#AREA Medienne Sewers~ Amon, Talis~ Medienne Sewer~ 8 0 0 #ROOMS #13500 Sewer Entry~ You are in a pool of murky, standing water at the base of a rusty ladder that leads up to a heavy grate. The still air is rank with the foul stenches of humanoid waste and things long dead, making each breath a caustic hazard. The putrescent water of the pool seems deeper in the middle, with shallow ledges along the sides which can be followed east. ~ -done (T) [Starshine] acode open/close grate - you give a big push or something (grate is heavy?). could be race dependent. [Starshine] create acode drink water/pool/sewage - the water is much too dirty to drink - and refer to this acode from all the sewer-water rooms. [Starshine] add stench message to acode 1, please. [Talis] The sound will carry even to areas where the stench is cleared. ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13501 10 10 5 D4 rusted grate~ rusted grate~ 131 -1 159 10 10 5 E grate 1 up~ A large rusted grate is set in the stone ceiling above. Some light filters down through it. A gentle breeze of air far fresher and sweeter than any found in the depths of this sewer wafts down through the grate. ~ E pool~ You can't determine how deep the pool is, but the vile smell rising from it and the strange lumps of unnamed things floating on its surface, are probably a good sign that you should avoid it at all costs. ~ E ladder~ The ladder is wrought of thick iron made to last despite the years of heavy rust that have built up on it. At the top of the ladder an equally rusty grate allows light and a possible exit from this dank and dismal abode. ~ E ledge~ Shallow ledges, just inches wide, flank the pool, extending to the east. They are little more than a dry space rising about the sludge. ~ A ~ ~ i = random( 1, 6 ); if( i == 1 ) send_to_area( #chitter, room ); if( i == 2 ) send_to_area( #skitter, room ); if( i == 3 ) send_to_area( #drip, room ); if( i == 4 ) send_to_area( #drip, room ); if( i == 5 ) send_to_area( #drip, room ); if( i == 6 ) send_to_area( #scream, room ); ~ E chitter~ The chitter of nearby rodents echoes through the sewers. ~ E skitter~ The skitter of dozens of little feet tell tales of rodents running about dire errands. ~ E drip~ The echoes of vile liquids dripping into the filthy water resound down the tunnels and chambers. ~ E scream~ The harsh sound of screams, or perhaps it is just a large rat squealing, fills the darkness. ~ ! 4 30 0 199 9 1509949540 3 0 199 9 1509949540 3 0 199 9 1509949490 3 0 -1 S #13501 Sewer Intersection~ The filthy ledges along the walls are an inch or two above the mire of the sewage water. A large pool of dark, foreboding liquid giving off a nauseating stench has collected in the center. Passageways lead off into dank-smelling darkness in the four cardinal directions. You could carefully tread through the sludge along the ledges to continue onward. ~ -done (T) [Calliope] I would like to see an action here for something, rolling or splashing in the sludge. It wouldn't have to be named nor would anything have to happen, just something for atmosphere. 'Suddenly in the sewer's silent tunnels there is a churning and bubbling in the filthy pool.' or something. [Rhen] hehe i agree with call [Talis] There are such actions, area-wide... just the random call isn't working yet. [Starshine] acode leave down would be cool ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13502 10 10 5 D1 ~ ~ 0 -1 13504 10 10 5 D2 ~ ~ 0 -1 13534 10 10 5 D3 ~ ~ 0 -1 13500 10 10 5 D5 ~ ~ 0 -1 13503 10 10 5 E ledges pool liquid~ The ledges, mere lengths of dry tunnel emerging above the stream of raw sewage, are clotted with filth; indiscernible smears and clots of goo you would rather avoid. ~ -1 S #13502 End Chamber~ The sewer, though comparatively drier here than in other regions, still manages to give off a rather noxious odor. The usual canal of water has dwindled to little more than a small stream that grows as it heads south. With the decreased volume of water you can now tell that the central portion of the canals are about three feet deep, arcing upward to a mere one foot deep where the ledges end. To the north the tunnel dead-ends in a wall from which several pipes protrude. ~ -done (T) [Starshine] rooms need to be ogre sized (will do myself later if i have time) [Starshine] search pipes, get/take slime/moss ~ 335151108 0 5 0 D2 ~ ~ 0 -1 13501 10 10 5 E pipes 1 north~ The pipes seem to be the entrance from which a portion of the town's sewage is dumped into the sewers. Some of the pipes, lined with a lush growth of slimy mosses and molds, look relatively dry, indicating blockages that might explain a few of the more aromatic areas in the town above. A steady trickle of disgusting filth drips out of those pipes that are not so dry. ~ E canal stream 1 south~ The water runs down the center of the canal here, joining with a greater flow to the south. ~ 185 9 1509949540 3 0 -1 S #13503 In Sewage, Underwater~ The vile water is thick with the rot of sewage and you are unable to see anything beyond a few inches away. You try in vain to keep the sludge out of your nose and mouth, but it's a losing battle and you feel your stomach acids rising, heralding the coming vomit. ~ -done (T) [Calliope] Would like to see action here, indicating you're swallowing sewage not water. Somehow the generic unable to breathe underwater doesn't seem quite sufficient. [Talis] I know... wish I could make it undersewage instead of underwater [Starshine] acode for going up ~ 335151108 7 5 0 D4 ~ ~ 0 -1 13501 10 10 5 -1 S #13504 Sewer Passage~ The dirty side ledges are relatively dry with only the occasional bit of detritus or refuse lying in wait for you to slip on it. A pipe on the north wall dumps a steady stream of steaming sewage into the murky canal. Opposite it, jutting out of the south wall, another pipe is clogged with vile-smelling sewage and only rarely drops a semi-solid chunk into the waters below. ~ -done (T) [Rhen] add acode - you slip on the refuse [Starshine] acode search refuse/detritus/pipe - there really is nothing worth keeping. ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13509 10 10 5 D3 ~ ~ 0 -1 13501 10 10 5 E trash refuse~ Searching through the debris you find ragged scraps of tattered cloth and the occasional bit of wood, but overall you find nothing of use or interest. ~ E pipe 1 north 1 south~ The sewage is full of dark brown mud-like clumps and the occasional doughy white pieces. Nothing worthwhile though. ~ 199 9 1509949540 3 0 -1 S #13505 Small Storage Chamber~ This appears to be a narrow storage chamber of some sort. Ancient, rusty hooks set into the stone walls provided a place for brooms and traps to be hung when not in use. Though the stench of nearby sewers invariably permeates the air, this little room is decidedly less filthy than the tunnels beyond. In the heavy dust that covers the floor, the majority of the tracks belong to rats, confirmed moreover by the scattered rat pellets along the walls and dark corners. Set in the east wall, in shadows so deep you almost missed it altogether, is a steel-bound oak door with a rather solid look to it. ~ -done (T) ~ 335151108 0 5 0 D1 steel-bound oak door~ steel-bound oak door~ 391 -1 146 10 10 5 D3 ~ ~ 0 -1 13518 10 10 5 E 1 east door~ The door is made of strong oak planks bound in steel bands. Oddly, it shows no sign of wood rot; not even dust coats it. Although it has obviously been here quite a long time, the depth of the undisturbed dust on the surrounding floor indicates even the rats seem to avoid it. Someone went to a lot of trouble to keep it secure, further evidenced by the heavy iron lock set in the clasp to hold it shut. ~ E chair~ Once of stout oak timbers, the ancient chair must have been treated with care to have lasted this long in so caustic an environment. Now it is rotted, covered with mildew, and looks barely strong enough to hold even the bare bones of a dead man in place. ~ E hooks walls~ The walls, made of cut stone blocks, have several metal hooks placed at various heights to hold tools. Unfortunately the metal of the hooks long ago succumbed to the moisture in the rancid air and many have rusted down to nothing more than little nubs of disintegrating metal. ~ E pellets rats corners~ Rat pellets litter the floor along the walls and piled in the dark corners. Though never amounting to so many as to be able to hide anything worthwhile, the droppings are evidence of the large number of rats in these sewers. ~ A ~ ~ act_tochar( #dust, ch ); ~ E dust~ You stir up a small cloud of dust from the floor as you enter. ~ ! 1 0 15 A get search examine take~ droppings pellets~ act_tochar( #get, ch ); act_notchar( #rget, ch ); obj_to_char( oload( 3228 ), ch ); obj_to_char( oload( 3228 ), ch ); obj_to_char( oload( 3228 ), ch ); ~ E get~ You gather a few rat droppings to examine them. ~ E rget~ $n goes around collecting rat droppings. ~ ! 0 0 0 143 9 1509949540 3 0 199 9 1509949490 3 0 199 9 1509949540 3 0 -1 S #13509 Intersection Main~ The walkway ledges are about a foot above the dark, glassy water of the central pool. Oddly, the walkways are fairly clear, almost clean, of the detritus that fills the sewers elsewhere and the central pool is rather clear of the muck as well. It's almost as if someone, or something, is clearing away whatever filth ends up in this dark intersection of the tunnels. Wretched-smelling sewer passageways continue off in all the cardinal directions. ~ -done (T) [Starshine] acode leave down would be cool [Lansharra] ok, check follow down? or not supposed to follow down? [Lansharra] enter pool, enter down, etc. ought to work. swim down too i think. ~ 335151116 0 5 0 D0 ~ ~ 0 -1 13510 10 10 5 D1 ~ ~ 0 -1 13513 10 10 5 D2 ~ ~ 0 -1 13526 10 10 5 D3 ~ ~ 0 -1 13504 10 10 5 D5 ~ ~ 0 -1 13525 10 10 5 E pool water~ The water, though still dark and murky, is clear of the floating detritus. If you had to take a dip anywhere in the sewers, this would have to be the cleanest and probably best place to do it. The water is deeper here than in the surrounding rooms. ~ E ledges sewage~ The ledges which extend along the tunnel, emerging from the ribbon of sewage flowing here, are still filthy and dark, but on the whole much cleaner than elsewhere in the sewers. ~ A ~ ~ if( find_stat( ch, level ) > 90 ) end; if( mob_in_room( 190, find_room( 13516 ) ) ) { if( random( 0, 1 ) == 0 ) { if( random( 0, 1 ) == 0 ) { act_tochar( #pull, ch ); act_notchar( #pulled, ch ); transfer( ch, find_room( 13516 ) ); act_notchar( #apulled, ch ); } else { if( rflag( reset0, room ) ) { act_room( #all, ch ); mload( 189, room ); remove_rflag( reset0, room ); } } } else act_room( #nothing, ch ); } ~ E apulled~ @b$n is pulled down from above, a tentacle around $s leg. ~ E nothing~ @bYou sense movement under the pool's surface. ~ E all~ @bSomething below senses your presence and a tentacle rises above the surface. ~ E pulled~ @CA tentacle rises from the water and wraps around $n! With a last yelp of fear, $e is pulled under the pool's surface! ~ E pull~ @bA tentacle rises from the water and pulls you into the pool! ~ ! 1 0 63 A ~ ~ if( find_skill( ch, swimming ) > 0 ) { act_tochar( #char, ch ); act_notchar( #room, ch ); transfer( ch, find_room( 13525 ) ); act_notchar( #arr, ch ); } else act_tochar( #no, ch ); ~ E char~ @CYou slip into the pool and swim down. ~ E room~ @C$n takes a breath and jumps off the edge down into the pool. ~ E arr~ @C$n comes swimming down from the surface. ~ E no~ The moving waters would be too great for you to fight, lacking any ability to swim at all. ~ ! 