tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Warlock Coven Mines~
Gramp, Caer, Merior~
Warlock Coven Mines~

35 0
0
#ROOMS

#31250
Decrepit Mine Entrance~
You are standing in the entrance of a decrepit old mine.  The walls are

roughly cut and thick black tar seeps in the many cracks.  The wooden

struts holding back the ceiling are rotted and falling apart.  From time

to time, you can hear strange noises coming from deep within the mine. 

The tunnel continues downward to the east, or you can exit the mine by

heading west.

~
no_mob

~
335020044 0 5 0
D3
~
~
0 -1 31279 10 10 5
D5
~
~
0 -1 31251 10 10 5
A
3 listen~
~
send_to_char( #sounds, ch );

~
E
sounds~
Straining your ears you can make out the sounds of heavy footsteps nearby.

~
!
0 0 0
A
~
~
if( find_stat( ch, level ) < 16 )

  act_tochar( #wind, ch );

continue;

~
E
wind~
You could have swore you heard a voice in the wind speak,

"You are too inexperienced to be in here."

~
!
1 1 2
A
~
~
if( find_Stat( ch, level ) < 20 ) 

act_tochar( #danger, ch );

~
E
danger~
As you approach the mine entrance, you sense a great peril, indeed, one

that threatens to squash your puny mortal frame without thought or effort. 

Return here when you are more experienced.

~
!
1 -1 8
-1
S

#31251
Decrepit Mine Tunnel~
The walls of the tunnel are roughly cut and thick black tar seeps in the

many cracks.  The wooden struts holding back the ceiling are rotted and

falling apart.  There is a noticably large crack in the ceiling here. 

The tunnel continues to the east and west.  

~
~
301465604 0 6 0
D1
~
~
0 -1 31252 10 10 5
D4
~
~
0 -1 31250 10 10 5
E
pool floor down ground~
There is a pool of tar directly below the crack in the ceiling.

~
E
drip blob crack tar ceiling up~
The tar pooled up in the crack is dripping onto the ground.

~
431 9 1509949540 3 0
2745 17 1509949455 -2 0
-1
S

#31252
Decrepit Mine Tunnel~
A wide tunnel stretches into the darkness, allowing you to move freely in

any direction but south.  Broken cobwebs barely attached to the walls

indicate that someone - or something - has passed this way recently.  To

the south, bits of rotting timber have been carelessly hammered together,

forming a small wooden shed.

~
~
301465604 0 6 0
D0
~
~
0 -1 31255 10 10 5
D1
~
~
0 -1 31254 10 10 5
D2
shed door~
'shed door' door~
131 -1 31253 10 10 5
D3
~
~
0 -1 31251 10 10 5
E
broken cobweb~
Giant cobwebs are barely attached to the walls here; a large gap has been

created in the center, showing where others have recently passed.  Dead

insects as well as unrecognizable bits of meat are caught in the strands.

~
E
timber rotting wooden shed~
Various sized bits of rotting timber have been barely hammered together

to form a structure to your south.  A flimsy door prevents you from

seeing inside the structure.

~
431 9 1509949540 3 0
431 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31253
Tiny Wooden Shed~
There are storage bins and cabinets all along the walls of this small

shed.  The walls are made of wood, but have been covered with brown clay. 

Here and there, patches of the clay have worn off, exposing the rotted

wood underneath.  Mining equipment can be found scattered about the room.

~
~
301465612 0 6 0
D0
shed door~
shed door~
131 -1 31252 10 10 5
D2
Wall~
Wall~
235 -1 31257 10 10 5
E
walls 1 south clay~
On the south wall you notice a patch of the clay that differs from the

rest of the wall.

~
E
1 south~
The wall looks odd.. it's as if it's not natural.

~
E
patches~
This particular patch of clay seems discolored and somewhat softer then

the rest of the wall.

~
E
bins cabinets~
Searching through the bins and cabinets, you find more old, rusty mining

equipment.  

~
E
equipment mining~
Various pickaxes, lanterns, and other such items are strewn about the

floor.  All of it is so old and rusted that it would be of no use to you

at all.

~
E
wood rotted rotting~
Odd bits of wood have been carelessly hammered together to form the walls

of this flimsy shed.

~
A
pull yank tug~
3 chain~
if( !rflag( reset0, room ) ) {

  if( !is_open( room, south ) ) {

    send_to_char( #pulling, ch );

    act_notchar( #ispulling, ch );

    send_to_room( #noise, room );

    open( room, south );

    }

  else

    send_to_char( #already, ch );

  }

else

  send_to_char( #nochain, ch );

~
E
noise~
The wall groans slightly as it moves.

~
E
nochain~
You don't see that here.

~
E
ispulling~
$n pulls a chain and the south wall slides up into the rock.

~
E
pulling~
You pull the chain and notice the south wall slide up into the rock.

~
E
already~
The wall has already been opened.

~
!
0 0 0
A
push punch hit bash kick~
3 patch 3 clay~
if( rflag( reset0, room ) ) {

  send_to_char( #punch, ch );

  act_notchar( #punching, ch );

  remove_rflag( reset0, room );

  }

else

  send_to_char( #holeopen, ch );

~
E
punching~
$n punches a hole in the wall revealing a hidden chain.

~
E
punch~
You punch the soft patch of clay revealing a hidden chain.

~
E
holeopen~
The patch of clay has already been broken.

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

  send_to_char( #chain, ch );

else

  send_to_char( #nochain, ch );

~
E
chain~
The chain is buried in the wall behind what used to be a patch of clay. 

It appears to be firmly attached to something further up, but what you

cannot see.  

~
E
nochain~
You don't see that here.

~
!
0 0 0
-1
S

#31254
Decrepit Mine Tunnel~
Jagged wooden struts hold the low mine ceiling in place, making it

difficult if not dangerous to move along this east-west shaft.  Water has

formed in several small pools, but there is no visible source for the

fluid.  There is no breeze at all: the water is completely still and

very, very cold.

~
~
301465604 0 6 0
D1
~
~
0 -1 31256 10 10 5
D3
~
~
0 -1 31252 10 10 5
E
pool water~
The icy black water has a strange, mineral smell.

~
E
jagged wooden struts~
These pieces of wood have seen better days, their rough edges stand ready

to snag anyone who gets too close.  It looks as if they might collapse at

any moment.

~
431 9 1509949540 3 0
1388 17 1509949540 -2 0
-1
S

#31255
Decrepit Mine Tunnel~
A small pile of broken rocks lies on the ground near the eastern wall of

this portion of the tunnel.  Each rock is almost identical in shape and

color, and does not seem to have fallen from the nearby stones. 

Conversely, the ground under the western wall is quite clean.

~
~
301465604 0 9 0
D0
~
~
0 -1 31263 10 10 5
D2
~
~
0 -1 31252 10 10 5
E
rock eastern wall pile~
Each rock appears to be the same size, or close to it: three inches long,

and about an inch wide, with smooth, rounded edges.  Upon closer

examination, they show signs of having been shaped.

~
E
1 western floor~
The surface of the western wall is quite smooth, and the nearby floor

free of debris.

