\n
gold glitter in the walls.  The echoes of pick on rock bounce around the\n
confusing you as to where it is actually coming from.\n";
Flags	(underground cold);
Exit	[  @(<dir> south) {
ToRoom	8218;
}, @(<dir> west) {
ToRoom	8216;
} ];
};
Room {
Vnum	8218;
Name	"Gold Mine Tunnel";
Desc	"The gold in the walls is becoming increasingly more prominent.  The roof\n
supports are still green from life that has not yet been sapped (pardon the\n
pun) out of it.  The floor is rough from the tools used in constructing\n
these tunnels.  Occasionally you hear some singing reverberating of the rock\n
walls.  The song goes something like this:\n
                         Gold, Gold, Gold, Gold\n
                         Gold, Gold, Gold, Gold\n
                         Gold, Gold, Gold, Gold\n
                         Gold, Gold, Gold, Gold\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8217;
}, @(<dir> south) {
ToRoom	8219;
}, @(<dir> down) {
ToRoom	8243;
} ];
Resets	{
# a lump of gold to room.
  O 8210;
};
};
Room {
Vnum	8219;
Name	"Gold Mine Tunnel";
Desc	"This room is the foremost Gold Mine Tunnel.  Gold coats the walls\n
reflecting light creating a soft yellowish glow that comes from nowhere and\n
everywhere at the same time.  Roof supports are not yet fully constructed.\n
A pile of thick logs lie up against one wall ready for construction.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8218;
}, @(<dir> east) {
ToRoom	8677;
}, @(<dir> south) {
ToRoom	8220;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
};
};
Room {
Vnum	8220;
Name	"Coal Mine Tunnel";
Desc	"This room is part of the Coal Mine though it isn't used anymore due to\n
the lack of coal in this direction.  The walls are still the dull black that\n
absorbs light like the rest of the coal mine.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> west) {
ToRoom	8215;
} ];
Resets	{
# a chunk of coal to room.
  O 8213;
};
};
Room {
Vnum	8221;
Name	"Coal Mine Tunnel";
Desc	"This tunnel is smooth from the busy stream of dwarves in the mine.  The\n
roof supports have rotted through and the roof has fallen a couple of inches\n
which doesn't worry the dwarves.  Black walls create the impression of a\n
small space even though the tunnel is quite wide.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8215;
}, @(<dir> east) {
ToRoom	8222;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
};
};
Room {
Vnum	8222;
Name	"Coal Mine Tunnel";
Desc	"The walls here have a more brownish tinge to them from the different type\n
of coal that was mined.  The tunnel is rough due to the recent digging.  You\n
notice that the colour of the coal doesn't change how dirty you get.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> south) {
ToRoom	8223;
}, @(<dir> west) {
ToRoom	8221;
} ];
Resets	{
# a dwarven skeleton to room.
  M 8218 3;
};
};
Room {
Vnum	8223;
Name	"Coal Mine Tunnel";
Desc	"This is where all the action is when it comes to coal mining.  A well\n
engineered roof support holds back the tons of rock just above your head.\n
The walls are dark and absorb as much light as you pump into them.  The\n
walls are rough from the picks that attack it.  If the supports weren't\n
there, it would probably attack back.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8222;
}, @(<dir> east) {
ToRoom	8240;
}, @(<dir> south) {
ToRoom	8224;
} ];
Resets	{
# a broken pick handle to room.
  O 8212;
};
};
Room {
Vnum	8224;
Name	"Iron Ore Tunnel";
Desc	"This tunnel off the Iron Ore Mines was a dud.  The iron that was dug out\n
of this tunnel was weak and rusted over night.  The walls are a &yred-brown&x\n
colour and they are flaking off everywhere, leaving a coating of fine dust\n
over your clothes.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8225;
}, @(<dir> south) {
ToRoom	8223;
} ];
};
Room {
Vnum	8225;
Name	"Iron Ore Tunnel";
Desc	"Here you see a tunnel that seems to have rusted in places.  The red-brown\n
colour of the walls leaves you feeling quite odd.  Your clothes are slowly\n
turning rust-coloured from the dust off the walls.  Below you is a dark\n
hole.  Occasionally you hear a cackle come up from below.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8226;
}, @(<dir> east) {
ToRoom	8204;
}, @(<dir> south) {
ToRoom	8241;
}, @(<dir> west) {
ToRoom	8224;
}, @(<dir> down) {
ToRoom	8247;
} ];
};
Room {
Vnum	8226;
Name	"Iron Ore Tunnel";
Desc	"This tunnel is well used due to it being the only way into the Iron Ore\n
dig.  Steely glints catch your eye.  Below you is a dark hole.  Occasionally\n
you hear a cackle come up from below.\n";
Flags	(underground cold);
Exit	[  @(<dir> east) {
ToRoom	8207;
}, @(<dir> south) {
ToRoom	8225;
}, @(<dir> west) {
ToRoom	8227;
}, @(<dir> down) {
ToRoom	8246;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
# a dwarven engineer to room.
  M 8206 4;
};
};
Room {
Vnum	8227;
Name	"Iron Ore Tunnel";
Desc	"This tunnel was long ago the action place when it came to iron ore\n
digging.  It wasn't for long due to the speed of the dwarven miners.  Roof\n
supports have rotted through and been replaced a couple of times.  One side\n
of the tunnel is coated in rubble where the roof has collapsed before the\n
support could be replaced.  A steely glint catches your eye.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8226;
}, @(<dir> west) {
ToRoom	8228;
} ];
Resets	{
# a rusted pick head to room.
  O 8211;
};
};
Room {
Vnum	8228;
Name	"Iron Ore Tunnel";
Desc	"This room seems to be the dump for the rock that is dug out of the Iron\n
Ore Mine.  The rubble fills most of the room to the roof.  The rubble is\n
kept back of the narrow path by a wooden barricade which has collapsed in\n
the middle swamping the path in rubble.  Instead of fixing it, the dwarves\n
have just directed the path over the rubble A steely glint catches your eye.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8229;
}, @(<dir> east) {
ToRoom	8227;
} ];
Resets	{
# a dwarven miner to room.
  M 8200 5;
#	equip a wheelbarrow lhold.
  E 8202 ("lhold");