3 0 32 -1 S #13510 Sewer Passage~ The sewage burbles by in its never ending deluge just below the lip of the walkway ledge. Though the dank tunnel air is permeated by the endless chitterings, scrapings, and scream-like squeals of the local wildlife, this tunnel is surprisingly devoid of activity. The smaller insects are still around, but you see no sign of the common rats and small animals that dwell down here. ~ -done (T) [Starshine] acode insects buzz about your head, small insect takes a nip at you (slight damage) ~ 335151116 0 5 0 D0 ~ ~ 0 -1 13511 10 10 5 D2 ~ ~ 0 -1 13509 10 10 5 E insects~ Dark-shelled cockroaches and several insects you can't even name skitter about at your approach. Most profuse of all is an odd little critter with a shiny black carapace and long spindly black legs that can be seen jumping from lump to lump atop the sewage. ~ -1 S #13511 Sewer Passage~ Two pipes face each other out of the eastern and western walls, carrying sewage into this murky canal. A distinct lack of animal life is readily apparent by the lack of their spoor or tracks. Strange wispy streamers hang down from the ceiling, clinging delicately to the walls and pipes and a multitude of little hard-carapaced strange black insects caper up and down the strands. The whitish strands seem thicker to the north. ~ -done (T) [Starshine] acode climb/enter pipe - much too small [Starshine] acode search pipe - too disgusting [Starshine] touch/get/take streamers/web - load insects which attack? (cockroaches?) [Starshine] or one of those creatures loaded north? [Starshine] or just message "insects scurry away as you disturb the strands"? sometimes, get a piece of web? [Starshine] acode leave north - Break many sticky strands as you walk north? ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13512 10 10 5 D2 ~ ~ 0 -1 13510 10 10 5 E wispy streamers 1 up insects ceiling~ A strange, sticky white substance like some sort of odd web. They extend up into the darkness of the vaulted ceiling where they meet much thicker strands. Among the shifting shadows you can make out a flurry of movement from even more of the black insect things. ~ E pipes 1 east 1 west walls~ The pipes face each other from either side of the foul canal and are currently mostly dry. Though an ever-present sludge hangs perpetually on the verge of falling off the pipes' rims, it somehow remains intact, only occasionally dripping filth into the murky waters. The pipes are each no larger than a few scant inches across and are far too small for even a young goblin to fit in. ~ -1 S #13512 Passage End and Lair~ Thick white strands of sticky web-like material hang in dense sheets around this dead-ended tunnel. You can't move without several strands attaching themselves firmly to you and pulling against your movements. Fortunately they break fairly easily under your pull and you easily escape each time you are ensnared. A few pipes exit from the wall in various places, but most are clogged with an excess of the sticky white material. ~ -done (T) [Rhen] extra up - coating "the" entire..... [Starshine] acode leave south - Several strands brush against you, breaking, as you leave south. [Starshine] acode search pipes - refer to previous acodes in other rooms. [Starshine] consider removing the break easily line from rdesc and adding an acode random chance of being webbed when you enter room. [Starshine] web should reset in room ~ 335151108 0 5 0 D2 ~ ~ 0 -1 13511 10 10 5 E 1 up~ Though dark, you can make out the massses of white web-like material coating the entire ceiling giving it an surreal appearance like a snow-covered landscape. ~ E webs wispy strands sheets material~ Amidst the strands you see several lumps bound in white, each about the size of a rat and some larger. Higher up, near the ceiling, you see a much denser area which completely obstructs view. A layer of some kind perhaps, though you can not reach it to be certain. ~ E pipes walls~ Two of the larger pipes, each about four inches across, still ooze a thick sludge into the putrescent water of the canal. The remaining pipes are all sealed by the white web-like substance preventing anything more than smell from coming out. The backed up sewage, left to rot in place for so long gives this region of the sewers an even more wretched smell than most other sections. ~ 187 137 1509949540 3 0 -1 S #13513 Sewer Passage~ The mire-stained walkway ledges are a few inches above the dark filth of the sewage water. A collection of debris, almost a dam of sorts, seems to have gathered on the western section of the canal before it enters an intersection, as if something had pushed or pulled it back into a single mass. Small rats and countless insects gather and scavenge over the floating offal. ~ -done (T) [Starshine] acode search collection/debris/mass/trash - it's all trash. nothing worth keeping? [Starshine] acode 1: why the (long) wait? [Rhen] i like the long wait, that way only shows up if someone stops and rests in this room and might frighten them ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13514 10 10 5 D3 ~ ~ 0 -1 13509 10 10 5 E rats insects~ Cockroaches, rats, and even the occasional lizard scatter at your approach. These lesser denizens of the sewers, scavengers and small-time hunters, are too quick for you to catch in this, their home territory. ~ E offal trash debris~ The collection is made up of all sorts of foul-smelling debris that includes everything from decaying leaves to the ashy, gray-blue of ragged, bloated flesh. Amid the litter you see bits of old dolls, toys, and clothes. It seems that anything unwanted in Medienne may end up down here at some point. ~ A ~ ~ wait( random( 2, 6 ) ); i = random( 1, 3 ); if( i == 1 ) act_tochar( #ripple, ch ); else act_tochar( #ripple2, ch ); ~ E ripple2~ The murky water parts slightly on the surface in a V-shape as rats and lizards scatter at your approach. ~ E ripple~ The murky water parts slightly on the surface in a V-shape as something large approaches you rapidly then submerges out of sight before you can identify it. ~ ! 1 0 10 -1 S #13514 Sewer Intersection~ You are in a large junction chamber where three foul sewage tunnels converge. Where the morass of the sewage canals meet, a large, oddly calm pool forms. The ever-present sound of dripping water comes out of the tunnels and echoes eerily off the high, vaulted ceiling seeming more ominous for its repetition. ~ -done (T) ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13515 10 10 5 D2 ~ ~ 0 -1 13518 10 10 5 D3 ~ ~ 0 -1 13513 10 10 5 D5 ~ ~ 0 -1 13516 10 10 5 E pool~ The viscous pool looks still despite the continuous influx of more sewage, demonstrating that it is probably quite deep. Floating atop the foul water you see waste, rotting food, bloated corpses, and some things you can't even identify. ~ E corpses~ A few of the corpses appear to be dead rats, but most of the others are ether too rotted or bloated to identify. Most seem to be partially eaten or gnawed upon. ~ A ~ ~ act_tochar( #down, ch ); act_notchar( #rdown, ch ); continue; ~ E down~ You dive into the vile murk of the dark morass, its dark ooze filling your eyes and nose with a burning sensation. ~ E rdown~ $n jumps into the vile morass of sewage and disapears from view scant inches from the surface. ~ ! 3 0 32 199 9 1509949540 3 0 -1 S #13515 Sewer Dead End~ The passage abruptly dead-ends to the north where several pipes jut out from the stone walls to empty into a small pool. The stench from the vile, semi-solid liquids is almost overwhelming, collecting at the fringes of the pool before eventually washing away down the southern canal. Two clogged pipes, close together, provide a wider than usual area clear of moist debris where you might be able to rest for a moment, provided you can stomach the stench. ~ -done (T) ~ 335151108 0 5 0 D2 ~ ~ 0 -1 13514 10 10 5 E pool~ The grimy pool is a basin for the sewage pipes to empty into. It is only a few feet deep at its center but it is filled with an abominal amount of blackish-brown sludge that wreaks of unclean decay and rot. ~ E pipes~ Most of the pipes here emit a more or less steady drizzle of sludge, though a few give off only an occasional drip and nothing more. From the pipes with a less voluminous outpour of sewage, the skitter of small rat feet can be heard as they trundle along on their unseen errands. ~ A search~ pipes~ if( rflag( reset1, room ) ) { i = random( 1,10 ); if( i < 3 ) { obj = oload( 122 ); act_tochar( #found_item, ch, obj ); act_notchar( #found_rmitem, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } act_tochar( #nothin, ch ); act_notchar( #rmnothin, ch ); ~ E found_item~ @GYou search inside the pipes, and your hand closes on something small.@n ~ E found_rmitem~ @$n pokes around in the pipes.@n ~ E nothin~ @GYou search the pipes, but find nothing.@n ~ E rmnothin~ @G$n pokes around in the pipes.@n ~ ! 0 0 0 199 9 1509949465 3 0 -1 S #13516 Sewage Pool Bottom~ The rancid sludge that passes for water is thick with sewage, making sight almost impossible. The mire gets in your eyes, nose and mouth, numbing your senses, causing a burning sensation wherever it touches bare skin. Now is probably not a good idea to start thinking about all the diseases spawned in such environs. ~ -done (T) [Calliope] last line could be changed.. a little weak. [Starshine] acode for going up ~ 335151172 7 5 0 D4 ~ ~ 0 -1 13514 10 10 5 E water sludge sewage mire~ The water here is extremely cloudy and filled with dissolved dirt and other detritus. ~ A scan~ ~ act_tochar( #no, ch ); ~ E no~ The caustic fluids burn your eyes mercilessly making it hard to see very far at all. ~ ! 0 0 0 188 9 1509949540 3 0 -1 S #13518 Sewer Passage~ The malodorous scent of raw sewage accompanies the steam rising off the foul rot that floats in the murky waters. The walkway ledges, as grimy as ever, line either side of the north-south running canal, providing the only relatively safe place to travel short of swimming through the filth. A narrow, arched opening in the eastern wall yields entrance to what might have been a maintenance storage area for whatever once worked down here. ~ -done (T) ~ 335151108 1 5 0 D0 ~ ~ 0 -1 13514 10 10 5 D1 ~ ~ 0 -1 13505 10 10 5 D2 ~ ~ 0 -1 13519 10 10 5 E 1 eastern archway opening entrance storage area~ The archway set in the wall is a mere two feet wide and a good five feet tall, but the stone craftsmanship shows that it is far from an accidental breach or collapse of the chamber wall. If the people of Medienne once payed someone to work down here, what lies beyond looks like it would be the perfect place to store tools and spare rat traps while not in use. ~ -1 S #13519 Sewer Passage~ The stench of the sewers so thoroughly permeates the air that the odor of rot is the only thing that fills your olfactory senses. Two pipes, one in the east wall and one in the west, spill a steady trickle of steaming ooze into the basin of the canal, adding to the stomach-churning odor. Along the western wall someone has drawn images on the wall in what looks like blood. ~ -done (T) [Starshine] acode search pipes ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13518 10 10 5 D2 ~ ~ 0 -1 13520 10 10 5 E pipes~ The pipes, rusted and rimmed with a foul ichor, are no larger than five inches wide at the mouth. A steady, sickly grey-green ooze trickles out of the western pipe, while the eastern one yields forth a steadier stream of dark brown, almost black, slush with an occasional chunk or two in it. ~ E images blood~ The images, formed of a dry, ruddy-brown medium that is thick enough to flake away in places, depict a gruesome mosaic. The artwork is in the inexpert hand of an amateur with misproportioned humanoid forms shown in various stages of injury. One that could only be an elf, due to the extremely oversized pointed ears, is laying on its side, an arm inches away from its body. Several other humanoid forms lay torn limb from limb or crumpled in heaps. Surrounding the scene everywhere, are hundreds of bloody rats, always shown biting or tearing at the torn and maimed corpses. Looming over the gruesome scene, is a single, large ratlike figure standing on hind legs, human hands plainly seen. The creature's head is a nightmare mix of rat and man, seeming to watch over the scene with malicious satisfaction. ~ E basin canal~ The canal basin runs north-south with liquid oozing in from the north to be augmented by the flow from the pipes before continuing on southward. ~ E 1 west~ A pipe protrudes from the west wall, dumping a trickle of greenish sewage. Gruesome images cover the wall about the pipe, images which are quite violent. ~ E walls~ A pipe protrudes, one each, from the western and eastern walls, each dumping sewage into the canal. Upon the western wall are ruddy-brown images, devastatingly gruesome. ~ -1 S #13520 