~
A
get take grab~
rock stone~
act_tochar( #nope, ch );

~
E
nope~
You start to take a small stone as a souvenir, but decide that it is just

worthless rubbish and leave it on the ground, the mystery of its origin

forgotten.

~
!
0 0 0
-1
S

#31256
Decrepit Mine Tunnel~
Passages wide enough for a troll to move comfortably stretch out to the

north and west; a very narrow tunnel leads eastward.  The mine wall to

the south is dark and cold, gouges made from sharp objects pit its

surface.

~
~
301465604 0 6 0
D0
~
~
0 -1 31260 10 10 5
D1
~
~
577 -1 31259 10 10 5
D3
~
~
0 -1 31254 10 10 5
E
south wall gouge~
Deep gouges mar the south wall of the tunnel.  The dark rock is covered

with holes made by a pick or other sharp object.

~
431 9 1509949540 3 0
431 9 1509949540 3 0
2745 17 1509949455 -2 0
-1
S

#31257
Hidden Tool Cache~
This small room seems to be in better condition then the main part of the

shed.  The floor is clean and walls bear a full coat of clay.  The room

is empty except for a single cabinet against the south wall and a chain

hanging from the ceiling.

~
~
301465612 0 6 0
D0
wall~
~
235 -1 31253 10 10 5
E
chain~
The chain is identical to the one on the other side of the wall.

~
E
cabinet~
This small cabinet is bare of anything but a coat of dust.

~
E
wall clay~
A thick coat of brown clay covers the walls in this tiny room.

~
A
pull yank tug~
3 chain~
if( !is_open( room, north ) ) {

  send_to_char( #pulling, ch );

  act_notchar( #ispulling, ch );

  send_to_room( #noise, room );

  open( room, north );

  }

else

  send_to_char( #already, ch );

~
E
noise~
The wall groans slightly as it moves.

~
E
ispulling~
$n pulls a chain and the north wall slides up into the rock.

~
E
pulling~
You pull the chain and notice the north wall slide up into the rock.

~
E
already~
The wall has already been opened.

~
!
0 0 0
418 49 1509949540 -2 0
9 81 5 -2 0
26 81 1509949445 -2 0
229 81 1509949445 -2 0
-1
S

#31259
Cave Worm Lair~
This small chamber is barely large enough to stand up in.  The walls are

streaked with dirt and show signs of previous mining.  An unpleasant

smell emanates from the north, though it is too dark to see what lies

that far away.

~
~
301465612 0 5 0
D0
~
~
0 -1 31261 10 10 5
D3
passageway~
passageway~
577 -1 31256 10 10 5
E
walls dirt~
The dark tunnel wall to the south are streaked with dirt and pitted with

holes made by picks or similar mining instruments.  Loose stones lie to

the west and east, formed by a massive cave-in.

~
A
~
~
wait( 1 );

act_tochar( #westcollapse, ch );

close( room, west );

  i = 4d8+2;

  dam_message( ch, i, "the falling debris" );

  inflict( ch, mob, i, "falling debris" );

send_to_room( #eastcollapse, find_room( 31256 ) );

~
E
area~
@b@WYou hear a low rumbling sound from somewhere nearby.

~
E
eastcollapse~
@b@WWith a loud *CRASH* the east passage collapses.

~
E
westcollapse~
@b@WWith a loud *CRASH* the west passage collapses, sealing off the exit.

~
!
1 1 10
A
dig~
3 shovel 3 walls 3 hole~
send_to_char( #where, ch );

~
E
where~
Where do you want to dig?

~
!
0 0 0
A
dig~
1 south 1 west 1 east 1 up 1 down~
send_to_char( #nothing, ch );

~
E
nothing~
That wall is too hard to dig.

~
!
0 0 544829301
A
1 look~
1 south 1 up 1 down~
send_to_char( #notsuitable, ch );

~
E
notsuitable~
This wall is hard as rock.  Perhaps that's because it IS rock.

~
!
0 0 0
A
1 look~
1 west 1 east~
act_tochar( #fallen, ch );

~
E
fallen~
Large chunks of stone have fallen off the wall, making passage in that

direction impossible.

~
!
0 0 0
-1
S

#31260
Decrepit Mine Tunnel~
The tunnel is quite narrow here, as a large chunk of granite on the west

wall intrudes upon the passageway.  Aged timbers hold loosened stones at

bay, but cracks in their structures make it unclear how long the ceiling

will remain above your head.

~
~
301465604 0 9 0
D0
~
~
0 -1 31262 10 10 5
D1
~
~
227 -1 31261 10 10 5
D2
~
~
0 -1 31256 10 10 5
E
large chunk granite west~
A large chunk of grayish granite protrudes from the west wall.  Its

mottled surface is quite rough, and looks as if it might snag your

clothing if you get too close.

~
E
aged timbers stone crack ceiling~
The low ceiling is held up by several aged timbers.  A large crack seems

to run through each of these pieces of wood, making their usefulness

questionable.  It looks as if any moment the timbers may give way and the

stones come rumbling down.

~
A
1 look~
1 east 3 hole~
if( is_open( room, east ) )

  send_to_char( #hole, ch );

else

  send_to_char( #nothing, ch );

~
E
hole~
There is a newly dug hole in the east wall just big enough to crawl through.

~
E
nothing~
You don't see that here.

~
!
0 0 0
A
3 crawl 3 enter~
1 east 3 hole~
end;

if( !rflag( reset1, room ) ) {

  send_to_char( #enter, ch );

  act_notchar( #leave, ch );

  transfer( ch, find_room( 31261 ) );

  act_notchar( #isentering, ch );

  }

else

  send_to_char( #nothing, ch );

~
E
isentering~
$n enters the room from a small hole in the west wall.

~
E
leave~
$n squeezes through the small hole in the east wall.

~
E
enter~
You barely manage to squeeze through the small hole.

~
E
nothing~
There is nothing you can enter by that name.

~
!
0 0 0
474 17 1509949540 -2 0
-1
S

#31261
Cave Worm Lair~
The stone walls here are covered with small scratches; corresponding

chips litter the floor below.  A pungent scent fills the air and clings

to the walls.  A large wheelbarrow takes up most of the space, making

movement in any direction other then south very difficult.

~
~
301465604 0 5 0
D1
~
~
171 -1 31288 10 10 5
D2
~
~
0 -1 31259 10 10 5
D3
~
~
227 -1 31260 10 10 5
E
wheelbarrow~
A large metal wheelbarrow blocks your movement in any direction other

then south.  Portions of it are rusted, and it has no wheels along its

bottom.

~
A
push move turn lift~
5 wheelbarrow~
if( mob_in_room( 433, room ) )

  send_to_char( #notnow, ch );

else {

  if( rflag( reset0, room ) ) {

    send_to_char( #lifting, ch );

    act_notchar( #islifting, ch );

    obj_to_char( oload( 1489 ), ch );

    remove_rflag( reset0, room );

    }

  else

    send_to_char( #already, ch );

  }

~
E
notnow~
You cant do that while the worm is sitting on it!

~
E
already~
The wheelbarrow is already rightside up.

~
E
islifting~
$n turns the wheelbarrow rightside up revealing a shovel that was hidden

beneath it.