#	a mining pick to inventory.
  G 8201;
# a lump of rock to room.
  O 8208;
# a lump of gold to room.
  O 8210;
};
};
Room {
Vnum	8229;
Name	"Iron Ore Tunnel";
Desc	"This tunnel has been kept clean of all rubble.  Brush strokes mark the\n
floor in an orderly pattern.  The sound of pick on rock echoes all around\n
you.  You can sometimes make out the sound of singing.  It sounds like a\n
song about dwarves seeing how hi they can ho as they go off to work.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8230;
}, @(<dir> south) {
ToRoom	8228;
} ];
Resets	{
# a dwarven cleaner to room.
  M 8209 1;
#	equip a broom lhold.
  E 8207 ("lhold");
};
};
Room {
Vnum	8230;
Name	"Iron Ore Tunnel";
Desc	"This tunnel has extra roof supports due to the width of it.  A solid rock\n
pillar is positioned on the middle.  It is some kind of black rock that\n
breaks picks if it is mined.  It also breaks teeth if it is added to dwarf\n
bread.  A steely glint catches your eye.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8231;
}, @(<dir> south) {
ToRoom	8229;
} ];
Resets	{
# a dwarven skeleton to room.
  M 8219 3;
};
};
Room {
Vnum	8231;
Name	"Iron Ore Tunnel";
Desc	"This tunnel is only wide enough to fit one dwarf with a wheelbarrow.  The\n
walls are smooth from being brushed up against all the time.  The\n
&yrust-red&w colour of the walls shows a reef off poor iron which is why the\n
dwarves haven't dug outwards.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8232;
}, @(<dir> south) {
ToRoom	8230;
} ];
Resets	{
# a dwarven skeleton to room.
  M 8218 3;
};
};
Room {
Vnum	8232;
Name	"Iron Ore Tunnel";
Desc	"This tunnel is only wide enough to fit one dwarf with a wheelbarrow.  The\n
walls are smooth from being brushed up against all the time.  The\n
&yrust-red&w colour of the walls shows a reef off poor iron which is why the\n
dwarves haven't dug outwards.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8275;
}, @(<dir> east) {
ToRoom	8233;
}, @(<dir> west) {
ToRoom	8231;
} ];
Resets	{
# a dwarven overseer to room.
  M 8207 2;
};
};
Room {
Vnum	8233;
Name	"Iron Ore Tunnel";
Desc	"This stretch of tunnel is well used.  The roof supports are new but a\n
pile of rubble at one side shows where the roof has collapsed.  The sounds\n
of a busy mine are all around you.  A steely glint catches your eye.\n";
Flags	(underground cold);
Exit	[  @(<dir> east) {
ToRoom	8205;
}, @(<dir> south) {
ToRoom	8234;
}, @(<dir> west) {
ToRoom	8232;
} ];
Resets	{
# an animal bone to room.
  O 8209;
};
};
Room {
Vnum	8234;
Name	"Iron Ore Tunnel";
Desc	"This tunnel has been mined recently due to the rough marks on the stone\n
floor and walls.  A pile of rubble to one side is the pile of waste rock\n
from the tunnels ahead.  The air seems to be getting cooler.  A steely glint\n
catches your eye.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8233;
}, @(<dir> south) {
ToRoom	8235;
} ];
Resets	{
# a lump of rock to room.
  O 8208;
};
};
Room {
Vnum	8235;
Name	"Iron Ore Tunnel";
Desc	"This room was rich with fine iron ore which explains why the room is so\n
wide.  Fifty dwarves standing abreast could fit across at the widest point\n
and the digging is still going.  The air is slightly colder here.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8234;
}, @(<dir> west) {
ToRoom	8236;
} ];
};
Room {
Vnum	8236;
Name	"Iron Ore Tunnel";
Desc	"This is where the action in modern Iron Ore is.  The steely glint totally\n
surrounds you making you feel insecure.  The rock walls are rough from the\n
picks that constantly attack it.  A cold breeze swirls in from somewhere\n
below, whistling as it passes through small holes.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
Desc	"The room to the north seems to have a blackness that absorbs the all the\n
light you can pump out.\n";
ToRoom	8237;
}, @(<dir> east) {
ToRoom	8235;
}, @(<dir> south) {
ToRoom	8227;
} ];
};
Room {
Vnum	8237;
Name	"Iron Ore Shaft";
Desc	"Below you is a shaft of total blackness that seems to have no end.  The\n
cold breeze is getting up your kilt making you feel slightly naked.\n";
Flags	(dark no_mob underground fall cold);
Exit	[  @(<dir> down) {
ToRoom	8238;
} ];
};
Room {
Vnum	8238;
Name	"Falling";
Desc	"The wind rushes past you on your way down. There seems to be no end to this shaft. The air is quite cool making you shiver.\n";
Flags	(dark underground fall cold);
Exit	[  @(<dir> down) {
ToRoom	8239;
} ];
};
Room {
Vnum	8239;
Name	"Falling";
Desc	"The wind that rushes past you is getting warmer.  You have no idea how\n
far down you are but the heat indicates that it is quite deep.  The shaft is\n
getting quite a bit lighter.\n";
Flags	(underground fall cold);
Exit	[  @(<dir> down) {
ToRoom	8260;
} ];
};
Room {
Vnum	8240;
Name	"The Box";
Desc	"This room has totally confused your sense of direction.  It is small and\n
dark bringing to the fore of your mind: CLAUSTROPHOBIA.  You shiver and hug\n
your knees in the cool air.\n";
Flags	(dark underground fall cold);
Exit	[  @(<dir> north) {
ToRoom	8219;
} ];
};
Room {
Vnum	8241;
Name	"The Pit";
Desc	"This room is called the pit.  The reason it is called the pit is because\n
it is a pit.  The other reason being the lack of exits.  There is an\n
inscription on the wall, the last bit engraved hastily.\n";
Flags	(dark no_mob underground no_portal cold);
ExDesc	{
Keyword	"wall inscription";
Text	"The inscription reads as follows:\n
    There is no way out.\n
    Thank you for visiting the Dwarven Mines.\n
    Please come again.\n";
};
};
Room {
Vnum	8242;
Name	"Opal Mine Tunnel";
Desc	"This tunnel leads to one end of the Opal Mine.  This part of the mines\n
has been used up long ago.  Smooth walls show that this has been traveled\n
through many times.  The air is crisp making you draw your clothes closer to\n
you.  A swirl of colour in the wall catches your eye.\n";
Flags	(dark underground no_portal cold);
Exit	[  @(<dir> north) {
ToRoom	8203;
}, @(<dir> east) {
ToRoom	8243;
}, @(<dir> south) {
ToRoom	8244;
}, @(<dir> up) {
ToRoom	8204;
} ];