Sewer Intersection~ The rotting morass oozes along with a prominent gurgling sound overlaid by the constant drip of viscous fluids falling into it from nearby pipes. More thick sludge constantly arrives from the northern and southern canals to pool here before continuing its journey out the larger western canal. At times the torrent from the north increases suddenly, as if a large runoff suddenly broke free of a blockage. Occasionally, it threatens to overflow the lip of the narrow ledge that provides the only safe haven from a dip in the putrescent waters. ~ -done (T) [Starshine] extra 3: not quite sure in which direction the angle is, but if enough, perhaps a leave room code - go up the incline? (and down when coming into this room or west)? [Starshine] search morass/ooze? [Starshine] acode 1: maybe i'm reading this wrong, but doesn't it seem to say, if no one in this room and mob down, then print message? (yes i know message prints. seems wierd to me :P) like function's working backwards. [Starshine] acode leave down would be cool ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13519 10 10 5 D2 ~ ~ 0 -1 13523 10 10 5 D3 ~ ~ 0 -1 13524 10 10 5 D5 ~ ~ 0 -1 13521 10 10 5 E morass ooze sewage water~ The sewage is a sickly brown-black color with the occasional oily slick green rivulet running through it. Bits of slimy debris, perhaps cloth or moldering wood so decayed it is nothing more than loose pulp, bobs to the surface after being dumped into the pool from the northern or southern canals. ~ E pipes~ Though it is hard to tell for certain in the dark recess of the ceiling, it appears as if there are no pipes to be found here. The ever-present trickling sound of sewage dripping out of pipes must be coming from other pipes further up the various tunnels. ~ E 1 north 1 south~ A sewage tunnel terminates in a connection with this chamber where the steady sluice of sewage drops a few inch to keep the flow going in the proper direction. The walkway ledge angles up sharply in that direction to compensate for the sudden change in elevation for the canals. ~ E 1 west~ A sewer tunnel considerably larger than the ones to the north and south provides a means of escape for the never ending build-up of sewage. The loud squeals of rats echo down the wide tunnel, their exact location a mystery in the darkness ahead. ~ A ~ ~ if( !rand_player( find_room( 13520 ) ) ) { if( mob_in_room( 400, find_room( 13521 ) ) ) act_tochar( #bubble, ch ); } ~ E bubble~ @y There is a thick burbling sound and slow ripple in the sewage as something submerges with your arrival. ~ ! 1 0 31 -1 S #13521 In Sewage, Underwater~ Several sizable chunks of trash float about in the dark waters that are, at best, little more than opaque. The caustic liquids burn your unprotected nose and eyes making the swim just about unbearable. At least while under the water you don't have to deal with the stench, though the idea of which is worse, the stench or the burning and choking sensation is a matter for personal decision. ~ -done (T) [Starshine] acode 2: add command get/take and target bits/corpses [Starshine] acode for moving up ~ 335151172 7 5 0 D4 ~ ~ 0 -1 13520 10 10 5 E trash garbage~ Floating about at various levels in the dark filth is trash of every available kind. Most notable though would probably be the bloated corpses or bits of corpses. ~ E corpses~ Most of them seem to be rats though a sufficient number are humanoid to suggest that the sewers may be a common dumping grounds for murderers. ~ A scan~ ~ act_tochar( #no, ch ); ~ E no~ The sewage burns your eyes as you try to peer through the thick sludge. ~ ! 0 0 0 400 137 1509949530 3 0 -1 S #13522 Huge Sewage Pool~ You are in a huge chamber within the sewers, the largest you have seen thus far. The vitriolic sludge of the sewer arrives from the four adjoining tunnels with a variety of gurgling, hissing and even popping sounds making this a decidedly nasty place to take a dip. A yellow-green steam slowly rises up out of the thick mire and wafts upward toward a ceiling obscured by a miasma of foulness that has taken refuge there. Fortunately, for those who have no desire to stay here longer than they absolutely must, someone long ago built four rather sturdy stone bridges that arc across each of the four canal mouths, connecting all the ledges and allowing egress in all directions. ~ -done (T) [Starshine] acode leave down would be cool [Steele] agress ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13527 10 10 5 D1 ~ ~ 0 -1 13524 10 10 5 D2 ~ ~ 0 -1 13529 10 10 5 D3 ~ ~ 0 -1 13531 10 10 5 D5 ~ ~ 0 -1 13528 10 10 5 E pool sewage sludge much mire morass 1 down~ The putrid murk of the sewage is only parallelled by its caustic smell. Frequently, odd shapes break the surface, shapes with hard angles or rounded edges unidentifiable under the layers of thick muck that slowly but never completely ooze off of them before they are pulled back under by the slow, shifting currents. Circular spatter marks form where bubbles, some measuring several inches across, rise from the deep only to pop and release the vile stenches they hold. ~ E ceiling 1 up~ The ceiling is obscured in a roiling chartreuse effluvium that hovers menacingly above diffusing whatever light is available into a soft haze beyond which lies impenetrable darkness. The actual ceiling is lost somewhere beyond the shifting mass. ~ E bridges~ The bridges provide access across each of the four canals that drop a seemingly endless supply of raw sewage into the large collection basin. Though littered with slimy debris, the bridges look far safer than the alternative choice of a swim. Even the rats seem to be avoiding a dip in the wretched stuff, sticking instead to the high walkways. ~ E steam yellow-green~ It rises slowly off the dark morass of the sewage basin, like the tendrils of some demon of a dark abyss slowly reaching out to grasp you and destroy you. Granted, if you were to get stuck here the stench just may succeed in that task over a span of many years as slowly and maddeningly as any tormented spirit focused on your demise could ever wish for. ~ 199 9 1509949490 3 0 -1 S #13523 Small Chamber~ The stench of rot and decay is overwhelming in this far corner of the sewers where air circulation is almost non-existent. A single pipe in the eastern wall oozes a thick grey ichor into the shallow basin of sewage canal where it accumulates and flows northward into a connecting chamber. The walkway ledge arcs around from the eastern edge to the western edge of the basin and encircles the basin to the south. The eastern and the western walls, as well as the walkway, are covered by the usual accumulation of odd detritus that has washed up over the rim of the pool. ~ -done (T) South of here is not sewers. [Starshine] room extra 3 (sewage) second sentence unclear [Starshine] acode random slip on ooze? [Starshine] acode search/get/take detritus/chunks? [Snog] look basin has the word eventualyl instead of eventually ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13520 10 10 5 D2 mortared wall~ ~ 431 -1 3802 10 10 5 E 1 west 1 east walls~ Gore and slime are spattered across the walls in odd and sometimes nearly impossible to understand configurations. Some of the stains, near the ceiling mostly, look like someone would have had to work at them to get them so thoroughly ground in. ~ E pipe~ The narrow, three-inch pipe juts out from the eastern wall, though a rusted-through hole in its base causes it to spill most of the dark-grey ichor out over the walkway before it slides thickly into the morass of the sewer canal. A sufficient quantity of the slime oozes out to insure that at least a steady stream manages to pour from the pipe's intended edge as well as the broken area from which most of it falls. ~ E 1 down basin sewage~ The sewage rests in a shallow basin where it accumulates before continuing on to join the rest of the sludge. Though it is hard to tell beneath the far from clear liquid, you would estimate from the area covered by the steady trickle that it is no more than a foot and a half, perhaps even two feet deep at the center. The odd, greyish chunk that manages to clear the pipe lands heavily amidst the sewage then slowly dissolves into the same swirling mass that eventually moves on. ~ E walkway ledge~ The ledge is pretty evenly covered with dark stains and fresher grey spatterings. The eastern side, directly under the pipe, is covered in a thick, viscous slime that seems to be replaced by the liquid from the broken pipe as quickly as it manages to trickle away. ~ A look~ 1 south~ if( is_open( room, south ) ) act_tochar( #open, ch ); if( !is_open( room, south ) ) act_tochar( #closed, ch ); ~ E open~ The south wall is cleaner and apparently newer than the other walls. The neat mitering done in the corners is absent there, although the craftsmanship is excellent, perhaps better even than the standard sewer walls. Currently a door-like section of thick stones stands ajar revealing a portal that would be essentially invisible if it were closed. ~ E closed~ The south wall is cleaner and apparently newer than the other walls. The neat mitering done in the other corners is absent there, although the craftsmanship is excellent, perhaps better even than the standard sewer walls. Perhaps the natural sewer walls beyond this point caved in and this was placed to shore up this section. Perhaps this is the sight of some ancient tragedy where some valiant hero was defeated and walled forever into a concealed tomb beyond. Either way, there appears to be no way of bypassing the obstruction short of getting a crew down here to tear it apart with hours of hard labor. ~ ! 0 0 0 A ~ ~ if( race( ch ) == goblin ) end; if( race( ch ) == troll ) end; if( race( ch ) == orc ) { if( random( 1, 3 ) == 1 ) end; } act_tochar( #sick, ch ); act_notchar( #rsick, ch ); ~ E sick~ The fumes overcome you and you wretch violently, adding to the vile sewage in the basin. ~ E rsick~ $n's face pales noticeably then, suddenly, they wretch loudly, adding to the vile sewage in the basin. ~ ! 4 300 0 199 9 1509949540 3 0 -1 S #13524 Sewer Passage~ The dirty side ledges are relatively dry with only the occasional bit of detritus or refuse lying in wait for you to slip on it. A pipe on the north wall dumps a steady stream of steaming sewage into the murky canal. Opposite it, jutting out of the south wall, another pipe is clogged with vile-smelling sewage and only rarely drops a semi-solid chunk into the waters below. ~ -done (T) [Starshine] not sure you need the extra rats [Starshine] acode search/enter pipes, search detritus/chunks/sewage ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13520 10 10 5 D3 ~ ~ 0 -1 13522 10 10 5 E rats~ Dirty little creatures. You can't even see what their original color might have been under the caked on filth. They seem timid enough now, but maybe you shouldn't lay down. ~ E detritus trash~ Mostly the clutter takes the shape of unidentifiable masses encases in a thick sludge surrounded by trailing spatter marks. Occasionally something is identifiable and turns out to be things like rotting apple cores or, frequently, severed limbs or body parts exposing decaying bones. ~ E pipes~ Which one? The one on the north wall or the one on the south wall? ~ E 1 north~ The pipe is forged of thick metal showing definite signs of rust. At its end, the mouth flares a bit to a gaping five inches wide from which pours a steady stream of foul-smelling liquid laden with frequent chunks of flotsam. ~ E walls~ Simple cut stone, not completely smooth but well laid to last a very long time. A single pipe sticks out of the north wall and another out of the south. ~ E 1 south~ The pipe in the wall is made of a solid, rust-coated metal and appears made to last for a long time before needing to be replaced. A nearly solid mass has plugged the mouth entirely allowing an infrequent dripping to seek through the gelid mass. Once in a great while the seeping water seems to loosen the mass enough carry a portion of the sludge away into the canal below, allowing space for more sludge to build up in the pipe. ~ E sewage waters canal~ The sewage moves along westward at a slow pace as it delivers its foul cargo to an adjoining chamber. ~ E 1 west 1 east~ A forbidding darkness awaits in that direction concealing what lays beyond. ~ A ~ ~ if( random( 1, 3 ) == 1 ) { wait( random( 2, 5 ) ); act_room( #bat, ch ); } ~ E bat~ A thin shriek echoes through the tunnels, as a bat takes flight in the wake of your disturbance. ~ ! 