~
E
lifting~
Turning the wheelbarrow rightside up reveals a shovel that was hidden

beneath it.  

~
!
0 0 0
A
1 look~
under 5 wheelbarrow~
if( rflag( reset0, room ) )

  send_to_char( #looking, ch );

else

  send_to_char( #already, ch );

~
E
looking~
The aged wheelbarrow is lying upside down on the ground.  It is impossible

to tell what's underneath of it.

~
E
already~
The wheel barrow has been turned upright.  There is nothing in it.

~
!
0 0 0
A
dig~
1 west~
if( !rflag( reset1, room ) ) {

  send_to_char( #already, ch );

  end;

  }

if( !has_obj( 1489, ch ) ) {

  send_to_char( #noshovel, ch );

  act_notchar( #hasnoshovel, ch );

  end;

  }

send_to_char( #digging, ch );

act_notchar( #isdigging, ch );

wait( 2 );

send_to_char( #dug, ch );

act_notchar( #isdug, ch );

remove_rflag( reset1, room );

remove_rflag( reset1, find_room( 31260 ) );

send_to_room( #holeopen, find_room( 31260 ) );

open( room, west );

~
E
holeopen~
You see a hole suddenly open up in the east wall!

~
E
isdug~
$n finally manages to dig a hole large enough for all to crawl through.

~
E
dug~
You finally manage to dig a hole large enough to crawl through.

~
E
hasnoshovel~
$n tries to dig through the west wall with $s hands, but soon gives up.

~
E
noshovel~
You try to dig with your hands, but soon realize it is hopeless.

~
E
already~
There is already a hole dug there.

~
E
isdigging~
$n starts digging in the west wall with $s shovel...

~
E
digging~
Using your shovel you begin the lengthy process of digging your way out...

~
!
0 0 0
A
3 crawl 3 enter~
1 west 3 hole~
if( rflag( reset1, room ) )

  send_to_char( #nohole, ch );

else {

  send_to_char( #entering, ch );

  act_notchar( #isleaving, ch );

  transfer( ch, find_room( 31260 ) );

  act_notchar( #isentering, ch );

  }

~
E
isentering~
$n enters the room from a small hole in the east wall.

~
E
isleaving~
$n squeezes through the small hole in the west wall.

~
E
entering~
You barely manage to squeeze through the small hole.

~
E
nohole~
There is nothing you can enter by that name.

~
!
0 0 0
A
1 look~
3 hole~
if( !rflag( reset1, room ) )

  send_to_char( #hole, ch );

else

  send_to_char( #nothing, ch );

~
E
hole~
There is a newly dug hole in the west wall just big enough to crawl through.

~
E
nothing~
You dont see that here.

~
!
0 0 0
A
1 look~
1 west 3 walls~
if( is_open( room, west ) ) 

  send_to_char( #hole, ch );

else

  send_to_char( #nohole, ch );

~
E
nohole~
The rock on the west wall appears to be somewhat loosened.

~
E
hole~
There is a newly dug hole in the west wall just big enough to crawl through.

~
!
0 0 0
A
dig~
3 shovel 3 walls 3 hole~
send_to_char( #where, ch );

~
E
where~
Where do you want to dig?

~
!
0 0 0
A
dig~
1 north 1 east 1 up 1 down~
send_to_char( #nothing, ch );

~
E
nothing~
That wall is too hard to dig.

~
!
0 0 544829301
A
1 look~
1 north 1 east 1 up 1 down~
send_to_char( #notsuitable, ch );

~
E
notsuitable~
This wall is hard as rock.  Perhaps that's because it IS rock.

~
!
0 0 0
A
1 open~
1 east~
if( !is_open( room, east ) ) {

  if( mob_in_room( 433, room ) )

    send_to_char( #mob, ch );

  else {

    send_to_char( #ok, ch );

    open( room, east );

    }

  }

else

  send_to_char( #already, ch );

~
E
already~
It's already open.

~
E
ok~
Ok.

~
E
mob~
The Cave Worm shifts its long body just enough to prevent you from

opening it.

~
!
0 0 0
433 9 1509949540 3 0
2745 17 1509949465 -2 0
-1
S

#31262
Decrepit Mine Tunnel~
This portion of the tunnel slopes gradually downhill from south to north. 

Small bits of stone crunch under your feet, and slowly roll down the

slope.  The walls are dry and cold, their pitted surfaces provide

finger-sized crannies for investigation.

~
~
301465604 0 9 0
D0
~
~
0 -1 31266 10 10 5
D2
~
~
0 -1 31260 10 10 5
E
wall pitt cranny~
Finger-sized holes line the east and west walls.  Just bigger then the

tip of a pick, they could provide a spot to hide small objects.

~
A
search~
hole cranny~
if( rflag( reset0, room ) && is_player( ch ) ) {

  remove_rflag( reset0, room );

  if( find_skill( ch, searching ) > random( 5, 8 ) ) {

    i = random( 0, 5 );

    act_tochar( #found, ch );

    act_notchar( #hefound, ch );

    if( i == 1 )

      obj_to_char( oload( 38 ), ch );

    if( i == 2 )

      obj_to_char( oload( 1007 ), ch );

    if( i == 3 )

      obj_to_char( oload( 1029 ), ch );

    if( i == 0 )

      obj_to_char( oload( 1469 ), ch );

    if( i == 4 )

      obj_to_char( oload( 1155 ), ch );

    if( i == 5 )

      obj_to_char( oload( 94 ), ch );

    }

  else

    {

  act_tochar( #nope, ch );

  end;

  }

}

else

act_tochar( #nope, ch );

~
E
found~
You seem to have found something in the hole!

~
E
hefound~
$n smiles and pulls something out of the hole!

~
E
nope~
You search the holes, but find them empty.

~
!
0 0 0
-1
S

#31263
Decrepit Mine Tunnel~
The ground here slopes sharply down from the south to the north; small

pebbles underfoot make passage quite precarious.  The tunnel walls are

slightly bulging, almost as if an overweight ogre pushed them out as he

squeezed through.

~
~
301465604 0 9 0
D0
~
~
0 -1 31264 10 10 5
D2
~
~
0 -1 31255 10 10 5
431 9 1509949540 3 0
-1
S

#31264
Decrepit Mine Tunnel Shaft~
This portion of the tunnel is dominated by a rectangular-looking shaft

which leads down deep into the heart of the mine.  There appear to be two

ways down: a small lift as well as some rusted iron rungs attached to the

east wall of the shaft.  A single rope for operating the lift is attached

to a pulley on the ceiling.

~
||look lift||pull rope||climb lift||

[Merior] add an action to take the lift - move whole group at once

~
301465604 0 7 0
D2
~
~
0 -1 31263 10 10 5
D5
~
~
0 -1 31265 10 10 5
E
ladder iron rungs~
The ladder is crudely fashioned of iron and although quite rusty, it

appears to be capable of supporting your weight.

~
E
pulley~
A battered wooden cog with a rope strung through it.  It looks sturdy

enough to still operate.  

~
E
rope~
The rope is used for raising and lowering the lift.