Resets	{
# a dwarven engineer to room.
  M 8206 4;
};
};
Room {
Vnum	8243;
Name	"Opal Mine Tunnel";
Desc	"This tunnel was part of the Opal Mines until silver was found.  This was\n
the site of the first silver dig.  The walls show signs of shiny grey as\n
well as the colourful swirls of opal.  This tunnel is now rarely used due to\n
the other entrances to the Silver Mine.\n";
Flags	(dark underground no_portal cold);
Exit	[  @(<dir> east) {
ToRoom	8249;
}, @(<dir> west) {
ToRoom	8242;
}, @(<dir> up) {
ToRoom	8218;
} ];
Resets	{
# a dwarven miner to room.
  M 8200 5;
#	equip a wheelbarrow lhold.
  E 8202 ("lhold");
#	a mining pick to inventory.
  G 8201;
};
};
Room {
Vnum	8244;
Name	"Opal Mine Tunnel";
Desc	"The sounds of an active mine are all around you.  This is close to the\n
foremost Opal Mine dig.  The walls are rough from the recent digging.  The\n
colourful signs of opals fill your eyes.\n";
Flags	(dark underground no_portal cold);
Exit	[  @(<dir> north) {
ToRoom	8242;
}, @(<dir> east) {
ToRoom	8276;
}, @(<dir> south) {
ToRoom	8245;
} ];
Resets	{
# a lump of rock to room.
  O 8208;
# a rock to room.
  M 8215 10;
};
};
Room {
Vnum	8245;
Name	"Opal Mine Tunnel";
Desc	"This is one end of the Opal Mines.  Roof supports hold back the tons of\n
solid rock above your head.  Rubble is scattered all around the chamber.  A\n
lump of rock bounces off your head and you flinch.\n";
Flags	(dark underground no_portal cold);
Exit	[  @(<dir> north) {
ToRoom	8244;
}, @(<dir> down) {
ToRoom	8258;
} ];
Resets	{
# a colourful opal to room.
  O 8217;
};
};
Room {
Vnum	8246;
Name	"Abandoned Mine Tunnel";
Desc	"This mine had once been used until a couple of dwarves became lost and\n
died.  Since then it has been closed off.  The air down here doesn't\n
circulate to well and you gag at the stench of stale air.  The walls are\n
sheer and in some places there is scratch marks on the wall put there by\n
some desperate being who got trapped in.\n";
Flags	(dark no_mob underground no_recall cold);
Exit	[  @(<dir> north) {
ToRoom	8247;
}, @(<dir> east) {
ToRoom	8247;
}, @(<dir> south) {
ToRoom	8247;
}, @(<dir> west) {
ToRoom	8247;
} ];
};
Room {
Vnum	8247;
Name	"Abandoned Mine Tunnel";
Desc	"This mine had once been used until a couple of dwarves became lost and\n
died.  Since then it has been closed off.  The air down here doesn't\n
circulate to well and you gag at the stench of stale air.  The walls are\n
sheer and in some places there is scratch marks on the wall put there by\n
some desperate being who got trapped in.\n";
Flags	(dark no_mob underground no_recall cold);
Exit	[  @(<dir> north) {
ToRoom	8246;
}, @(<dir> east) {
ToRoom	8246;
}, @(<dir> south) {
ToRoom	8246;
}, @(<dir> west) {
ToRoom	8246;
} ];
Resets	{
# Martin the Mad to room.
  M 8205 1;
};
};
Room {
Vnum	8248;
Name	"Silver Mine Tunnel";
Desc	"This is the bottom of the shaft in the Silver Mine.  All around you is\n
the sound of pick and shovel.  The cold in the air makes you unconsciously\n
pull your clothes tighter around you.  A glint of silver in the wall is the\n
only way to tell where you are.\n";
Flags	(dark underground no_recall cold);
Exit	[  @(<dir> east) {
ToRoom	8249;
}, @(<dir> up) {
ToRoom	8218;
} ];
Resets	{
# a rock to room.
  M 8215 10;
};
};
Room {
Vnum	8249;
Name	"Silver Mine Tunnel";
Desc	"This tunnel leads to the most recent dig in the Silver Mine.  The roof\n
here is weak and the supports are straining under the weight.  The force of\n
the rock above has lowered the roof about a foot.  The rock floor is smooth\n
from years of use.  A glint of silver catches your eye.\n";
Flags	(underground no_recall cold);
Exit	[  @(<dir> north) {
ToRoom	8250;
}, @(<dir> east) {
ToRoom	8276;
}, @(<dir> south) {
ToRoom	8243;
}, @(<dir> west) {
ToRoom	8248;
} ];
Resets	{
# a lump of rock to room.
  O 8208;
# a dwarven skeleton to room.
  M 8218 3;
};
};
Room {
Vnum	8250;
Name	"Silver Mine Tunnel";
Desc	"This chamber was fairly poor in minerals compared to other chambers in\n
the Silver Mine.  The small amounts of silver found here almost caused the\n
dig to change direction.  But a rich belt was found just ahead and digging\n
continued.  The chamber is worn smooth with age and thousand of feet\n
shuffling across it.\n";
Flags	(dark underground no_recall cold);
Exit	[  @(<dir> north) {
ToRoom	8251;
}, @(<dir> south) {
ToRoom	8249;
} ];
Resets	{
# a dwarven engineer to room.
  M 8206 4;
};
};
Room {
Vnum	8251;
Name	"Silver Mine Tunnel";
Desc	"This chamber has only recently been exhausted of all silver.  The chamber\n
produced many cutlery sets of the finest quality.  The chamber may have been\n
rich with minerals but the roof wasn't.  When a miner sneezed the roof fell\n
two feet.  Lucky for the dwarf he was dwarf.  After that the roof supports\n
were strengthened and the digging continued.\n";
Flags	(dark underground no_recall cold);
Exit	[  @(<dir> north) {
ToRoom	8252;
}, @(<dir> east) {
ToRoom	8253;