1 0 10 -1 S #13525 Under the Pool's Surface~ In the murky water you only see an occasional bit of trash or the odd, ragged chunk of decaying flesh float by. Though cloudy, the water remains oddly fairly clean for being in a sewer. Something has obviously worked at removing the detritus from the water, though where it would put it is a mystery yet. On the floor of the pool, the smooth stones are broken and disheveled showing the muddy earth below. ~ -done (T) [Starshine] room desc/extras implies mass of thorns is underground. acode to have mass jump out if it pulled someone in here, else people have to dig/search the ground for it? [Starshine] acode for going up ~ 335151172 7 5 0 D4 ~ ~ 0 -1 13509 10 10 5 E bottom 1 down stones muddy earth~ You stir up a small cloud of silt as you examine the rocks. It appears as if something big decided to dig down a short ways through the stonework of the sewer, perhaps to find a secure purchase at the bottom of the pool. ~ E trash flesh~ The water is less fouled here than elsewhere, presumably due to a lower influx of trash as something has kept it at bay for so long. At the periphery, where the rest of the sewer system connects, the detritus increases in volume and the occasional stream of muck starts to dilute as it mixes with the relatively cleaner water. ~ 190 9 1509949540 3 0 120 49 1509949540 -2 0 -1 S #13526 Sewer Main~ The sewage canal, lined on either side by narrow, mire-spattered ledges, is wide, measuring six feet across from western wall to eastern. Rusty pipes set in either wall contribute an interesting conglomeration of water and other garbage, creating a murky, foul-smelling sludge, which flows south. The water entering the canal from the north, though cloudy and filled with decidedly unwholesome looking flotsam, looks strikingly clear for what you might expect to find in the heart of a large city's sewers. ~ -done (T) ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13509 10 10 5 D2 ~ ~ 0 -1 13527 10 10 5 E creepy crawly insects things~ Small critters with shiny black carapases and long spindly black legs. While a few are quite obviously alive, jumping from flotsam bit to flotsam bit, most appear dead as they float still and curled into little balls on the water's surface. ~ E flotsam~ The flotsam consists primarily of waste products, dead rats, and mostly dead insects. A few of the creepy crawly insect-like things do seem to be alive as they hop about on the surface of the gruesome mire. ~ E canal basin water~ The sewage coming in from the north is decidedly cleaner than the sewage that leaves southward. Even at its clearest point the sewage remains, at best, an opaque grey-brown viscuous liquid that reaks of rot and decay. The effluence from the pipes often steams and hisses as it contacts the main sewage stream, clouding it further and thickening the dark morass. ~ E pipes 1 west 1 east~ A rust-rimmed pipe set in the eastern and western walls are each angled downward to rest mere inches above the slow-moving sewage. Fortunately this does wonders to keep splashing to a minimum as raw sewage enters into the basin. A particularly good thing when you see how the incoming sewage hisses and sizzles when it contacts the main stream. ~ E 1 north 1 south~ The darkness of the unlit sewers makes it difficult to see very far. ~ -1 S #13527 Sewer Main~ The thin ledge that prevents the necessity of wading through the sewage canal is almost completely covered in a dried ooze and it is obvious that it frequently, if not regularly, overflows the rim of the canal. The thick mire is less than an inch from overflowing the bounds even now and occasionally spatters up over the rim even as you observe it. A single pipe sticks out from the eastern wall slowly dripping a vile black ooze into the already thick sewage. ~ -done (T) [Rhen] wait code - add a wait code so as to amplify the carfulness with which they must travel. [Starshine] acode 1: can get/search bulk/pipe be a separate action, for those that want to do it? ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13526 10 10 5 D2 ~ ~ 0 -1 13522 10 10 5 E sewage canal~ The sewage consists primarily of a dark, nearly black viscous liquid littered with a large amount of floating debris both solid and semi-solid. The occasional bit of fresh trash winds up in the mire revealing a bright touch of color to this otherwise dreary realm until it too is sucked under to be coated in the thick, dark ooze. ~ E ledge walkway rim ooze~ The ooze-spattered walkway looks narrow in comparison to the wide canal of sewage that nearly overflows its basin. The ledge, though slick, looks like it could be safely navigated if you kept one hand on the wall for support. ~ E 1 west~ You see the western wall, a mass of large rough-cut stones carefully layed and mortared into place. Dark stains are smeared across the wall in random patterns that seem to hold no signifigance. ~ E stains patterns~ A dark smear here, a bloody stain there. Looks like your typical sewer stains. In retrospect, wouldn't it be even odder if the walls of a sewer were pristine and clean? ~ E 1 north 1 south~ The darkness of the unlit sewer tunnels stretches out before you, only the gurgle of moving sewage yielding any information about what lays ahead. ~ A look~ 1 east pipe~ if( rflag( reset0, room ) ) { act_tochar( #look, ch ); remove_rflag( reset0, room ); wait( 3 ); act_tochar( #get, ch ); act_notchar( #rget, ch ); wait( 1 ); act_tochar( #found, ch ); wait( 2 ); act_tochar( #found2, ch ); act_notchar( #rfound, ch ); obj_to_char( oload( 3177 ), ch ); } else act_tochar( #empty, ch ); ~ E look~ The pipe in the eastern wall is rimmed with the same viscous black ooze that slowly drips from it. Though there seems to be no blockage, whatever greasy sewage it leaks into the canal must not come from any place in great volume. A slight bulk further into the pipe shows something is jammed further in. ~ E get~ You reach into the pipe and withdraw whatever was concealed within it. ~ E rget~ $n reaches $s arm into the pipe and withdraws something. ~ E found~ You hold the soft object up to inspect it only to find your are holding a little doll by the leg... no wait.... ~ E found2~ It's no doll! It's the sewage-besmirched corpse of a dead sprite you're holding by one leg, its other leg, arms, and head hanging limply earthward, dripping a dark slime. ~ E rfound~ $n has withdrawn a small doll-like shape that drips with dark ooze from the pipe. ~ E empty~ The pipe in the eastern wall is rimmed with the same viscous black ooze that slowly drips from it. Though there seems to be no blockage, whatever greasy sewage it leaks into the canal must not come from any place in great volume. ~ ! 0 0 0 -1 S #13528 Under the Huge Sewage Pool~ The vitriolic sewage is dense and painful to the eyes but after several blurry moments of looking you manage to get an idea of the surroundings. As your eyes adjust to the foul ichor you can vaguely make out the deep, wide basin. The bottom and walls, unlike the tunnels above, are not lined with cut stone but rather with muddy silt through which the liquid slowly filters back into the earth. ~ -done (T) [Starshine] hmm...should acode 1 sometimes load a smaller version of the bloodworm? baby worms? [Starshine] acode for moving up ~ 335151172 7 5 0 D4 ~ ~ 0 -1 13522 10 10 5 E 1 down bottom walls dirt~ Strange plants that look something like seaweed have begun to grow in the nutrient-rich sewage and has taken hold in vast colonies across the silty bottom and earthen walls. Amid the plants strange little worm-like creatures weave in and out feeding on the chunks of detritus that settle among the plants. ~ E worms worm-like creatures~ The small worm-like creatures seem to pulse and writhe, moving their way among the plants. Their dark, fleshy skins do much to hide them against the backdrop of the mire and you now see their are many many more than you first realized. Whenever you get close enough to see them any better they scatter away raising small clouds of silt to hide their escape. ~ A 1 look~ plants seaweed~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); i = random( 1, 10 ); if( i == 1 ) { act_tochar( #found, ch ); act_notchar( #rfound, ch ); obj_to_char( oload( 14 ), ch ); act_tochar( "You found something! A rusty silver coin!", ch ); end; } if( i < 4 ) { act_tochar( #found, ch ); act_notchar( #rfound, ch ); obj_to_char( oload( 12 ), ch ); act_tochar( "You found something! A rusty copper coin!", ch ); end; } } act_tochar( #plants, ch ); act_notchar( #found, ch ); ~ E plants~ The small colonies of sickly grey-green plants seem to thrive in the thick beds of dark sludge digging roots deep into the mire. They wave back and forth in the slow currents unharmed by the caustic fluids. ~ E found~ The small colonies of sickly grey-green plants seem to thrive in the thick beds of dark sludge digging roots deep into the mire. They wave back and forth in the slow currents unharmed by the caustic fluids. Amidst the plants a faint shimmering draws your attention. ~ E rfound~ $n swims through the sewage to examine the strange seaweed-like plants. ~ ! 0 0 0 A scan~ ~ act_tochar( #no, ch ); ~ E no~ The vitriolic soup of the sewage burns your eyes as you attempt to peer out of it making it near impossible to see at all let alone clear out of the sewage itself. ~ ! 0 0 0 191 9 1509949540 3 0 -1 S #13529 Huge Sewage Pool~ The sewage in the canal begins as a viscous trickle where it comes out of various pipes in the wall and falls to the basin before gurgling along northward. The canal tilts upwards to the south, but no trickle of filthy sludge comes from that direction. In fact, the canal here is almost clean compared to the rest of the sewers. Obviously, no sewage has come from the south in a long time. Perhaps that gentle @ggreen@n glow coming from there has something to do with it? ~ -done (T) [Starshine] is there a reason why flies are sentinel? would make sense for flies to be in the sewers...let them wander? [Starshine] acode leave south - indicate the change in terrain from garbage to moss? ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13522 10 10 5 D2 ~ ~ 0 -1 13530 10 10 5 E sewage basin canal~ It's a sickly brownish sludge that moves along slowly, the liquid seeping out faster than the semi-liquid, semi-solid chunks that seem to be coagulating in small mounds. It appears that eventually the mounds build up until they form a small dam which eventually breaks under the strain of liquid and is washed away to begin the cycle anew. The buzzing of sewer flies is quite strong in this mired ecology. ~ E pipes 1 west 1 east~ Several pipes measuring anywhere from one inch to five inches across intermittantly spill slow trickles of viscous sludge into the basin. A few pipes appear blocked at some point as nothing comes out, but the majority seem to be in working order. ~ E 1 south~ A gentle glow comes from further along the southern tunnel like the eerie glow of foxfire at night. Despite your careful observations the glow is too subtle at this range to see much, though it does seem that the glowing comes from the walls ahead. ~ E 1 north~ The heavy gurgling of a large amount of sewage being dumped into a deep basin is easy to perceive over the constant drone of sewer flies dwelling here. The tunnel widens some before it disapears into the darkness ahead concealing whatever may be laying in wait. ~ 518 9 1509949540 3 0 518 9 1509949540 3 0 518 9 1509949540 3 0 -1 S #13530 End Chamber~ The walls and floor are almost completely concealed by a dense, slime-ridden phosphorescent growth. The cut stonework walls of the room show through in only a few places where the dripping growth has yet to spread. Even the ceiling is nearly obscured by the stuff as teardrop-shaped bulges hang from tendrils never quite managing to drip off. If there were any pipes leading into the shallow basin they have long since corroded away and been covered over by the unusual growth. ~ -done (T) [Starshine] delete the first acode since there's no garbage/piles in this room and the slime has the circlet? ~ 335151117 0 5 0 D0 ~ ~ 0 -1 13529 10 10 5 E walls floor stonework~ What little stone showing indicates that this was once nothing more than another of the many sewage tunnels. It seems that the phosphorescent growth has taken over now though. ~ E basin sewage~ The shallow basin meant for sewage conveyance seems to get deeper as it heads northward, out of the room, as if it would lead the sewage away from this place in that general direction. Instead of sewage it is filled with the glowing moss that has overrun this section of the sewers. ~ E 1 north~ The glow of the moss does little to aid your night vision, so the darkness ahead remains a mystery. ~ E 1 east 1 west 1 south~ A phosphorescent slime conceals the walls beyond. ~ E phosphorescent~ Phosphorescent means it glows. ~ E growth slime-ridden teardrop bulges~ The odd growth seems to give off an eerie green glow of foxfire casting the room in a gentle light from all directions and leaving no shadows. It seems something like wet seaweed cast up on shore, though there is no water here to support it. A viscuous fluid coats the short tendrils and almost seems to be flowing slowly over the sickly plant growths despite the edicts of gravity. The glow seems to be coming from the ooze more so than the plants. ~ E 1 up ceiling teardrop bulges~ Short strands of the strange plant growth hang down from the ceiling coated in a thin, phosphorescent mucous-like slime. The slime collects in large teardrop-shaped bulges that glow like small balls of light, but never manage to fall to the ground. ~ A search~ sand pile garbage~ if( rflag( reset0, room ) ) { act_tochar( #find, ch ); act_notchar( #rfind, ch ); obj_to_char( oload( 2114 ), ch ); remove_rflag( reset0, room ); } else { act_tochar( #fail, ch ); act_notchar( #rfail, ch ); } ~ E find~ You search the sand, finding a circlet of gems! ~ E rfind~ $n searches the sand and finds something valuable. ~ E fail~ You search the sand but come up empty handed. ~ E rfail~ $n searches the sand, finding nothing. ~ ! 0 0 0 A get cut destroy~ plant seaweed moss mold slime growth~ act_tochar( #going, ch ); act_notchar( #rgoing, ch ); wait( 1 ); act_tochar( #ouch, ch ); act_notchar( #rouch, ch ); i = 2d2+1; dam_message( ch, i, "The phosphorescent slime from a plant" ); inflict_acid( ch, mob, i, "acidic slime" ); ~ E going~ You do your best to rip out a few chunks of the strange plant growth. ~ E rgoing~ $n leans over and starts to pluck at the strange plant growth. ~ E ouch~ You smell something burning and notice the phosphorescent ooze has begun to burn through your clothing and gear where it contacts it. You manage to pull away before more than a bit gets through any protective layers and begins to burn you. ~ E rouch~ $n reaches into the strange luminescent growth then pulls $s hand back suddenly and a burning scent fills the room. ~ ! 0 0 0 192 9 1509949540 3 0 2114 17 1509949520 -1 0 -1 S #13531 Sewer Passage~ Narrow ledges line the north and south walls on either side of the putrid sewer canal, though the southern walkway has a break where it has begun to crumble away. A pipe in the south wall drops a steady trickle of thick brown ooze into the sewage canal where it falls with a heavy slapping sound spattering sewage everywhere. Even the walls near the ceiling are marked by the random spatterings of the fresh sewage. The tunnel continues on east and west into darkness. ~ -dne (T) [Starshine] red 5 (walkway) : last sentence - not sure i understand it. re-word? [Starshine] acode search pipe [Starshine] acode search sewage - monster jumps out? or not? ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13522 10 10 5 D3 ~ ~ 0 -1 13532 10 10 5 E 1 east 1 west~ The total darkness of the sewer tunnels provides no interesting sights in that direction. ~ E 1 north~ Sewage spatterings in dark shades of brown and black randomly mark the wall clear up to the arched ceiling of the tunnel. ~ E 1 south pipe~ Sewage spatterings in dark shades of brown and black randomly mark the wall on either side of the pipe and clear up to the arched ceiling of the tunnel. The pipe itself, though thoroughly lined in rust, looks like it will support quite a few more years of use before giving out. It emits a more-or-less steady stream of sewage that comes out in mouldering chunks to land heavily in the canal below. ~ E canal sewage 1 down~ The sickly smelling decay of the sewage sluggishly flows eastward in a never ending torrent of filth. A slight depression forms periodically whenever the pipe in the south wall introduces a thicker than usual load until the slow moving mire fill up the depresssion full of ooze once again. ~ E walkway break~ While the northern walkway, though covered in foul-smelling, dubious stains, looks relatively sturdy, a portion about a foot and a half long has crumbled out of the southern walkway. Almost like something large came along and took a bite out of the walkway and maybe whatever was standing on it at the time. Though the sewage covers the canal in a morass too thick to see through, it couldn't be that deep and still be this full enough to hide something that big, could it? ~ -1 S #13532 Sewage Intersection~ A continuous heavy spatter of sewage arriving over a short waterfall from the north throws a constant spray of sewage about the room. The falls spill into the constant mire of the large central basin where the morass rots for some time before it manages to run off into one of the two canals leading east or west. Three small steps lead up to the edge of the falls though if the amount of sewage coming over increases any more even the steps will disappear beneath it. Walkways encompass the wide basin and allow egress in the remaining three cardinal directions as well. ~ -done (T) [Starshine] acode to go up steps north [Starshine] also should be hard to go north (sewage heavy current pushes you back) [Starshine] if reset more rats to north, reset fewer rats here? [Starshine] acode for going down ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13533 10 10 5 D1 ~ ~ 0 -1 13531 10 10 5 D2 ~ ~ 0 -1 13536 10 10 5 D3 ~ ~ 0 -1 13539 10 10 5 D5 ~ ~ 0 -1 13535 10 10 5 E rats~ Common rats typical of any sewer, they come in an assortment of dark furry pelts and mire-spattered pink tails. The common rats tend to stay clear of you but that doesn't stop them from chittering at you in anger. ~ E pool cistern basin canal sewage~ The basin is wide and dark with a touch of steam rising off it where warmth of rotting sewage rapidly cools at the touch of the foul air. The constant spattering of the falls throws semi-liquid stands of sewage several meters in all directions and you can't avoid the occasional wet spattering you receive. Most of the debris floating in the dark morass is coated in so much slime it has become as unidentifiable as the liquid it floats in. ~ E 1 north~ Three steps on either side of the fall lead up to the tunnel there, but it looks as if you'll have to step down off the top step into a slightly lower tunnel that is already flooded with sewage. By the sound of it there are at least a score of rats already swimming in it, so how dangerous could it be to wade in it? ~ E 1 east~ The dark of the lightless sewer tunnel waits ahead confounding sight. ~ E 1 west~ In the darkness ahead scores of little red glowing eyes glare back at you accompanied by the shrill, angry squeak of rats. ~ E 1 south~ The walkways leading south seem to taper off into nonexistence as the channel widens to encompass the entire tunnel. The design looks intentional, so perhaps that is merely a run-off cistern. ~ A ~ ~ if( random( 1, 4 ) == 1 ) act_tochar( #really_gross, ch ); else act_tochar( #gross, ch ); ~ E gross~ The everpresent spatterings of the sewer falling in from the north manage to catch you in one far-reaching splatter drawing a line of thin sewage across you and your gear. ~ E really_gross~ Preceded by a particularly evil sounding splut, something large is pushed over the falls causing a larger than usual splashdown that lobs a healthy glob of sewage up into your face coating your eyes, your nose and even your lips in a foul ichorous filth. ~ ! 2 500 0 A ~ west~ act_tochar( #end_wall, ch ); loop( followers ) act_tochar( #end_wall, rch ); continue; ~ E end_wall~ As you enter the western tunnel you find that the rough-cut stone walls of the sewer stop abruptly giving way to a tunnel carved through natural stone. ~ ! 3 0 8 199 9 1509949540 3 0 199 9 1509949490 3 0 199 9 1509949465 3 0 199 9 1509949490 3 0 -1 S #13533 Sewer Passage~ The thick sewage has overflowed the basin that usually contains it and bobs up and down between roughly five inches to a foot deep. A few rats swim about, occasionally taking refuge on a bit of refuse long enough to gobble up some rat delicacy floating in the debris. There is a definite current heading south where the wet sound of sewage spattering on sewage echoes back at you. ~ -done (T) [Starshine] reset a rat or two here? seems like there ought to be more rats here since rdesc and rextra mentions rats. [Starshine] also, rextra 1 is pipes but no pipes are mentioned in other rextras or in rdesc. either delete or have rdesc refer to them. or have random loose footing, catch yourself on pipes? ~ 335151108 13 5 0 D0 ~ ~ 0 -1 13534 10 10 5 D2 ~ ~ 0 -1 13532 10 10 5 E pipes~ There are a several pipes coming from both the western and eastern walls and you have to duck under them frequently to move about. Fortunately they also make excellent handholds to grasp whenever you begin to slip as you are forced to wade through the sewage here. ~ E basin canal~ It must be here, after all it is cut through all the other tunnels. With the sewage nothing more than a dark morass it is impossible to see the canal through it. ~ E 1 north~ The darkness of the deep sewer tunnels is all you see ahead. ~ E 1 south~ You can just make out a sheer line where the bobbing sewage flattens before going over an edge like some putrescent waterfall. The heavy smack of thick sewage landing hard against more sewage avows to the veracity of a fall. Taking a few steps you can see that the sides of the fall are lined with three short steps each leading down to a ledge around a large sewage basin. ~ E debris refuse sewage~ The sewage is a dark morass, thick and soupy. Odd bits of floating debris, mostly rotted wood or apple cores, bob along the surface heading southward in the current. Several hit the sheer line of sewage at the drop off to the south and quickly disappear. Ever so often a rat, unable to escape the pull of the current goes over amid the debris with a thin squeal of terror before its sound is lost to the general cries of the sewer darkness. ~ A ~ ~ act_notchar( #splash, ch ); continue; ~ E splash~ $n comes splashing in through the sewage. ~ ! 1 0 1 A ~ ~ act_tochar( #shiver, ch ); ~ E shiver~ Something long and sinuous breifly brushes against you under the sewage. Perhaps it was nothing more than a bit of debris, but it certainly did feel like it. ~ ! 2 150 0 A ~ ~ act_tochar( #bye, ch ); continue; ~ E bye~ @m You carefully edge to the side of the falls and down onto the steps where the footing is safer. ~ ! 3 0 4 A ~ ~ act_tochar( #bye, ch ); continue; ~ E bye~ @m You carefully walk upcurrent to a place where the sewage is safely contained in a basin and not freely flowing between your toes. ~ ! 3 0 1 -1 S #13534 Sewer Passage~ The waterline of the viscous sewage rises as it flows south, its volume being increased by pipes emptying from the east and west walls. If it continues to rise it will surely overflow the already mire-stained walkway ledge that is your only dry haven. The stench of the raw sewage stewing in this underground labyrinth is drawn over you steadily as the warm air is drawn northward, perhaps to some ventilation exit. ~ -done (T) [Starshine] from rextra 1: entry code to this room - duck under pipes as you come in? or hit head? ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13501 10 10 5 D2 ~ ~ 0 -1 13533 10 10 5 E pipes~ Two pipes empty into the canal here, which you have to duck under to continue. Both are emptying a steady flow of refuse and garbage from the buildings above. ~ E 1 north~ The darkness of the waiting sewer tunnels is all you see ahead. ~ E 1 south~ The darkness of the sewer tunnels quickly obscures sight, though not before you can see that the sewage does overflow the walkway up ahead. ~ E waterline~ Though waterline might be the correct term for it, with all the filth floating in the mire, water is not quite the image that comes to mind. Currently it bobbs anywhere from one inch below the lip to nearly overflowing it. Further south you can just see where it does overflow the ledge to cover it. ~ E 1 west 1 east~ The cut stones of the walls are securely mortared in place and look as if they are meant to last a long time. Lines of muck and filth and even blood crisscross the wall in long smears and short spatter marks. ~ A ~ ~ act_tochar( #slimed, ch ); act_notchar( #rslimed, ch ); continue; ~ E slimed~ @m You head south into a region where the sewer rises above the level of the walkway. Soon after the warm sewer liquids are squishing noisily between your now soggy toes. ~ E rslimed~ @m $n heads south and you hear the echoes of splashing as they walk headlong into a region where the sewage overflows the walkway. ~ ! 3 0 4 199 9 1509949465 3 0 -1 S #13535 Below the Sewer Pool's Surface~ Deep within the heart of a sewage cistern you are encased in a vile coccoon of filth. The harsh sound of sewage being dumped into the cistern somewhere overhead is an everpresent droning that fills your ears as thickly as the mire in which you float. Glancing about through the caustic, burning liquid you can make out small things swimming about, perhaps lizards or frogs that somehow have made this environment their cozy little home. ~ -done (T) - - - - - reminder to me, make quest to aquire the third eye of a newt for some out of the way mage! -Talis [Starshine] acode for going up [Starshine] random - caustic burning? ~ 335151180 7 5 0 D4 ~ ~ 0 -1 13532 10 10 5 E walls 1 down floor~ You see simple, rough-cut stones made to line the sides and bottom of this sewage basin. ~ E 1 up~ More sewage and perhaps a way out. ~ E sewage morass filth muck ooze mire~ A thick soup of unhealthy looking sewage, it is nearly impossible to see through. It burns your open eyes just to be in it. ~ E swimming things lizards frogs~ It's hard to tell what exactly they are as they easily evade you whenever you try to get close enough to see them up close. At best you get an impression of slick skin and webbed feet as one jets away from you, more adapted to moving in this environment than you. ~ A scan~ ~ act_tochar( #no, ch ); ~ E no~ The thick sewage is caustic and burns your eyes mercilessly as you try in vain to peer through it. ~ ! 0 0 0 2085 137 1509949530 3 0 -1 S #13536 Sewer Passage~ A mire-spattered narrow walkway ledge runs on either side of a pool of vile-looking sewage that opens out northward. The rise and fall of the sewage bobs up and down, very nearly overflowing the rim of the ledge at times as it surges in and washes out again. A pipe, set in the ceiling more or less centered over the pool adds its own steady stream of foul-smelling liquid with a greenish-yellow color to the dark quagmire. ~ -done (T) [Merolen] look pipe, absorbed is misspelt. [Starshine] acode random - sludge splashes down upon you from the pipe overhead? [Starshine] search pipe, enter/clim pipe acodes? [Starshine] search sewage/morass? [Starshine] there isn't any sewage south? can you see that from here? ~ 335151108 0 5 0 D0 ~ ~ 0 -1 13532 10 10 5 D2 ~ ~ 0 -1 13537 10 10 5 E pipes 1 up ceiling~ A pipe set in the center of the ceiling is coated in rust and a dark fungus that has also begun to spread to the surrounding stone of the arched ceiling. A steady trickle of green-yellow liquid drizzles out and skips across the surface of the dark morass of sewage before finally being absorbed as a part of it. ~ E 1 west 1 east~ Rough-cut square stones form the solid walls of the tunnel that begin to arch inward as the ceiling curves overhead. The dark stains of spattered sewage stain the wall nearly up the ceiling in odd, irregular patterns showing that nothing, with the exception of bats perhaps, is safe from the threat of being stained by it. ~ E 1 north 1 south~ The darkness of the sewers conceals anything farther than a few feet ahead of you rather effectively. ~ E sewage morass ooze mire quagmire~ The sewage is a dark, almost black viscous ooze that bobs up and down along the rim of the walkway as it surges in and out of the basin from the wider northern opening. Odd debris, mostly rotting wood, filth-covered apple cores and the odd dead rat floats along the surface coated in the sickly dark ooze. ~ -1 S #13537 Sewage Cave~ Rough-cut stone walls lead in from the north then abruptly stop, showing signs that the work was left unfinished. A few large blocks sit slightly askew, having being bumped loose at the edge, and one large block rests near the base of the unfinished eastern wall. The walls south of the cut stone are natural stone, rough hewn with pick and shovel as if someone may have once planned on building more of the tunnels but left off here for whatever reason. Along the western wall, set squarely in a section of rough-hewn cave wall, is a rickety wooden door. ~ -done (T) [Starshine] there isn't any sewage here? why? [Starshine] random - acode dripping sound from the north? ~ 335151116 0 5 0 D0 ~ ~ 0 -1 13536 10 10 5 D3 small hut's door~ "small hut's door" door~ 131 -1 13538 10 10 5 E canal~ There isn't one here, the floor is just a solid packed layer of dirt covering hard stone. ~ E door opening~ The door is made of aged-grey wooden planks, and through its cracks a warm yellow firelight can be seen inside. Wide, slightly rusty hinges and a simple ring set in a clasp acting as a handle make look as if it may squeak when opening, but probably isn't barred. ~ E stones cut blocks~ Now that you can see the edges where the wall is unfinished you can see that they are cubes. The rough cut stone blocks are roughly two feet on each side. Near the eastern portion of the wall one block rests on the floor, slightly raised on one corner by crushed rock it must have landed on when it fell from the wall. ~ E 1 south cave~ The rough cave ends abruptly and bits of shattered rock and dirt line its end. Thick wooden beams, only just starting to show signs of woodrot, shore up the tunnel before it ends abruptly in a solid-looking wall of natural stone. ~ E 1 west~ Rough-cut stone blocks mark the northern section of this wall stopping abruptly where construction ended and the earthen tunnel begins then also ends. Set in the earthen tunnel is a small opening blocked by a rickety looking door. ~ E 1 east~ Rough-cut stone blocks mark the northern section of this wall stopping abruptly where construction ended and the earthen tunnel begins then also ends. ~ E 1 north~ The rough-cut and well-laid stones of the sewer tunnel quickly lead into darkness from which comes the sounds of dripping and chittering rats. ~ 126 17 1509949540 -2 0 189 17 1509949465 -2 0 -1 S #13538 Inside a Simple, Warm Cave Dwelling~ You are inside a rather cozy-looking cave lit by the gentle, flickering aura of a small campfire at its relative center. An alcove bed lined with several large furs and a low table to one side indicate this is either a rest area or, perhaps, someone's dwelling place. On one of the walls, the west one you'd say if the tunnels have not completely gotten you turned about, there are a number of crude paintings similar to kinds often found in ancient caves. ~ [Starshine] would be nice sometimes to come in here and have him give you a skin. perhaps if you've been nice to him and have listened to his stories? [Kwee] so won't he even HINT where the wererats are now. ~ 335151109 0 5 0 D1 small hut's door~ "small hut's door" door~ 131 -1 13537 10 10 5 E 1 east door~ The door isn't very secure and leads back out into the smelly sewers. ~ E fireplace hearth~ A small fire dances happily above red embers, giving its light unto the room. An old blackened pot hangs here, giving pleasant rise to smells of cooking. Just above the hearth a string is strung suspending small skins to dry. ~ E alcove bed furs~ The bed has been hewn out of the stone of the cave walls and measures roughly five feet in width and three feet in height. The alcove is not deep, perhaps a little more than three feet, but the furs lining it make it look almost comfortable. A closer look at the large furs show that they are the dried and cured skins of giant sewer rats. Perhaps not the most glamorous of furs but definitely convenient and thrifty for one who lives down in the sewers. ~ E 1 west wall paintings~ The crude paintings on the wall are done in a dark medium-like mud or sediment and has been well-preserved in the dry air of the cave. The scenes depicted vary greatly and, though crude, some are identifiable with little effort. You can make out a swamp-like terrain throughout most of it, and small domed huts. In another place you can see strange, fuzzy, ball-like shapes and saurians carrying either broad spears or long-handled swords. Among them all, there is one picture that stands out in stark contrast, for it has color where none of the others do: A saurian shape, one of th lizardfolk, with a streak of vivid crimson staining the ridges above and below each eye and running down to the shoulders in sleek lines where they drift into pools of blue that cover the upper torso almost entirely. ~ A ~ ~ if( mob_in_room( 193, room ) ) { if( random( 0, 1 ) > 0 ) send_to_room( #stir, room ); else send_to_room( #pelts, room ); } ~ E pelts~ The lizardman goes over to the drying skins and checks them, turning a couple over and stretching a couple others. ~ E stir~ The lizardman shuffles over to the fire to stir the pot. ~ ! 2 100 0 193 9 1509949540 3 0 2689 17 1509949540 -2 0 3179 17 1509949540 -2 0 -1 S #13539 Sewer Drainage Tunnel~ The natural stone of the tunnel walls is relatively smooth and looks to have been carved long ago. The stone floor angles downward towards the center of the tunnel forming a wide canal filled nearly up to the walls with sewage that flows sluggishly westward. At intervals of roughly every ten feet, heavy wooden braces are set into the tunnel walls to help support the incredible weight of the stone overhead. ~ -done (T) [Starshine] is the sewage to the west particularly violent as it flows this way? if so, please indicate via random acode? if not, ignore this. ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13532 10 10 5 D3 ~ ~ 0 -1 13540 10 10 5 E walls tunnel 1 north 1 south~ The natural stone of the walls is worn smooth from years of exposure to the elements and the movements of people. The stone itself is a gray-brown and looks rather solid. It must have been no easy task to tunnel through in the first place. ~ E braces~ The braces are made of thick, strong wood and look like they may have come from an oak though they must have been specially treated to have lasted for so long in this damp, caustic environment. Dark stains as high as two feet on the braces show where the flow of sewage had risen well above its present level in past years. ~ E canal sewage floor 1 down~ The slow-moving morass of the rotting filth rests like some vile beast, its only weapons its stench and the possibility of infection from contact with it. Small objects, including the bodies of dead rats, float on the surface only to sink down suddenly as something within the foul ichor snatches them from beneath and pulls them under. ~ E 1 west 1 east~ Only darkness as far as the eye can see. ~ A ~ ~ act_tochar( #begin_wall, ch ); loop( followers ) act_tochar( #begin_wall, rch ); continue; ~ E begin_wall~ As you head east the stone tunnel around you ends abruptly where walls of rough-cut stone form straight, well-laid tunnels. ~ ! 