~
A
1 look~
wheelbarrow lift~
if( !rflag( status0, find_room( 31272 ) ) )

  send_to_char( #isdown, ch );

else

  send_to_char( #isup, ch );

~
E
isup~
This is a rickety old lift, constructed out of rotten planks and frayed

rope.  It is big enough to carry a wheelbarrow although you don't think

it is strong enough anymore.

~
E
isdown~
The lift is currently far down the bottom of the shaft.

~
!
0 0 0
A
pull yank tug~
rope~
if( !rflag( status0, find_room( 31272 ) ) ) {

set_rflag( status0, find_room( 31272 ) );

  send_to_char( #isdown_char, ch );

  act_notchar( #isdown_room, ch );

  send_to_room( #isdown_all1, room );

  send_to_room( #isdown_all2, find_room( 31265 ) );

send_to_room( #down, find_room( 31395 ) );

  room = find_room( 31272 );

  send_to_room( #isdown_all3, room );

  }

else {

remove_rflag( status0, find_room( 31272 ) );

  send_to_char( #isup_char, ch );

  act_notchar( #isup_room, ch );

  send_to_room( #isup_all1, room );

send_to_room( #up, find_room( 31395 ) );

  send_to_room( #isup_all2, find_room( 31265 ) );

  room = find_room( 31272 );

  send_to_room( #isup_all3, room );

  }

~
E
isup_all3~
The lift has arrived.

~
E
isup_all2~
The lift moves past you going down, someone must be pulling on the rope.

~
E
isup_all1~
The lift begins to move down the shaft and before long disappears from view.

~
E
isup_room~
$n pulls on the lift rope.

~
E
isup_char~
You pull the rope.

~
E
isdown_all3~
The lift begins to move up the shaft and before long disappears from view.

~
E
isdown_all2~
The lift moves past you going up, someone must be pulling on the rope.

~
E
isdown_all1~
The lift has arrived.

~
E
isdown_room~
$n pulls on the rope and you notice the lift slowely rise up from the

bottom of the shaft.

~
E
isdown_char~
You see an ore lift rise from the mine shaft as you pull on the rope.

~
E
down~
The ore lift moves down the mine shaft!

~
E
up~
The ore lift moves up the mine shaft!

~
!
0 0 0
A
climb get enter~
onto ore lift~
if( rflag( status0, find_room( 31272 ) ) ) {

  act_tochar( #enter, ch );

  act_notchar( #renter, ch );

  transfer( ch, find_room( 31395 ) );

  loop( followers ) {

    act_tochar( #follow, rch );

    act_notchar( #rfollow, rch );

    transfer( rch, find_room( 31395 ) );

    act_notchar( #arrives, rch );

    }

  }

else

act_tochar( #nothere, ch );

~
E
enter~
You climb onto the rickety ore lift.

~
E
renter~
$n climbs up onto the ore lift.

~
E
follow~
You follow your leader up onto the ore lift.

~
E
rfollow~
$n follows and climbs up onto the ore lift.

~
E
arrives~
$n climbs up onto the ore lift.

~
E
nothere~
The ore lift isn't here to climb onto.

~
!
0 0 0
-1
S

#31265
Decrepit Mine Tunnel Shaft~
This narrow shaft leads up to the main level of the mine, or down into

darkness.  Narrow iron rungs are placed about three feet apart along the

east wall of the shaft, allowing for careful movement up or down.  Bits

of loose earth line the shaft walls, the dry dust makes it difficult to

breathe.

~
no_mob

~
301465612 0 6 0
D4
~
~
0 -1 31264 10 10 5
D5
~
~
0 -1 31272 10 10 5
E
narrow iron rung~
The eastern wall of the shaft has been made into a form of ladder.  Iron

rungs have been hammered into the side of the shaft about three feet

apart, making it quite a jump for a small adventurer to move up or down.

~
E
bits earth walls~
The shaft walls are quite dry, and are lined with earth rather then rocks. 

It would be quite easy to dislodge the earth, but you might cause the

shaft itself to collapse.

~
-1
S

#31266
Decrepit Mine Tunnel~
The eastern wall of the tunnel is almost completely covered with rotting

timbers; only bits of stone can be seen.  The western wall is almost the

opposite: only a few thin planks cross the solid stone wall.  The ground

slopes sharply down as it moves from south to north, making it necessary

to move slowly and carefully to avoid falling.

~
~
301465604 0 9 0
D0
~
~
0 -1 31267 10 10 5
D2
~
~
0 -1 31262 10 10 5
E
thin planks west~
Only three slender planks serve to brace the western portion of the

tunnel.  These boards are quite new, and still smell faintly of the

icalah tree from which they were hewn.

~
E
rotting timbers stone east~
The eastern wall is obscured by the mass of rotting timbers used to shore

it.  You can only see a few bits of stone peeking out.

~
431 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31267
Decrepit Mine Tunnel Shaft~
Only a few feet of solid ground remain here to stand or rest upon: the

rest of the space is taken up by a shaft which leads further down into

the mine.  Iron rungs attached to the wall can be used to climb down.  A

lone pulley is attached to the ceiling just above the shaft entrance.

~
~
301465604 0 9 0
D2
~
~
0 -1 31266 10 10 5
D5
~
~
0 -1 31268 10 10 5
E
pulley~
A battered wooden cog that has broken and can no longer function.

~
E
ladder iron rungs~
The ladder is crudely fashioned of iron and although quite rusty, if

appears to be capable of supporting your weight.

~
-1
S

#31268
Decrepit Mine Tunnel Shaft~
There appears to be a small opening to your west, though it is mostly

obscured by a giant spider web.  Otherwise, you can travel through the

dark shaft either up or down, should you in fact trust the stability of

the rusted iron rungs which have been hammered into the hard rock of the

mine.

~
~
301465612 0 7 0
D3
web~
web~
0 -1 31270 10 10 5
D4
~
~
0 -1 31267 10 10 5
D5
~
~
0 -1 31269 10 10 5
E
ladder rung iron rusted~
Iron rungs have been hammered into the sides of the shaft, spaced apart

just enough for a halfling to need to stretch to reach between them. 

These rungs appear to have been here quite a while; their surfaces are

heavily rusted.

~
A
~
~
if( rflag( reset0, room ) ) {

  act_tochar( #web, ch );

  act_notchar( #isweb, ch );

  }

else

  continue;

~
E
isweb~
$n tries to walk through a giant spider web in the west wall.

~
E
web~
You try to enter the opening, but are blocked by a giant spider web.

~
!
3 3 8
A
cast~
fireball~
if( find_skill( ch, fireball ) >= 1 ) {

  if( rflag( reset0, room ) ) {

    act_tochar( #light, ch );

    act_notchar( #islight, ch );

    remove_rflag( reset0, room );

    remove_rflag( reset0, find_room( 31270 ) );

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #NOT, ch );

~
E
nothing~
The web has already been destroyed.

~
E
islight~
The web bursts into flames as $n casts fireball, completely disintegrating it.

~
E
light~
The web bursts into flames as you cast fireball, completely disintegrating it.

~
E
NOT~
You don't have the ability to cast that.

~
E
cast~
What do you want to cast that on?

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

  act_tochar( #web, ch );

else

  act_tochar( #noweb, ch );

~
E
noweb~
The web has been completely destroyed by a fire.