}, @(<dir> south) {
ToRoom	8250;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
# a silver spoon to room.
  O 8218;
};
};
Room {
Vnum	8252;
Name	"Silver Mine Tunnel";
Desc	"This is the foremost Silver Mine chamber.  The rubble in the corner from\n
the walls sparkles from silver dust.  The rest of the chamber sparkles from\n
the un-mined silver.  Pick marks scar the wall.  A pile of logs in one corner\n
are there waiting to be put up to support the roof of any further digging.\n";
Flags	(dark underground no_recall cold);
Exit	[  @(<dir> south) {
ToRoom	8251;
} ];
Resets	{
# a rock to room.
  M 8215 10;
};
};
Room {
Vnum	8253;
Name	"Unused Shaft";
Desc	"This shaft was put in to search out new minerals for mining.  It was\n
discovered after lots of digging that there were natural caverns beneath.\n
There was also the discovery of creatures that come with natural caverns.\n
After a dwarven search party was massacred the shaft was closed off.\n";
Flags	(dark no_mob underground fall cold);
Exit	[  @(<dir> down) {
ToRoom	8254;
} ];
};
Room {
Vnum	8254;
Name	"Falling";
Desc	"The shaft is dark making your sense of time distort.  The wind blows up\n
your kilt sending shivers up your spine.  The shaft seems to have no end.\n";
Flags	(dark underground fall cold);
Exit	[  @(<dir> up) {
ToRoom	8253;
}, @(<dir> down) {
ToRoom	8261;
} ];
};
Room {
Vnum	8255;
Name	"Opal Mine Tunnel";
Desc	"This tunnel is part of the Northern Opal Mine.  It has produced some of\n
the richest opals in the realm.  The tunnel has only recently been left\n
behind and the rough rock walls show that.  The sounds of a mine are echoing\n
around the tunnel making your head hurt.  A swirl of colour in the wall\n
catches your eye.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8203;
}, @(<dir> south) {
ToRoom	8256;
} ];
Resets	{
# a rock to room.
  M 8215 10;
};
};
Room {
Vnum	8256;
Name	"Opal Mine Tunnel";
Desc	"This is the action place when it comes to modern opal mining.  Opals dot\n
the wall in so many places it would make some people drool.  You bump your\n
head on one of the log supports that hold of the tons of rock above.  The\n
dwarves never did believe in building tall things.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8255;
}, @(<dir> east) {
ToRoom	8257;
}, @(<dir> south) {
ToRoom	8257;
} ];
};
Room {
Vnum	8257;
Name	"Opal Mine Tunnel";
Desc	"This is the bottom of a shaft that leads up to the Gold Mines.  It was\n
formed accidentally when the rock gave way on an unlucky dwarf.  The pile of\n
rubble still marks the place where he was buried.  That still didn't stop\n
the dwarfs from removing the lumps of gold and opal.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8256;
}, @(<dir> west) {
ToRoom	8256;
}, @(<dir> up) {
ToRoom	8213;
} ];
Resets	{
# a dwarven miner to room.
  M 8217 10;
#	equip a mining pick rwielded.
  E 8201 ("rwielded");
};
};
Room {
Vnum	8258;
Name	"Stairwell";
Desc	"This is the bottom of the first part of the stairwell shaft.  Upwards is\n
the Opal Mines.  The second part of the shaft is to the east although there\n
is a sharp drop to the next chamber.  The air is getting colder making you\n
feel naked and unprotected against the chill.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8259;
}, @(<dir> up) {
ToRoom	8245;
} ];
Resets	{
# a rock to room.
  M 8215 10;
};
};
Room {
Vnum	8259;
Name	"Stairwell";
Desc	"This is part of the stairwell that leads down into the heart of the\n
mountain in which dwells creatures of great power.  The stairs wind steeply\n
downwards.  The steps are shallow and steep making it hard to walk quickly\n
without tripping.  The roof is low due to the lack of need for height in\n
dwarven mines.\n";
Flags	(dark no_mob underground cold);
Exit	[  @(<dir> west) {
ToRoom	8258;
}, @(<dir> down) {
ToRoom	8274;
} ];
};
Room {
Vnum	8260;
Name	"Bottom of the Shaft";
Desc	"This is the bottom of th shaft that came from the Silver Mines.  The\n
black hole above you has sheer walls which means there will be no exit that\n
way.  The air is warm compared to the cold you passed through on your way\n
down.  This place is unknown to dwarves because they steer clear of old\n
shafts.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8261;
}, @(<dir> east) {
Keyword	"secret door";
ToRoom	8272;
Flags	(door closed hidden);
} ];
};
Room {
Vnum	8261;
Name	"Bottom of the Shaft";
Desc	"This is the bottom of th shaft that came from the Iron Ore Mines.  The\n
black hole above you has sheer walls which means there will be no exit that\n
way.  The air is warm compared to the cold you passed through on your way\n
down.  This place is unknown to dwarves because they steer clear of old\n
shafts.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8260;
}, @(<dir> south) {
Keyword	"secret door";
ToRoom	8271;
Flags	(door closed hidden);
} ];
};
Room {
Vnum	8262;
Name	"Dragon's Cavern";
Desc	"A large cavern stretches away before you.  The air is surprisingly warm\n
and There is an eerie light that comes from nowhere yet comes from\n
everywhere.  The smell of foul breath permeates the air making your stomach\n
churn.  Large bones are scattered around the cavern, obviously eaten by\n
something even bigger.  The sound of scale scraping over rock echoes around\n
the cavern Looking up, you find it hard to see the roof that stretches\n
almost out of sight.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8267;
}, @(<dir> east) {
ToRoom	8263;
} ];
Resets	{
# a silver spoon to room.
  O 8218;
};
};
Room {
Vnum	8263;
Name	"Dragon's Cavern";
Desc	"The archway you walked through has led you into an enormous cavern.\n
Squinting, you try to make out the roof and far walls but it is to far away.\n
The floor is worn smooth by something constantly scraping across the floor.\n
There is a sound of scales rubbing against rock in the far reaches if the\n
cavern.  An eerie light comes from nowhere yet seems to come from\n
everywhere.  The stench of animal breath and decaying flesh fills your\n
nostrils.  A snort echoes around the cavern.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8266;
}, @(<dir> east) {
ToRoom	8264;
}, @(<dir> south) {
ToRoom	8268;
}, @(<dir> west) {
ToRoom	8262;
} ];