3 0 2 -1 S #13540 Sewer Drainage Tunnel~ The natural stone walls, hewn by the blood and sweat of workers long gone, are smoothed by the hand of time. The tunnel walls meld seamlessly with the stone of the floor as it curves downward at its center to contain a mass of slow-moving sewage as it flows steadily westward. A runoff canal set in the north wall between two stout oak support beams empties down a heavy iron grate bolted to the floor. ~ -done (T) [Starshine] rextra 3: what are the nooks and crannies described here? give them their own extra? add acode to search them? [Starshine] acode to open/unlock/pick/pry grate - can't do it. [Starshine] acode to move/open/unlock/pick/pry grate - can't do it ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13539 10 10 5 D3 ~ ~ 0 -1 13541 10 10 5 E walls 1 north 1 south~ The natural stone walls show signs of rough work done long ago. Deep gouges with edges rounded by the passage of time. Uneven scoring where picks were steadily, and somewhat unevenly, swung by determined workers. ~ E stout oak supports~ The sturdy oak timbers have, as yet, defied the ravages of time. Either they are replaced periodically or they were treated somehow to last a very long time. Dark stains as high as two feet from the bottom of the supports mark the highest points the rotting sewage reaches from time to time. ~ E 1 down canal sewage~ The sewage canal is filled with reaking filth that flows along slowly carrying the detritus off to the west. Nestled into the nooks and crannies of the downward arcing floor the canal has room to rise and fall as volume demands, dark stains showing it periodically rises well above its current level. Fortunately it is low enough right now to provide a dry, comparatively clean surface on which to walk on either side just now. ~ E runoff grate~ The runoff channel is a narrow divet in the natural floor only made to decrease the flow to managable levels when it gets above a certain point. A steady stream of sewage runs through it down the heavy iron grate bolted to the ground. Though one side of the grate is hinged, as if it could be tilted up when opened, the other side looks quite permanently affixed with heavy bolts to the ground. Beyond it is only darkness from which the far away splash of wet sewage hitting more wet sewage can be heard. ~ E 1 west 1 east~ The darkness of the deep earth conceals its secrets well. ~ -1 S #13541 Sewer Drainage Tunnel~ Thick wooden beams of oak help support this tunnel that burrows through the dark stone of the earth. On either side, tunnel walls meld into a stone floor that angles downward towards a central canal filled with a putrescent stream of sewage. The canal flows from east to west and a small runoff channel, currently clear of sewage, leads to a grate set in the floor between two support beams in the southern wall. ~ -done (T) [Starshine] extra 4 and room desc contradict eachother, i think. [Starshine] hints to clear channel? perhaps need to clear channel to open grate? [Starshine] acode 2: the grate is near the floor, set into the southern wall, right? [Starshine] acode open grate - try moving it if not open; close grate - try moving it if not closed. ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13540 10 10 5 D3 ~ ~ 0 -1 13542 10 10 5 D5 metal grate~ metal grate~ 235 -1 75250 10 10 5 E 1 north 1 south~ The natural stone of the earth, dark like the loam of good soil, is hard and must have put up a good struggle before yielding to the picks and shovels of long-gone workers. ~ E support beams oak~ The support beams, apparently oak, show no signs of decay. Either they are periodically replaced or they had been thoroughly treated in some manner to permit them a long life in this dank environment. Dark stains as high as two feet from their bases indicate just how high the sewage can flow through here. ~ E canal sewage 1 down~ The vile morass of the sewage flows sluggishly on its way to its final destination somewhere west of here. Dead things, animal and insect, float along the surface floating along slower than even the passage of the sewage. ~ E runoff channel grate~ The small runoff channel is blocked by a thick sludge of detritus that doesn't permit more than a few drops of sewage to trickle through at a time. The grate itself is hinged, as if it could be lifted back, and the bolts that would normally keep its leading edge affixed to the floor are mysteriously missing. Despite dark stains around it, showing it was once in frequent use, only a few rare drops of the sewage manage to make it through the heavy grate now. ~ E 1 west 1 east~ The darkness of the deep earth conceals its secrets well. ~ A clear~ detritus channel runoff debris~ act_tochar( #no, ch ); act_notchar( #rno, ch ); ~ E no~ You reach a hand into the foul mess that is blocking the runoff channel with the intent to clear some of it away. When you go to clear away the detritus, oddly, you find a small metal dam hidden under all the debris. Looks like someone wanted to keep this channel blocked off. ~ E rno~ $n reaches a hand into the foul detritus that blocks the runoff channel, swishes $s hand about and pulls it out (now covered in clinging filth as damp clots fall to the ground) with a perplexed expression on $s face. ~ ! 0 0 0 A move slide pull open~ metal grate~ if( is_open( room, down ) ) { act_tochar( #openalready, ch ); act_notchar( #rmopenalready, ch ); close( room, down ); send_to_room( #closing, find_room( 75250 ) ); } else { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); open( room, down ); send_to_room( #opening, find_room( 75250 ) ); } ~ E openalready~ @GYou grab the grate and slide it away from the opening, barely avoiding crushing your fingers!@n ~ E rmopenalready~ @G$n reaches down and slides the metal grate back over the opening.@n ~ E closing~ @GThe hole in the ceiling is closed by a metal grate that slides over with a clang!@n ~ E to_char~ @GYou grunt as you pull the metal grate from its seat, and slide it aside.@n ~ E to_room~ @G$n grunts as $e pulls the metal grate out of the way and slides it aside.@n ~ E opening~ @GThe metal grate in the ceiling is opened from above.@n ~ ! 0 0 0 A ~ ~ continue; ~ E to_char~ @GYou gingerly lower yourself to the floor below.@n ~ E to_room~ @G$n lowers $mself through the grate.@n ~ ! 3 0 32 199 9 1509949490 3 0 -1 S #13542 Sewer Drainage Tunnel~ A few odd patches of green lichen have found purchase on the rock walls of the tunnel despite the caustic stench of the sewage that runs underfoot. As the liquid waste is carried away in a canal in the tunnel's center, the more solid debris is carried off at a slower rate and collects long enough to rot into more liquid forms before washing away. The stench becomes a heady one and is nearly overwhelming at times as you fight to avoid succumbing to faintness. The oak support beams stand sentinel here as elswhere, spaced roughly every ten feet. ~ -done (T) [Starshine] rare random - choke on the bluish mist? [Starshine] get/take lichen ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13541 10 10 5 D3 ~ ~ 0 -1 13543 10 10 5 E 1 west 1 east~ The darkness of the deep earth conceals its secrets well. ~ E 1 north 1 south~ The stone of the walls has been worn smooth by many, many years of exposure and time. ~ E grate~ What grate? There isn't one here. ~ E 1 down canal sewage waste~ A faint bluish mist rises off the black ichor never seeming to rise more than an inch or so before it dissipates. Where semi-solid clumps have fetched up near the edge of the sewage, the bluish miasma of foulness is thicker and even the insects seem to avoid it. Whatever it is, it can't be pleasant, though you can identify no single source other than the simple sewage itself. Whatever has mixed together has started to have a very dangerous reaction. ~ E lichen~ A simple fungal growth that thrives on the scant moisture and nutrients it can scavenge from the rocks. It does add a bit of color to the otherwise dreary gloom of the tunnel. ~ -1 S #13543 Break-In Area of the Sewage Tunnel~ Time-worn stone makes up the rough walls of the long, dark tunnel. At intervals, roughly every ten feet or so, heavy wooden beams form braces to support the immense weight of the stone overhead. Most notable, however, is how the stone underfoot angles downward to form a natural canal through which flows a seemingly endless stream of vile sewage. A narrow runoff channel leads to a grate set in the floor between two supports in the north wall. A collapsed tunnel is set in the north wall just behind the grate. ~ -done (T) [Rhen] extra collapsed tunnel adjoining - im not sure what is trying to be said but it sounds funny. [Starshine] rare random - cough from smoke? [Starshine] open/pry grate - can't. ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13542 10 10 5 D3 ~ ~ 0 -1 13544 10 10 5 E 1 west 1 east~ The darkness of the deep earth conceals its secrets well. ~ E 1 south~ The gray-brown stone of the walls is the natural stone of the earth and shows the deep, ancient scoring of picks used long ago. Time has eroded its sharp edges into soft curves giving it a more subdued appearance. ~ E 1 down canal sewage~ Though the sluggishly moving sewage is black in color, a strange bluish-black smoke wafts from it's surface rising a few inches before dissipating in the still tunnel air. Getting a whiff of the foul miasma of mists, it smells caustic, almost acidic. Before long your lungs begin to feel unpleasantly warm. Perhaps it's not a good idea to inhale the fumes to strongly. ~ E grate runoff channel~ The little runoff channel permits a steady flow of the sewage to slip through the heavy iron grate where it falls a long time before you hear the far away splash of sewage falling into sewage. The grate itself looks quite sturdy and, though one side is hinged as if to permit it to be opened, it is bolted down on the opposite side preventing it from being opened. ~ E braces~ The heavy oaken braces arc overhead forming an adequate support system to replace the tons of stone removed from the rock. Dark stains measuring as high as two feet from the floor on the posts indicate the height to which the sewage has arisen in previous times. ~ E collapsed tunnel adjoining~ It looks as if a hole once set in the wall leads to some further tunnel, though a cave-in just beyond the hole has filled it with debris. ~ E 1 north~ The gray-brown stone of the walls is the natural stone of the earth and shows the deep, ancient scoring of picks used long ago. Time has eroded its sharp edges into soft curves giving it a more subdued appearance. A hole dug into the wall between two of the support braces looks as if it once lead to an adjoining tunnel, though the entrance is currently filled with debris from a cave-in. ~ A sniff inhale whiff~ fumes miasma smoke mist~ act_tochar( #idiot, ch ); act_notchar( #ridiot, ch ); wait( 1 ); if( find_stat( ch, con ) < 15 ) { i = 1d5; dam_message( ch, i, "caustic fumes" ); inflict_acid( ch, mob, i, "inhaling acidic fumes" ); } else act_tochar( #burning, ch ); interpret( ch, "cough" ); ~ E idiot~ You lean over and inhale the foul miasma of fumes. ~ E ridiot~ $n leans over and takes a good sniff of the dark fumes. ~ E burning~ An unpleasant warmth begins to spread in your chest. ~ ! 0 0 0 A dig clear~ 1 north collapsed tunnel debris rubble stone rock~ if( !is_player( ch ) ) { act_tochar( #no, ch ); act_notchar( #rno, ch ); end; } i = random( 1, 3 ); if( i == 1 ) act_tochar( #clearing1, ch ); if( i == 2 ) act_tochar( #clearing2, ch ); if( i == 3 ) act_tochar( #clearing3, ch ); act_notchar( #rclear ); wait( 1 ); if( random( 1, 3 ) == 1 ) { act_tochar( #oops, ch ); act_notchar( #roops, ch ); i = 2d2; dam_message( ch, i, "dislodged rubble" ); inflict( ch, mob, i, "falling debris" ); wait( 1 ); act_room( #full, ch ); } ~ E rclear~ $n works to clear rubble from the hole to the north but doesn't seem to be accomplishing much. The more $e clears away, the more seems to fill back in from a seemingly endless supply of rubble. ~ E no~ You aren't equiped to do that, perhaps if you were a person and not a pet. ~ E rno~ $n looks with confusion at a hole in the northern wall. ~ E oops~ While clearing away stones you seem to have dislodged a small rockslide! ~ E roops~ $n accidently dislodges a small rockslide! ~ E clearing1~ You heft a few heavy stones from the hole, but more remain. Maybe if you tried some more. ~ E clearing2~ You clear away a good amount of debris, looks like you're starting to make a dent in the debris. ~ E clearing3~ You manage to clear a good portion of rubble creating a fair sized cavity in the debris. ~ E full~ When the dust clears you can see the the cavity beyond the hole is filled with stone again. ~ ! 