~
E
web~
The web is large enough to entangle an Ogre.  The strands of silk are as

big around as your wrist and covered with a clear sticky substance.  

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

  act_tochar( #strand, ch );

else

  act_tochar( #nostrand, ch );

~
E
nostrand~
The web has been completely destroyed by a fire.

~
E
strand~
While examining the silk strands, you notice a section of the web that

has been repaired.  It seems to have suffered some fire damage.

~
!
0 0 0
A
cut hack slash break~
webs stands~
if( rflag( reset0, room ) ) {

  act_tochar( #nocut, ch );

  act_notchar( #isnocut, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
nothing~
The web has been completely destroyed by fire.

~
E
isnocut~
$n tries to cut through the strands and finds them too strong to break.

~
E
nocut~
There is no way you can cut through the strands of silk.

~
!
0 0 0
-1
S

#31269
Decrepit Mine Tunnel Shaft~
A dark shaft leads upwards here, towards the main level of the mine; this

lower portion of tunnel leads only to your north.  The broken remains of

a small lift lie scattered about on the ground, no longer functional. 

Iron rungs tacked to the east wall lead up into the shaft.

~
~
301465604 0 6 0
D0
~
~
0 -1 31278 10 10 5
D4
~
~
0 -1 31268 10 10 5
E
wheelbarrow lift~
Pieces of rotten planks and bits of frayed rope are all that is left

of this once proud lift.  It was once used to raise wheelbarrows loaded

with ore up to the top of the shaft.

~
E
iron rung ladder~
Small bands of iron have been attached to the eastern wall of the shaft,

providing the only viable means of ascent.

~
-1
S

#31270
Giant Spider Cave~
The ceiling here reaches high above you.  It is too dark to see anything

up there.  Scattered about the floor of this cave are rotting sacs of

silk most about the size of an average human.  To the east an exit back

into the mine shaft is entirely covered by a giant spider web.

~
~
301465612 0 6 0
D1
~
~
0 -1 31268 10 10 5
D4
~
~
0 -1 31289 10 10 5
E
silk sacs~
Pulling apart one of the sacks you find the carcass of an elderly gnome. 

He must have stumbled into the spiders web and been caught.  You can

pretty well guess the rest of the sacks contain similar examples.  

~
A
~
~
if( rflag( reset0, room ) ) {

  act_tochar( #web, ch );

  act_notchar( #isweb, ch );

  }

else

  continue;

~
E
isweb~
$n tries to leave but is blocked by a giant spider web covering the exit.

~
E
web~
You try to leave but a giant spider web blocks your way.

~
!
3 1 2
A
cast~
fireball~
if( rflag( reset0, room ) ) {

  act_tochar( #light, ch );

  act_notchar( #islight, ch );

  remove_rflag( reset0, room );

  remove_rflag( reset0, find_room( 31268 ) );

  }

else

  act_tochar( #nothing, ch );

~
E
nothing~
The web has already been destroyed.

~
E
islight~
The web bursts into flames as $n ignites it, completely disintegrating it.

~
E
light~
The web bursts into flames as you ignite it, completely disintegrating it.

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

  act_tochar( #web, ch );

else

  act_tochar( #noweb, ch );

~
E
noweb~
The web has been completely destroyed by a fire.

~
E
web~
The web is large enough to entangle an Ogre.  The strands of silk are as

big around as your wrist and covered with a clear sticky substance.  

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

  act_tochar( #strand, ch );

else

  act_tochar( #nostrand, ch );

~
E
nostrand~
The web has been compleately destroyed by a fire.

~
E
strand~
While examining the silk strands, you notice a section of the web that

has been repaired.  It seems to have suffered some fire damage.

~
!
0 0 0
A
cut hack slash break~
web 6 strands~
if( rflag( reset0, room ) ) {

  act_tochar( #nocut, ch );

  act_notchar( #isnocut, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
nothing~
The web has been compleately destroyed by fire.

~
E
isnocut~
$n tries to cut through the strands and finds them too strong to break.

~
E
nocut~
There is no way you can cut through the strands of silk.

~
!
0 0 0
A
~
~
wait( 2 );

if( !char_in_room( ch, room ) )

  end;

room = find_room( 31289 );

mob = mob_in_room( 434, room );

if( !mob )

  end;

if( rand_player( room ) )

  end;

do_spell( web, mob, ch );

act_tochar( #taken, ch );

act_notchar( #istaken, ch );

transfer( ch, room );

attack( mob, ch, 5d6+10, "bite" );

~
E
istaken~
@b@WSuddenly from high up in the ceiling a giant spider seizes $n and

carries $m up into its lair!

~
E
taken~
@b@WSuddenly from high up in the ceiling a giant spider seizes you and

carries you up into its lair!

~
!
1 3 8
474 17 1509949540 -2 0
-1
S

#31272
Decrepit Mine Tunnel Shaft~
Above you rises a shaft which leads to the upper mine level.  A tunnel

leads north into the darkness of the second level.  A small lift for

moving ore appears to be still functional, and rungs tacked to the east

wall lead up into the shaft.  On the west wall is a slightly frayed rope

is attached to a small pulley.

~
||look lift||pull rope||enter climb lift||

[Merior] add using lift up action for group

(copied acode from above, but havent fixed either)

~
301465604 0 6 0
D0
~
~
0 -1 31273 10 10 5
D4
~
~
0 -1 31265 10 10 5
E
ladder iron rungs~
The ladder is crudely fashioned of iron and although quite rusty, it

appears to be capable of supporting your weight.

~
A
1 look~
wheelbarrow lift~
if( !rflag( status0, room ) )

  send_to_char( #isdown, ch );

else

  send_to_char( #isup, ch );

~
E
isup~
The lift is currently far up the shaft and mostly out of sight.

~
E
isdown~
This is a rickety old lift, constructed out of rotten planks and frayed

rope.  It is big enough to carry a wheelbarrow although you dont think it

is strong enough anymore.  

~
!
0 0 0
A
pull~
rope~
if( rflag( status0, find_room( 31272 ) ) ) {

  remove_rflag( status0, room );

  send_to_char( #isdown_char, ch );

  act_notchar( #isdown_room, ch );

  send_to_room( #isdown_all1, room );

  send_to_room( #isdown_all2, find_room( 31265 ) );

send_to_room( #down, find_room( 31395 ) );

  room = find_room( 31264 );

  send_to_room( #isdown_all3, room );

  }

else {

  send_to_char( #isup_char, ch );

  act_notchar( #isup_room, ch );

  send_to_room( #isup_all1, room );

  send_to_room( #isup_all2, find_room( 31265 ) );

send_to_room( #up, find_room( 31395 ) );

  set_rflag( status0, find_room( 31272 ) );

  send_to_room( #isup_all3, find_room( 31264 ) );

  }

~
E
isdown_char~
As you pull down on the rope, you can seen the lift descend from the

shaft above.

~
E
isdown_room~
$n pulls down on the rope.  Soon, you can seen a lift descend from the

shaft above.

~
E
isdown_all1~
The lift has arrived.

~
E
isdown_all2~
An ore lift goes soaring by, up to the top of the shaft.