Resets	{
# a gargoyle guard to room.
  M 8212 2;
# a gargoyle guard to room.
  M 8212 2;
};
};
Room {
Vnum	8264;
Name	"Dragon's Cavern";
Desc	"A large cavern stretches away before you.  The air is surprisingly warm\n
and there is an eerie light that comes from nowhere yet comes from\n
everywhere.  The smell of foul breath permeates the air making your stomach\n
churn.  Large bones are scattered around the cavern, obviously eaten by\n
something even bigger.  The sound of scale scraping over rock echoes around\n
the cavern Looking up, you find it hard to see the roof that stretches\n
almost out of sight.\n";
Flags	(underground cold);
Exit	[  @(<dir> north) {
ToRoom	8265;
}, @(<dir> west) {
ToRoom	8263;
} ];
Resets	{
# a colourful opal to room.
  O 8217;
};
};
Room {
Vnum	8265;
Name	"Dragon's Cavern";
Desc	"The far corner of the cavern is slightly raised compared to the floor\n
level of the rest of the cavern.  The light seems to be less bright here.  A\n
pile of excretion sits in the corner stinking the whole cavern with it foul\n
smell.  The sound of scale on rock echoes around the cavern.\n";
Flags	(underground cold);
Exit	[  @(<dir> south) {
ToRoom	8264;
}, @(<dir> west) {
ToRoom	8266;
}, @(<dir> up) {
ToRoom	8297;
} ];
Resets	{
# a lump of gold to room.
  O 8210;
# a pile of excrement to room.
  O 8221;
# a dead dung beetle inside a dead dung beetle.
  P 8222 8221;
};
};
Room {
Vnum	8266;
Name	"Dragon's Cavern";
Desc	"This is the place of Godfrey's treasure.  The cavern is full of rich\n
jewels and gem which would explain the guards outside the cavern.  The\n
ground here is lower from more use and a bed of clothing from lost\n
travelers is the place where a large body would sleep.  The light here is\n
dazzling but has no origin.\n";
Flags	(underground cold);
Exit	[  @(<dir> east) {
ToRoom	8265;
}, @(<dir> south) {
ToRoom	8263;
}, @(<dir> west) {
ToRoom	8267;
}, @(<dir> up) {
ToRoom	8296;
} ];
Resets	{
# Godfrey the Red Dragon to room.
  M 8204 1;
# a golden chalice to room.
  O 8206;
# a pile of gold to room.
  O 8215;
# a blue sapphire to room.
  O 8216;
};
};
Room {
Vnum	8267;
Name	"Dragon's Cavern";
Desc	"This is a neglected corner of the cavern.  The ground is still rough\n
compared to the slick ground around it.  The light is dim compared to the\n
surrounding parts of the cavern.  Bat droppings litter the floor.  Looking\n
up you can just make out a nesting place for bats.\n";
Flags	(underground cold);
Exit	[  @(<dir> east) {
ToRoom	8266;
}, @(<dir> south) {
ToRoom	8262;
}, @(<dir> up) {
ToRoom	8295;
} ];
Resets	{
# a shiny diamond to room.
  O 8220;
};
};
Room {
Vnum	8268;
Name	"Large Tunnel";
Desc	"A large archway to the north defines a boundary between the large tunnel\n
and an even larger cavern.  You can tell the cavern is occupied by something\n
that does not like intruders by the piles of bones and rusted weapons lying\n
around the tunnel.  A constant scraping of scales on rock can be heard\n
coming through the large archway.  An ugly stench emanates from somewhere in\n
the cavern.  A strange eerie light pours out the opening to Godfrey's\n
cavern.\n";
Flags	(no_mob underground cold);
Exit	[  @(<dir> north) {
ToRoom	8263;
}, @(<dir> south) {
ToRoom	8269;
} ];
Resets	{
# a lump of rock to room.
  O 8208;
# an animal bone to room.
  O 8209;
# a rusted pick head to room.
  O 8211;
};
};
Room {
Vnum	8269;
Name	"Large Tunnel";
Desc	"You are now in the heart of the mountain of the dwarven mines.  The air\n
here is a comfortable warmth, which is warmer than above and below it\n
becomes to hot.  This area of the mountain is inhabited by Godfrey the Red\n
Dragon who lives in an enormous cavern to the north.  There is said to be an\n
enormous wealth in his lair but all who have attempted to seek their fortune\n
have perished at the hands of the guards or to Godfrey himself.  This\n
passage is rarely used anymore by the dwarves because of the danger of being\n
eaten by Godfrey.  The only beings who come down here are either lost or are\n
full of themselves in thinking that they can best the gargoyle sentries and\n
claim the treasure horde.  Occasionally a dwarven engineer will have to risk\n
his life to find the condition of the rock structure.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> north) {
ToRoom	8268;
}, @(<dir> west) {
ToRoom	8274;
} ];
Resets	{
# a dwarven sentry to room.
  M 8201 -1;
#	equip a large dwarven axe two-handed.
  E 8203 ("two-handed");
#	equip heavy chain mail body.
  E 8204 ("body");
};
};
Room {
Vnum	8270;
Name	"Secret Passage";
Desc	"This is the secret passage leading into the cavern of Godfrey th Dragon.\n
The passage is rough from lack of use and is only used when stumbled on\n
accidentally by lost dwarves, heroes seeking their fortune in the caverns\n
which are thought to hold the greatest of treasures, and lost people who\n
would not survive in the hostile environment.  The heat down hear is a\n
comfortable temperature for humans but only just.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8271;
}, @(<dir> west) {
ToRoom	8264;
} ];