0 0 0 -1 S #13544 Sewer Drainage Tunnel~ Stout oaken beams form braces to support the heavy stone of the tunnel created long ago when workers carved their way through the natural stone of the earth. The angled floor dips lower and lower as it approaches the center of the tunnel where it contains a disgusting stream of foul-smelling sewage. An iron grating is set between two of the supports in the southern wall where it receives the excess flow of sewage as it surges through a runoff channel. ~ -done (T) [Starshine] random breath in black mist and cough. [Starshine] open/pry grate - can't. ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13543 10 10 5 D3 ~ ~ 0 -1 13545 10 10 5 E 1 north 1 south~ The stone of the tunnel walls, though once deeply gouged, is now smoothed by long years of exposure. The dark stone does little to brighten the place. However, a good bit of green lichen grows in moist crevices dappling the rock in the slightest bit of color. ~ E support beams oak~ The support beams are cut from solid oak planks and look as if they are made to weather time better than natural oak should. Someone must have treated them with something for them to have lasted this long undamaged. Dark stains as high as two feet from the base of the beams display quite aptly just how high the sewage can rise in these limited confines. ~ E iron grate grating runoff channel~ A runoff channel pours a thick flow of sewage into an iron grating set at the base of the southern wall. The grate, though hinged on one side to be opened, is firmly bolted to the floor and remains shut. ~ E 1 west 1 east~ The darkness of the deep earth conceals its secrets well. ~ E 1 down sewage morass filth canal stream~ The dark ooze slowly works its way westward towards some distant goal that only the current knows. A wispy blue-black miasma rises off the surface looking like a visible correlation to the rotting smell left by the sewage itself. A few thin strands of the foul mist waft a foot or two above the sewage before dissipating. ~ E mist miasma blue-black steam smoke~ The foul mist writhes insiduously like snakes slithering through the air. As one of the particularly intense strands wafts high enough to come near your face you catch a sickly-sour scent followed by a faint burning sensation in your chest. Perhaps it is best to avoid inhaling the fumes too deeply. ~ A sniff inhale whiff~ fumes miasma smoke mist~ act_tochar( #idiot, ch ); act_notchar( #ridiot, ch ); wait( 1 ); if( find_stat( ch, con ) < 16 ) { i = 1d4+1; dam_message( ch, i, "caustic fumes" ); inflict_acid( ch, mob, i, "inhaling acidic fumes" ); } else act_tochar( #burning, ch ); interpret( ch, "cough" ); ~ E idiot~ You lean over and inhale the foul miasma of the fumes. ~ E ridiot~ $n leans over and takes a good sniff of the dark fumes. ~ E burning~ An unpleasant warmth begins to spread in your chest. ~ ! 0 0 0 -1 S #13545 Sewer Drainage Tunnel~ The time-smoothed stone walls are heavily dappled in thick lichens in shades of green. Heavy oak timbers form support beams every ten feet or so along the tunnel to help support the massive weight left overhead when the tunnel was carved. The floor is angled so that its center forms a natural canal through which flows a foul morass of sewage brought in from a city high overhead. A bluish-black effluvium rises off the dark ooze, thick enough that it is quite noticeable. ~ -done (T) [Starshine] random acode for little races - fumes burn you. [Haart] oc ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13544 10 10 5 D3 ~ ~ 0 -1 13546 10 10 5 E 1 east~ The darkness of the deep earth conceals its secrets well. ~ E 1 west~ Bluish-black strands of the foul effluvium seem to writhe forth into the darkness ahead. ~ E 1 north 1 south~ Thick lichens in several shades of green thickly dapple the otherwise featureless stone of the tunnel walls. ~ E support beams oak timber~ The stout-looking support beams look as whole as if they were installed only days ago. Belying the newness of their appearance, dark stains of sewage as high as two feet from the bases of the supports indicate that the sewage has sometimes flowed much higher in the past. ~ E 1 down morass filth canal stream sewage~ The foul ichor moves slowly but steadily westward releasing a nearly intolerable stench as it passes. Thick strands of blue-black mist rises off like some evil incarnation of the stench waiting to ensnare the unwary passerby. ~ E miasma mist strands blue-black bluish steam smoke effluvium~ The foul concoction of the condensed fumes writhes about as if in agonizing pain. Several look as if attempting to escape the low-set miasma that flows freely about the floor and a few actually manage to make it as high as three feet before being drawn inexorably, slowly westward into the darkness. From the few strands nearest you, faint tendrils of their scent wafts towards you leaving behind a burning sensation in your lungs. Perhaps it's best not to inhale the fumes too deeply. ~ E lichen~ The lichen, in shades of pale green, almost white, to darker shades of green like moist pine needles dapples the rock heavily. A careful observation shows that it grows less frequently near the base of the walls where the foul vapors are visible as a blue-black haze, though above that level it is quite frequent adding a touch oc color to the tunnel. ~ A sniff inhale whiff~ fumes miasma smoke mist~ act_tochar( #idiot, ch ); act_notchar( #ridiot, ch ); wait( 1 ); if( find_stat( ch, con ) < 17 ) { i = 1d3+2; dam_message( ch, i, "caustic fumes" ); inflict_acid( ch, mob, i, "inhaling acidic fumes" ); } else act_tochar( #burning, ch ); interpret( ch, "cough" ); ~ E idiot~ You lean over and inhale the foul miasma of fumes. ~ E ridiot~ $n leans over and takes a good sniff of the dark fumes. ~ E burning~ An unpleasant warmth begins to spread in your chest. ~ ! 0 0 0 A none~ ~ act_tochar( #foul, ch ); loop( followers ) act_tochar( #foul, rch ); ~ E foul~ @m You leave behind the fresh, salty scent of cool air to be hit with the warm blast of foul decay found only in deep sewage left to rot for years. ~ ! 1 0 8 -1 S #13546 Iron Grating~ A massive iron grating has been set in the western wall in an attempt to close off the tunnel, yet the attempt is a clear failure. A patina of rust heavily coats the grate and a wide rift in its center is lined by rust-coated bars bent at odd angles as if someone, or something, passed freely back and forth through the hole. A thick stream of sewage flows steadily along a canal in the floor picking up speed as it leaves westward from whence a loud roar, as if a waterfall were nearby, comes. A thick bluish-black mist rises off the sewage only briefly before being drawn along with it to the west. ~ -done (T) [Starshine] acode leave west - step through the hole in the grate? ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13545 10 10 5 D3 ~ ~ 0 -1 13547 10 10 5 E rusty iron grating grate~ The thick iron grating sealing off the cavern opening must once have served to keep things from entering the sewers from this route. Over the ages the grating looks to have rusted in the salty air, and something came along and found this weakness. For, now the iron bars are bent at odd angles and ripped wide, leaving a hole torn in the center. ~ E 1 north 1 south~ The rather plain looking, time-worn rocks of the tunnel walls are thickly covered in lichens and moss. Beads of salty dew manage to hang suspended on the sparse moss that grows in crevices among the rocks. ~ E 1 east~ Thick bluish-black tendrils of vapor flow in low to the ground out of the darkness. ~ E 1 west~ The thick bluish-black mist leaves in a nearly opaque sheet concealing the ground until darkness conceals all but the loud roar of a waterfall coming from the west. ~ E patina~ A greenish heavy coat of rust that forms when metal comes in contact with salty conditions over an extended period of time. ~ E 1 down sewage ooze mire morass~ The black bile of the sewage has an insidiously evil look with the blue-black mist rising off of it like the residue of an evil spell. Thick chunks move hurriedly along the surface picking up speed as they follow the canal west. ~ A sniff inhale whiff~ fumes miasma smoke mist~ act_tochar( #idiot, ch ); act_notchar( #ridiot, ch ); wait( 1 ); if( find_stat( ch, con ) < 18 ) { i = 1d2+3; dam_message( ch, i, "caustic fumes" ); inflict_acid( ch, mob, i, "inhaling acidic fumes" ); } else act_tochar( #burning, ch ); interpret( ch, "cough" ); ~ E idiot~ You lean over and inhale the foul miasma of fumes. ~ E ridiot~ $n leans over and takes a good sniff of the dark fumes. ~ E burning~ An unpleasant warmth begins to spread in your chest. ~ ! 0 0 0 A ~ ~ act_tochar( #fresh_air, ch ); loop( followers ) act_tochar( #fresh_air, rch ); ~ E fresh_air~ @c The foul stench of the sewage is noticeably decreased when you are suddenly hit with a steady flow of cool air heavy with a salty scent. ~ ! 1 0 2 199 9 1509949490 3 0 -1 S #13547 Underground Cavern~ You are at the peak of a sheer drop overlooking a massive cavern whose boundaries are lost in the far reaches of darkness. A thick stream of sewage widens considerably before it flows over the sheer edge of the cliff creating a vile mockery of a waterfall. A thin mist of bluish- black smoke wafts from vile morass but dissipates quickly in the salty breeze wafting up from the cavern's bottom. The only options of egress seem to be a rift through a large iron grating to the east or a dive into the watery unknown below. ~ [Derjek] l west, 'teh depths' should be the depths [Starshine] rdesc: two viles. replace one? [Starshine] walls go a bit more west, but floor ends, resulting in waterfall? perhaps this could be clarified? *ponder* [Starshine] acode random for little guys - breath in mist and choke (it hurts you)? ~ 335151108 0 5 0 D1 ~ ~ 0 -1 13546 10 10 5 E grating 1 east~ A thick iron grating covers the tunnel's entrance. A large hole has been rent in its center. ~ E 1 west 1 north 1 south cavern~ The cavern is large and echoes with the sound of the falling sewage landing hard on water. Its far reaches are lost in the depths of shadow and darkness. ~ E 1 down sewage waterfall~ Semi-solid clots in the sewage mark its passage over the edge as it hurtles downward to disappear into the darkness before landing wetly into water somewhere far below. Perhaps if you were brave, and could swim, you could leap off the edge and into whatever liquid it is that churns so noisily far below in the darkness. A slight glint reveals a series of slick rungs set in the cliff wall, though they are lost in the darkness before you can be sure they are a means back up should you jump off. ~ E mist miasma effluvium bluish-black blue-black smoke steam~ The blue-black mist seems to rise off the sewage but dissipates before enough can collect to be a problem. ~ A dive jump leap~ 1 west off cliff waterfall 1 down~ act_tochar( #char, ch ); act_notchar( #room, ch ); wait( 1 ); transfer( ch, find_room( 21133 ) ); act_notchar( #arr, ch ); loop( followers ) { act_notchar( #f_leave, rch ); transfer( rch, find_room( 21133 ) ); act_notchar( #f_arr, rch ); } ~ E f_arr~ $n comes after. ~ E f_leave~ $n follows. ~ E arr~ $n comes diving down from above. $e disappears below the surface, bobbing up a minute later nearby. ~ E room~ $n takes a step back and then surges forward, diving off into the air. ~ E char~ @c You courageously leap off the cliff's edge and plummet into the darkness only to be shocked by the icy shards of chilly waters prickling your skin when you land far below. ~ ! 0 0 0 A 1 west~ ~ act_tochar( #oops, ch ); act_notchar( #roops, ch ); acode( room, 1 ); ~ E oops~ You dash forward headlong over the cliff unwary of its edge. ~ E roops~ $n walks right off the edge of the cliff and seems to hang suspended for a moment before plummeting into the darkness below. ~ ! 0 0 0 199 9 1509949490 3 0 -1 S #0