~
E
isdown_all3~
The lift disappears from sight and ascends up the mining shaft.

~
E
isup_char~
You pull on the rope.

~
E
isup_room~
$n pulls on the rope.

~
E
isup_all1~
The ore lift lurches and begins to ascend up the mine shaft.

~
E
isup_all2~
The ore lift goes soaring up the mine shaft, past you.

~
E
isup_all3~
An ore lift arrives from below.

~
E
up~
The ore lift goes zooming down to the bottom of the shaft.

~
E
down~
The ore lift goes zooming up to the top of the shaft.

~
!
0 0 0
A
enter climb jump~
ore lift~
if( !rflag( status0, find_room( 31272 ) ) ) {

  act_tochar( #enter, ch );

  act_notchar( #renter, ch );

  transfer( ch, find_room( 31395 ) );

  loop( followers ) {

    act_tochar( #follow, rch );

    act_notchar( #rfollow, rch );

    transfer( rch, find_room( 31395 ) );

    act_notchar( #arrives, rch );

    }

  }

else

act_tochar( #nothere, ch );

~
E
arrives~
$n climbs onto the ore lift.

~
E
enter~
You leap onto the ore lift.

~
E
renter~
$n leaps up onto the ore lift.

~
E
follow~
You follow $n up onto the rickety wooden ore lift.

~
E
rfollow~
$n also jumps up onto the ore lift.

~
E
nothere~
There is no ore cart here to climb onto.

~
!
0 0 0
-1
S

#31273
Decrepit Mine Tunnel~
The air here is quite cool and damp, and a soft breeze stirs gently

around your face.  A few stagnant puddles of water are scattered about

the surface of the ground.  The tunnel walls show traces of reddish dust,

remnants of the ore vein that was dug out of here.

~
~
301465604 0 9 0
D0
~
~
0 -1 31274 10 10 5
D2
~
~
0 -1 31272 10 10 5
E
water puddle~
The puddles are shallow and contain dark, icy water.  A slightly oily

smell seems to rise from their surfaces.

~
E
wall ore reddish dust~
The gouged walls are lightly covered with a fine reddish dust.  The

heaviest concentrations of the dust appear near the deep gouge running

along the east wall.

~
431 9 1509949540 3 0
-1
S

#31274
Decrepit Mine Tunnel~
The tunnel forms a horizontal 'T' here, with branches to the north,

south, and west.  Dark streaks on the walls indicate where rich veins of

ore once was found; now only their outline remains.  A few picks lie

against the eastern wall, as if the owner had planned to return to the

task at hand.

~
~
301465604 0 9 0
D0
~
~
0 -1 31275 10 10 5
D2
~
~
0 -1 31273 10 10 5
D3
~
~
0 -1 31282 10 10 5
E
pick eastern wall~
Three picks lie propped up against the eastern wall of the tunnel. 

Although they show heavy signs of use, they still appear to be functional.

~
E
dark streaks veins ore outline~
Dark streaks on the walls show the remains of once-rich veins of ore

found in this portion of the tunnel.  You can now only see the outline;

no signs of ore remain.

~
A
get take grab~
picks tools~
act_tochar( #nope, ch );

~
E
nope~
The picks are too worthless to bother taking.

~
!
0 0 0
431 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31275
Decrepit Mine Tunnel End~
The tunnel ends abruptly to the north here: from the rough appearance and

remaining ore of the north wall, you surmise that the digging was

abruptly stopped here although the rock still looks loaded with ore.  A

narrow tunnel leading east looks just large enough to crawl through and

resembles those used for circulation rather then traffic.  

~
~
301465604 0 9 0
D1
~
~
0 -1 31276 10 10 5
D2
~
~
0 -1 31274 10 10 5
E
wall tunnel vein ore rock~
A large vein of a dark red ore runs parallel to the ground.  Only a

fraction of it appears to have removed; small bits have been chipped away

here and there, in no apparent order.

~
2745 17 1509949455 -2 0
-1
S

#31276
Decrepit Mine Tunnel Vent~
This narrow passage barely allows you to move from east to west.  The

rock of the walls and ceiling is not timbered here, and rockslides appear

all too probable; in fact, the dirt on the northern wall is especially

loose.  Looking east and west you can see where it opens into the tunnels

beyond.

~
[Merior] made no.mob since it is so tiny

~
301465612 0 9 0
D1
~
~
0 -1 31277 10 10 5
D3
~
~
0 -1 31275 10 10 5
E
dirt 1 northern wall~
It looks as if, with the correct tool, you could dig into the mixture of

earth and rock.

~
A
dig~
1 north dirt wall~
if( rflag( reset0, room ) ) {

  if( has_obj( 1489, ch ) ) {

    send_to_char( #dig, ch );

    act_notchar( #isdigging, ch );

    remove_rflag( reset0, room );

    }

  else {

    send_to_char( #noshovel, ch );

    act_notchar( #hasnoshovel, ch );

    }

  }

else

  send_to_char( #already, ch );

~
E
already~
There is already a hole dug there.

~
E
hasnoshovel~
$n tries digging with $s hands, but soon gives up.

~
E
noshovel~
You try to dig with your hands, but soon realize it is hopeless.

~
E
isdigging~
$n digs a hole in the north wall, just large enough to crawl through.

~
E
dig~
Digging with your shovel in the north wall you find the entrance to the

secret tunnel the dwarf spoke of.  You have made a hole large enough to

crawl through.  

~
!
0 0 0
A
3 crawl 3 enter~
hole~
if( !rflag( reset0, room ) ) {

  send_to_char( #enter, ch );

  act_notchar( #leaving, ch );

  transfer( ch, find_room( 31286 ) );

  act_notchar( #entering, ch );

  }

else

  send_to_char( #nohole, ch );

~
E
nohole~
There is nothing you can enter by that name.

~
E
entering~
$n pops into the room from a hole in the south wall.

~
E
leaving~
$n crawls through a hole in the north wall and is gone.

~
E
enter~
You crawl into the newly dug hole.

~
!
0 0 0
-1
S

#31277
Decrepit Mine Tunnel End~
The main tunnel dead-ends to the north; you can move easily to the south

or try to squeeze into a ventilation shaft to your west.  Work in this

portion of the mine appears to have halted before the ore was completely

played out; a thick vein of a dark black mineral bisects the east wall,

seemingly untouched in earlier mining efforts.

~
~
301465604 0 9 0
D2
~
~
0 -1 31278 10 10 5
D3
~
~
0 -1 31276 10 10 5
E
east wall vein black mineral~
The eastern wall of the tunnel has a thick vein of a a black mineral

running from top to bottom, bisecting the area.  Only a few small chips

show any signs of mining activity in this area.

~
-1
S

#31278
Decrepit Mine Tunnel~
The ground in this area of the tunnel is deeply scarred with rough-edged

holes about the size of the head of a large pick-axe.  The walls also

reflect the seemingly random hits made by a similar tool.  Large chunks

of dark brown rock lie scattered about on the ground, just about the size

and shape of the many holes.

~
~
301465604 0 9 0
D0
~
~
0 -1 31277 10 10 5
D2
~
~
0 -1 31269 10 10 5
E
ground hole wall rock~
It appears that someone went wild with a pick-axe in this portion of the

mine.  Large gouges appear on the ground and walls; the missing pieces of

rock lie scattered about, unwanted.