Resets	{
# a gargoyle guard to room.
  M 8212 -1;
};
};
Room {
Vnum	8271;
Name	"Secret Passage";
Desc	"This passage has long been forgotten by all dwarven men and is only used\n
by lost or stupid people.  This part of the dwarven mines is hostile\n
containing vicious creatures that will show no mercy.  There are rumours of\n
great treasures in these parts but no substantial proof to support it.  All\n
who try to find the treasure are never seen again, presumably dead at the\n
hands of the creatures who dwell in the caverns.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> south) {
ToRoom	8268;
}, @(<dir> west) {
ToRoom	8270;
} ];
};
Room {
Vnum	8272;
Name	"Secret Passage";
Desc	"This passage has long been forgotten by all dwarven men and is only used\n
by lost or stupid people.  This part of the dwarven mines is hostile\n
containing vicious creatures that will show no mercy.  There are rumours of\n
great treasures in these parts but no substantial proof to support it.  All\n
who try to find the treasure are never seen again, presumably dead at the\n
hands of the creatures who dwell in the caverns.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8273;
Flags	(hidden);
}, @(<dir> south) {
ToRoom	8268;
} ];
};
Room {
Vnum	8273;
Name	"Secret Passage";
Desc	"This is the secret passage leading into the cavern of Godfrey th Dragon.\n
The passage is rough from lack of use and is only used when stumbled on\n
accidentally by lost dwarves, heroes seeking their fortune in the caverns\n
which are thought to hold the greatest of treasures, and lost people who\n
would not survive in the hostile environment.  The heat down hear is a\n
comfortable temperature for humans but only just.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8262;
}, @(<dir> south) {
ToRoom	8268;
}, @(<dir> west) {
ToRoom	8272;
Flags	(hidden);
} ];
Resets	{
# a gargoyle guard to room.
  M 8212 -1;
};
};
Room {
Vnum	8274;
Name	"Stairwell";
Desc	"The shaft continues down into the fiery depths of the mountain but a tunnel branch off into the caverns of Godfrey the Dragon.\n";
Flags	(dark underground cold);
Exit	[  @(<dir> east) {
ToRoom	8269;
}, @(<dir> up) {
ToRoom	8259;
}, @(<dir> down) {
ToRoom	8282;
} ];
};
Room {
Vnum	8275;
Name	"Tool Cupboard";
Desc	"This is a small room that is known as the tool cupboard.  It was a tool\n
cupboard when the mines were first opened but is rarely used now.  Old tools\n
are scattered around with no order.  A pile of tools in the corner are\n
rusted together in a big lump of red.\n";
Flags	(dark no_mob underground private no_recall cone_of_silence);
};
Room {
Vnum	8276;
Name	"The Shaft";
Desc	"This part of the Silver Mine Tunnel has been closed of to the dwarves for\n
some centuries now, ever since they discovered the dangers of the caverns\n
below.  The shaft leads down to the caves where few return.  The only\n
dwarves to use the shaft are the dwarven engineers who risk their lives to\n
find the stability of the rock structure which could ruin the whole mining\n
program.  The air here is slightly nippy as the breeze swirls up from below.\n";
Flags	(dark no_mob underground no_recall cone_of_silence cold);
Exit	[  @(<dir> down) {
ToRoom	8277;
} ];
};
Room {
Vnum	8277;
Name	"Godfrey's Maze";
Desc	"This tunnel is generally not used by the dwarves.  The area is a maze of\n
tunnels and is inhabited by a creature that will devour anything it sees.\n
The tunnel is dark and you can't see much past your nose.  Up is a shaft to\n
the Silver Mines.  Piles off rubble from above are scattered around the\n
tunnel.\n";
Flags	(dark underground no_recall cone_of_silence cold);
Exit	[  @(<dir> north) {
ToRoom	8279;
}, @(<dir> east) {
ToRoom	8281;
}, @(<dir> west) {
ToRoom	8278;
}, @(<dir> up) {
ToRoom	8276;
} ];
Resets	{
# a rock to room.
  M 8215 10;
# a lump of rock to room.
  O 8208;
};
};
Room {
Vnum	8278;
Name	"Godfrey's Maze";
Desc	"This tunnel is somewhere in the middle of a maze.  There are tunnels\n
leading off in every direction.  The smell of rotting flesh gags you as it\n
wafts from some unknown direction.  Grunts are echoing around the tunnel.\n
The darkness disorients you confusing your sense of direction.  A cold\n
breeze swirls around you.  You unconsciously pull your clothes tighter\n
around you.\n";
Flags	(dark underground no_recall cone_of_silence cold);
Exit	[  @(<dir> north) {
ToRoom	8279;
}, @(<dir> east) {
ToRoom	8277;
}, @(<dir> south) {
ToRoom	8279;
}, @(<dir> west) {
ToRoom	8280;
} ];
Resets	{
# an animal bone to room.
  O 8209;
};
};
Room {
Vnum	8279;
Name	"Godfrey's Maze";
Desc	"This is a large room that is more like a den for the occupant.  Rotting\n
flesh lies around waiting to be eaten.  Bones of animals and dwarves lie\n
scattered everywhere.  The smell makes your stomach churn and you find bile\n
in the back of your throat.  A pile of carcasses has been used for some sort\n
of bed.\n";
Flags	(dark underground no_recall cone_of_silence cold);
Exit	[  @(<dir> north) {
ToRoom	8280;
}, @(<dir> east) {
ToRoom	8278;
}, @(<dir> south) {
ToRoom	8278;
}, @(<dir> west) {
ToRoom	8277;
} ];
Resets	{
# Morgan the Minotaur to room.
  M 8213 1;
# an animal bone to room.
  O 8209;
# an animal bone to room.
  O 8209;
# an animal bone to room.
  O 8209;
# an animal bone to room.
  O 8209;
# an animal bone to room.
  O 8209;
#	equip a nasty looking club lwielded.
  E 8214 ("lwielded");
};
};
Room {
Vnum	8280;
Name	"Godfrey's Maze";
Desc	"This tunnel is somewhere in a maze.  The maze is also occupied by some\n
creature that will, judging by the smell, will eat you.  The smell is of\n
rotting flesh that makes your swallow to keep your last meal down.  The\n
tunnel is spacious but dark and very cold.\n";
Flags	(dark underground no_recall cone_of_silence cold);
Exit	[  @(<dir> north) {
ToRoom	8279;
}, @(<dir> east) {
ToRoom	8278;
}, @(<dir> south) {
ToRoom	8281;
}, @(<dir> west) {
ToRoom	8281;
} ];
Resets	{
# a rock to room.
  M 8215 10;
};
};
Room {
Vnum	8281;
Name	"Godfrey's Maze";
Desc	"You are somewhere in a maze and judging by the sounds and smell, so is\n
something else.  There is a smell that makes you gag.  A cold breeze makes\n
you draw your clothes tighter around you but it still cuts at you.  The\n
tunnel is too dark for you to make out the details but it is quite large and\n
the rough floor show the uncommon use.\n";
Flags	(dark underground no_recall cone_of_silence cold);
Exit	[  @(<dir> north) {
ToRoom	8280;
}, @(<dir> east) {
ToRoom	8259;
}, @(<dir> south) {
ToRoom	8277;
}, @(<dir> west) {
ToRoom	8280;
} ];
};
Room {
Vnum	8282;
Name	"Dorfl's Loop";
Desc	"The air down here is quite hot and sweat breaks out on your forehead.  You\n
are below the dragon cavern where you can hear sounds emanating.  The ground\n
occasionally shakes as Godfrey lands from taking a small flight around his\n
enormous cavern.  There are passages leading everywhere but it is too dark\n
to tell where they lead to.  Below you there is the sound of dripping water\n
and the sound of something splashing.  No one has ventured down here.  No\n
one, that is, has ventured down here and survived.  Nothing is known of this\n
part except that there is a lake.  This was figured out by the dwarven\n
engineers who wondered where all the water drained to when the mines where\n
flooded.\n";
Flags	(dark underground hot);
Exit	[  @(<dir> north) {
ToRoom	8283;
}, @(<dir> east) {
ToRoom	8283;
}, @(<dir> south) {
ToRoom	8283;
}, @(<dir> west) {
ToRoom	8283;
}, @(<dir> up) {
ToRoom	8274;
}, @(<dir> down) {
ToRoom	8285;
} ];
};
Room {
Vnum	8283;
Name	"Dorfl's Loop";
Desc	"This room seems familiar but then again its like you've never seen it\n
before.  There are exits all around you but there is no sense of direction\n
to them.  They are all dark and a hot breeze blows around you, making you\n
thirsty.  You came from the east.  Or was it the north.  You can't tell.\n";
Flags	(dark underground hot);
Exit	[  @(<dir> north) {
ToRoom	8282;
}, @(<dir> east) {
ToRoom	8282;
}, @(<dir> south) {
ToRoom	8282;
}, @(<dir> west) {
ToRoom	8282;
} ];
};
Room {
Vnum	8284;
Name	"Underground Stream";
Desc	"You are standing on the edge of an underground stream which winds away in\n
various directions.  If there is a stream there must be somewhere for the\n
water to end up.  Things that live in water are not always nice and this\n
deep under the earth's surface there is usually nothing friendly at all.\n
The air is steamy due to the heat produced this close to the layer of molten\n
lava beneath.  It is hot down here.\n";
Flags	(dark underground hot);
Exit	[  @(<dir> north) {
ToRoom	8286;
}, @(<dir> east) {
ToRoom	8285;
}, @(<dir> south) {
ToRoom	8287;
}, @(<dir> west) {
ToRoom	8288;
} ];
};
Room {
Vnum	8285;
Name	"Underground Stream";
Desc	"You are standing on the edge of an underground stream which winds away in\n
various directions.  If there is a stream there must be somewhere for the\n
water to end up.  Things that live in water are not always nice and this\n
deep under the earth's surface there is usually nothing friendly at all.\n
The air is steamy due to the heat produced this close to the layer of molten\n
lava beneath.  It is hot down here.\n";
Flags	(dark underground hot);
Exit	[  @(<dir> south) {
ToRoom	8286;
}, @(<dir> west) {
ToRoom	8284;
}, @(<dir> up) {
ToRoom	8282;
} ];
};
Room {
Vnum	8286;
Name	"Underground Stream";
Desc	"You are standing on the edge of an underground stream which winds away in\n
various directions.  If there is a stream there must be somewhere for the\n
water to end up.  Things that live in water are not always nice and this\n
deep under the earth's surface there is usually nothing friendly at all.\n
The air is steamy due to the heat produced this close to the layer of molten\n
lava beneath.  It is hot down here.\n";
Flags	(dark underground hot);
Exit	[  @(<dir> north) {
ToRoom	8290;
}, @(<dir> east) {
ToRoom	8288;
}, @(<dir> south) {
ToRoom	8285;
}, @(<dir> west) {
ToRoom	8284;
} ];
};
Room {
Vnum	8287;
Name	"Treasure Room";
Desc	"This room looks to have once been a place that was treasured by some\n
unknown creature that could survive down here.  The room is cleared of all\n
bones, unlike most other rooms, and is dry and away from any water.  This is\n
a place no one has ventured before and come back alive to tell the tale, so\n
the knowledge of the tunnels are small.\n";
Flags	(dark underground hot);
Exit	[  @(<dir> north) {
ToRoom	8284;
} ];
Resets	{
# a lump of gold to room.
  O 8210;
};
};
Room {
Vnum	8288;
Name	"Dorfl's Lake";
Desc	"This cavern is home to Dorfl the Golem.  He has been living down here for\n
centuries eating fish or any stray creatures coming in from above.  In the\n
middle of the cavern is an enormous lake that is the supply of all the fish\n
that Dorfl lives on.  That is also the solution to the problem of where all\n
the water runs from from up above.  The air here is hot and steamy.  The\n
heat keeps turning water into steam which stops the cavern filling up.\n
There seems to be an eerie glow emanating from the walls as if they are\n
filled with light.  The light is not intense, but a dull gloomy light.\n";
Flags	(no_mob underground hot);
Exit	[  @(<dir> north) {
ToRoom	8289;
}, @(<dir> down) {
ToRoom	8291;
} ];