~
431 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31279
Before the Decrepit Mine~
You stand before the entrance to a very old mine.  Beams of old rotting

wood are set on three sides of a hole cut into the mountainside.  An

ominous sign is nailed to a beam warning you to keep out.  Just north

of you stands a cottage.  Smoke billowing out of its chimney suggests

that someone may be home.  

~
~
301465608 3 9 0
D0
cottage door~
'cottage door' door~
131 -1 31280 10 10 5
D1
~
~
0 -1 31250 10 10 5
D3
~
~
0 -1 21142 10 10 5
E
sign~
The sign is a wooden board with the words "KEEP OUT" painted across it.

~
A
~
~
send_to_char( #close, ch );

wait( 1 );

close( room, north );

~
E
close~
You politely close the door behind you as you leave.

~
!
1 2 4
-1
S

#31280
Gimnod's Cottage~
This small, and simple cottage reflects the tastes of its only

resident.  A bear skin rug is spread out before a brick fireplace and on

the rug a large wooden rocking chair.  A few cupboards are all that hang

on the walls above a tiny table.  Tucked away in one corner is a cot,

presumably where the owner sleeps.  

~
Gimnod given ringmail as he's not a protected mob.  Give him chainmail

and you get campers next door, every hour on the hour.

Kiian

~
335020045 0 5 0
D2
cottage door~
'cottage door' door~
131 -1 31279 10 10 5
E
bear skin rug~
The fur looks like it once belonged to a large grizzly bear.

~
E
fire area fireplace~
A small stack of sticks and ashes lie in a pile here.  For the most part,

the fire has gone completely cold, although if you look hard enough, you

can find a few last remnants of light and warmth.  The sticks are

arranged in a circular pattern, with ash, burned tinder and other things

within it.

~
432 9 1509949540 3 0
357 17 1509949540 -2 0
-1
S

#31281
Angnier's Place~
The red embers in this smithy's pit cast a warm glow on the shelves of

molds, hammers, tongs and other blacksmithing tools.  There is a bucket

of water in one corner used to cool the metal, and a huge iron anvil sits

before the stone-lined pit.  The bellows sit atop the low wall

surrounding the fire, and a pair of work gloves has been thrown atop it.

~
~
301469702 3 9 0
D2
cavern door~
"cavern door" door~
131 -1 31526 10 10 5
A
list~
~
if( mob_in_room( 441, room ) ) {

  act_notchar( #room, ch );

  act_room( #text, ch );

  }

else

  act_tochar( #nothing, ch );

~
E
nothing~
Angnier is not around right now.

~
E
text~
Angnier replies,

"I dont have anything handy to sell you.  I can however, make a number of

different weapons out of a special ore found in a mine east of the

Northern Sea.  It's called Krynite and is purple in color.  If you find

some, bring it here and I will make you a weapon.  It will be very

powerful, and so will require you to be very experienced to wield it." 

~
E
room~
$n asks the dwarf about items he might have for sale.


~
!
0 0 0
A
2 custom custum~
~
if( mob_in_room( 441, room ) )

  continue;

else

  act_tochar( #nothing, ch );

~
E
nothing~
Angnier is not around right now.

~
!
0 0 0
A
~
~
if( !mob_in_room( 441, room ) )

  end;

act_tochar( #char, ch );

wait( 5 );

mob = mob_in_room( 441, room );

if( !mob )

  end;

if( is_fighting( mob ) )

  end;

if( !char_in_room( ch, room ) )

  end;

act_tochar( #charok, ch );

~
E
charok~
Seeing that you mean no harm, Angnier relaxes slightly and puts his

weapon away.

~
E
char~
Startled by your entrance, Angnier glares at you and draws his weapon.

~
!
1 -1 4
441 9 1509949540 3 0
-1
S

#31282
Before the Great Iron Door~
The short passage ends here abruptly.  Traces of reddish iron ore dot the

walls, but what strikes you is a small patch of of a blue mineral near

the ceiling on the west wall.  On the north wall is a great iron door

which covers the entire passageway.

~
[Merior] leaving the door here for now in case it pops up somewhere else

[Nereus] May want to add an acode for attempting to pry the ore out?

~
301465604 0 5 0
D1
~
~
0 -1 31274 10 10 5
E
great iron door~
Standing over 8 feet tall and 6 feet wide, it is truly an impressive

sight.  You dig out some dirt along the side of it to see how thick it

is, but cannot seem to dig far enough.  It must be awfully thick

indeed!  

~
E
patch blue ore~
The patch has a bluish glow to it, nothing like metal ore you've ever

seen before.

~
A
open push pull bash~
1 north iron door~
send_to_char( #noway, ch );

act_notchar( #noway_room, ch );

~
E
noway_room~
$n tries to manipulate the iron door to no avail.

~
E
noway~
The door is totally unaffected by your efforts.

~
!
0 0 0
A
1 north~
~
send_to_char( #noway, ch );

~
E
noway~
The great iron door is closed.

~
!
0 0 0
872 17 1509949490 -2 0
-1
S

#31283
Before the Great Iron Door~
You are on the eastern side of tall, iron door.  This massive slab of

iron has rusted and pitted with years of guarding what lies behind it,

though it stands strong and impenetrable.  The brownish-grey stone near

the door is scratched and gouged, as if the great door had been dragged

open and been closed again several times.  On the handle of the old door

is an amazingly intricate knot of a white glowing material.

~
[Orb] Crystal Golems west

[Orb] Need to set level to 40 once this is open.

~
301465604 0 6 0
D0
~
~
0 -1 31284 10 10 5
D3
great iron door~
great iron door~
131 -1 31396 10 10 5
E
great iron door~
Standing over eight feet tall, this massive iron door is rusted and

pitted with age.  The handle of the door is covered by an intricate knot.

~
E
knot~
The glowing white knot binds the door handle fast.  It seems to writhe

and move with a life of its own.

~
A
~
~
if( rflag( reset0, room ) ) {

  act_tochar( #nope, ch );

  act_notchar( #rnope, ch );

  do_spell( lightning bolt, ch, ch );

  }

else

continue;

~
E
nope~
As you grasp the knot-covered handle, an arc of energy leaps from the

glowing mass of cords!

~
E
rnope~
As $n grasps the knot-covered handle, an arc of energy leaps from the

glowing mass of cords.

~
E
open~
You open the great iron door to the west.

~
E
ropen~
$n opens the great iron door to the west.

~
!
8 0 8
A
unravel untie~
knot~
if( rflag( reset0, room ) ) {

  if( find_stat( ch, level ) >= 90 ) {

    if( find_skill( ch, identify ) > 5 ) {

      act_tochar( #yep, ch );

      act_notchar( #ryep, ch );

      remove_rflag( reset0, room );

      wait( 1 );

      act_room( #bye, ch );

      obj_to_room( oload( 2972 ), room );

      }

    else {

      act_tochar( #nope, ch );

      act_notchar( #rnope, ch );

      }

    }

  else {

    act_tochar( #nope, ch );

    act_notchar( #rnope, ch );

    }

  }

else

  act_tochar( #done, ch );

~
E
nope~
You attempt to unravel the knot but you are unable to follow the

intricate weave of the cords.