Resets	{
# Dorfl the Golem to room.
  M 8203 1;
};
};
Room {
Vnum	8289;
Name	"The Pit";
Desc	"This shaft is so far down in the mountain that there must not be much\n
further to fall to hit the molten lava of the earth's mantle.  The heat here\n
is intense from the lava and the pressure of what's above you presses on\n
your ears.  Blackness surrounds you.\n";
Flags	(dark no_mob underground cone_of_silence fall hot);
Exit	[  @(<dir> down) {
ToRoom	8228;
} ];
};
Room {
Vnum	8290;
Name	"The Pit ";
Desc	"This shaft is so far down in the mountain that there must not be much\n
further to fall to hit the molten lava of the earth's mantle.  The heat here\n
is intense from the lava and the pressure of what's above you presses on\n
your ears.  Blackness surrounds you.\n";
Flags	(dark no_mob underground cone_of_silence fall hot);
Exit	[  @(<dir> north) {
ToRoom	8293;
}, @(<dir> east) {
ToRoom	8292;
}, @(<dir> down) {
ToRoom	8255;
} ];
};
Room {
Vnum	8291;
Name	"Dorfl's Lake";
Desc	"The warm water surrounds your body soaking through to your skin.  The\n
feeling is not uncomfortable but quite cozy.  The ground beneath your feet\n
is sandy and sticks to your feet.  Sharp rocks also cover the floor along\n
with bones of dead fish The water is infused with the same eerie light as\n
above in the cavern, but seems to be coming from somewhere in the water.\n";
Flags	(underground cone_of_silence hot);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8293;
}, @(<dir> east) {
ToRoom	8292;
}, @(<dir> south) {
ToRoom	8292;
}, @(<dir> west) {
ToRoom	8293;
}, @(<dir> up) {
ToRoom	8288;
} ];
Resets	{
# waterweed to room.
  M 8211 1;
# an animal bone to room.
  O 8209;
# a lump of rock to room.
  O 8208;
};
};
Room {
Vnum	8292;
Name	"Dorfl's Lake";
Desc	"The water swirls and eddies around like it is draining through the sand.\n
A small whirlpool catches you for a second and throws you down.  A bone you\n
land on isn't a fish bone but looks to be quite like a bone you saw in your\n
biology lesson about the human body.  There is no light here and the\n
darkness of the water could hide anything.  The sand sucks at your feet and\n
you quickly move so as not to find yourself knee deep in it.\n";
Flags	(dark underground cone_of_silence hot);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8294;
}, @(<dir> east) {
ToRoom	8294;
}, @(<dir> south) {
ToRoom	8291;
}, @(<dir> west) {
ToRoom	8290;
}, @(<dir> up) {
ToRoom	8288;
} ];
Resets	{
# a fish to room.
  M 8210 4;
# an animal bone to room.
  O 8209;
# a lump of rock to room.
  O 8208;
};
};
Room {
Vnum	8293;
Name	"Dorfl's Lake";
Desc	"The water swirls and eddies around like it is draining through the sand.\n
A small whirlpool catches you for a second and throws you down.  A bone you\n
land on isn't a fish bone but looks to be quite like a bone you saw in your\n
biology lesson about the human body.  There is no light here and the\n
darkness of the water could hide anything.  The sand sucks at your feet and\n
you quickly move so as not to find yourself knee deep in it.\n";
Flags	(dark underground cone_of_silence hot);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8294;
}, @(<dir> east) {
ToRoom	8294;
}, @(<dir> south) {
ToRoom	8290;
}, @(<dir> west) {
ToRoom	8291;
}, @(<dir> up) {
ToRoom	8288;
} ];
Resets	{
# a fish to room.
  M 8210 4;
# an animal bone to room.
  O 8209;
# a lump of rock to room.
  O 8208;
};
};
Room {
Vnum	8294;
Name	"Dorfl's Lake";
Desc	"The water swirls and eddies around like it is draining through the sand.\n
A small whirlpool catches you for a second and throws you down.  A bone you\n
land on isn't a fish bone but looks to be quite like a bone you saw in your\n
biology lesson about the human body.  There is no light here and the\n
darkness of the water could hide anything.  The sand sucks at your feet and\n
you quickly move so as not to find yourself knee deep in it.\n";
Flags	(dark cone_of_silence hot);
Sector	(underwater);
Exit	[  @(<dir> north) {
ToRoom	8293;
}, @(<dir> east) {
ToRoom	8292;
}, @(<dir> south) {
ToRoom	8292;
}, @(<dir> west) {
ToRoom	8293;
}, @(<dir> up) {
ToRoom	8288;
} ];
Resets	{
# a fish to room.
  M 8210 4;
# an animal bone to room.
  O 8209;
# a lump of rock to room.
  O 8208;
};
};
Room {
Vnum	8295;
Name	"The Bats Nest";
Desc	"Above the cavern there is a great view.  But you don't worry about that\n
due to the sick feeling of the mixture of bat droppings and the dizzying\n
height you are at.  The walls are covered in little brown and white dropping\n
coming from bats who have their nest on the roof above you.  The roof has\n
little notches where the bats grab on to hang while they sleep.  There are\n
no bats there now because you have disturbed them.\n";
Flags	(underground cone_of_silence hot);
Exit	[  @(<dir> east) {
ToRoom	8296;
}, @(<dir> down) {
ToRoom	8267;
} ];
Resets	{
# a giant bat to room.
  M 8216 3;
};
};
Room {
Vnum	8296;
Name	"Above the Cavern";
Desc	"This is the highest part of the cavern and you can see the tiny lights of\n
Godfrey's treasure.  The gargoyles are like ants from where you are.  The\n
view is breathtaking.  You can now comprehend the immensity of the cavern and\n
also the distance from you to the ground.  A fall from here would hurt.  The\n
air current push at you making the wall come very close to you.\n";
Flags	(underground cone_of_silence hot);
Exit	[  @(<dir> east) {
ToRoom	8297;
}, @(<dir> west) {
ToRoom	8295;
}, @(<dir> down) {
ToRoom	8266;
} ];
Resets	{
# a giant bat to room.
  M 8216 3;
};
};
Room {
Vnum	8297;
Name	"Above the Cavern";
Desc	"This section of the roof of the cavern is the lowest point of the roof,\n
but is still a long way to fall.  The air up here is still a comfortable\n
warm, but it swirls and it is hard to stop yourself from hitting the wall.\n
The roof has many marks which includes what looks like a signature.  On\n
closer inspection it seems to say:\n
                                  ROGER WAS 'ERE\n";
Flags	(underground cone_of_silence hot);
Exit	[  @(<dir> west) {
ToRoom	8296;
}, @(<dir> down) {
ToRoom	8265;
} ];
Resets	{
# a giant bat to room.
  M 8216 3;
};
};



eof