~
E
rnope~
$n peers at the knot for a moment before falling back in confusion.

~
E
yep~
You study the knot quietly for a time.  After a moment's thought, you

touch a single strand of the knot and follow its path through the mass of

cords.

~
E
ryep~
$n studies the knot quietly.  After a moment's thought, $e touches a

single strand of the knot and follows its path through the mass of cords.

~
E
bye~
The knot glows brightly for a moment, then unravels and falls to the

floor.

~
E
done~
The knot has already been unraveled.

~
!
0 0 0
A
~
~
if( is_follower( ch ) )

  end;

act_room( #close, ch );

close( room, west );

set_rflag( reset0, room );

wait( 1 );

send_to_room( #knot, room );

~
E
close~
The great iron door swings shut with a loud grating noise.

~
E
knot~
@eA mass of brightly glowing cords winks into existence, wrapping

themselves tightly around the door handle.

~
!
1 0 8
-1
S

#31284
New Mine Tunnel~
This crudely carved out chamber is twenty feet high in places.  To the

south you can just make out a great iron door, while the way to the north

appears clear.  To the east is a small hole which is just big enough for

an ogre to crawl into, assuming he isn't too overweight.

~
~
301465604 0 6 0
D0
~
~
0 -1 31287 10 10 5
D1
~
~
0 -1 31285 10 10 5
D2
~
~
0 -1 31283 10 10 5
A
~
~
send_to_char( #climb, ch );

act_notchar( #isclimbing, ch );

continue;

~
E
isclimbing~
$n clambers up the east wall and enters the secret tunnel.

~
E
climb~
You clamber up the east wall and enter the secret tunnel.


~
!
3 1 2
A
~
~
send_to_char( #climb, ch );

act_notchar( #isclimbing, ch );

~
E
isclimbing~
$n climbs down the wall from the secret tunnel.

~
E
climb~
You climb down the wall from the secret tunnel.

~
!
1 3 8
-1
S

#31285
Secret Tunnel~
This narrow tunnel affords little room for rest or a change of direction. 

Jagged bits of stone jut into the passageway, snagging your clothing as

you try to move.  Although the narrow passage heads both east and west,

you cannot tell what lies in the darkness beyond.

~
~
301465604 0 5 0
D1
~
~
0 -1 31286 10 10 5
D3
~
~
0 -1 31284 10 10 5
-1
S

#31286
Secret Tunnel~
This narrow tunnel is barely large enough for an ogre to squeeze into. 

You can tell it is possible to crawl west, or possibly enter an even

smaller-looking air vent to the south.  The ground near the north wall is

littered with bits of stone which have fallen from the tunnel wall.

~
crawled through a hole to get here - needs to be sorted out

[Merior] ahh... it's always open to the south, while have to dig from the south to get here - make it match

~
301465604 0 5 0
D2
~
~
0 -1 31276 10 10 5
D3
~
~
0 -1 31285 10 10 5
E
bits stone ground north~
Bits of stone have accumulated at the base of the north wall, their rough

surfaces and dark colors almost camouflaged by the ground beneath them.

~
-1
S

#31287
New Mine Tunnel Shaft~
A very steep slope to the north leads down to yet another level of the

mine.  The corridors are made of the same stone and wood buttress design

used elsewhere in the upper regions of the mine.  The timbers look

relatively solid here, as if they had been put in fairly recently.

~
~
301465612 0 6 0
D2
~
~
0 -1 31284 10 10 5
D5
~
~
0 -1 31290 10 10 5
E
wood timber stone corridor wall~
The walls show no signs of the valuable minerals mined from here, but are

merely made of solid rock.  Pine beams are placed at regular intervals

to prevent a cave-in.

~
-1
S

#31288
Cave Worms Treasure~
The area is just a long cavern filled with broken bits of bones and a few

of the other treasures hoarded by the Worm.  

~
~
301465604 0 6 0
D3
~
~
171 -1 31261 10 10 5
E
west tunnel hole~
A small hole remains in the wall to the west.  Perhaps you could crawl

through it.

~
A
crawl~
west hole tunnel~
act_tochar( #crawl, ch );

act_notchar( #rcrawl, ch );

transfer( ch, find_room( 31261 ) );

act_notchar( #arrive, ch );

loop( followers ) {

  act_tochar( #crawl, rch );

  act_notchar( #rcrawl, rch );

  transfer( rch, find_room( 31261 ) );

  act_notchar( #arrive, ch );

  }

~
E
crawl~
You crawl through the tunnel.

~
E
rcrawl~
$n crawls into a tunnel in the west wall.

~
E
arrive~
$n comes crawling out of a tunnel in the east wall.

~
!
0 0 0
180 17 1509949490 -2 0
180 17 1509949490 -2 0
180 17 1509949490 -2 0
-1
S

#31289
Giant Spider's Lair~
You appear to have entered a giant spider's lair.  Gray-white spider

webbing covers the area, thick as a blanket of snow.  There are many silk

pods here, housing the unfortunate victims of the deadly arachnid.

~
~
301465612 0 6 0
D5
~
~
0 -1 31270 10 10 5
E
silk pod~
The pods are of various sizes, ranging from that just bigger then a

halfling to one even larger then a troll.  You can barely make out an

occasional appendage sticking out through the sticky mess.

~
E
webbing~
A giant mass of gray-white web covers the entire area.  It is quite

sticky to the touch, and has many bits of rotting meat attached to its

surface.

~
434 9 1509949540 3 0
-1
S

#31290
New Mine Tunnel Shaft~
A loud noise emanates from below you, and your feet vibrate softly as the

earth seems to shake.  The slope of this passage is nearly vertical now,

making walking a chore.  A slender hand-rail made of iron hammered into

the sides of the shaft provides a small amount of stability in this

vertical shaft.

~
~
301465604 0 6 0
D4
~
~
0 -1 31287 10 10 5
D5
~
~
0 -1 31291 10 10 5
E
slender hand-rail iron~
A new-looking hand-rail of smooth iron has been hammered into the sides

of the shaft.  Clutching it, you might have enough support to venture up

or down the shaft.

~
-1
S

#31291
New Mine Tunnel Shaft~
A tunnel heads north from here, a faint light showing that it stretches

far into the distance.  A wide shaft leads up, an iron rail providing

something to grip while moving up the sloping passage.  The air down here

is quite cool and dry, no traces of water mar the rocky ground underfoot.

~
up to stone golems

~
301465604 0 6 0
D0
~
~
0 -1 31292 10 10 5
D4
~
~
0 -1 31290 10 10 5
-1
S

#31292
New Mine Tunnel~
Torches line the walls in this portion of the tunnel, affording a

reasonably clear view of a long tunnel to the north, as well as a

dead-end to the south.  A smaller branch of the tunnel leads west from

here, but the lack of light in that direction makes it impossible to see

what lies ahead.  A dual iron track seems to begin here and lead north as

far as the eye can see.

~
~
301465605 0 7 0
D0
~
~
0 -1 31293 10 10 5
D2
~
~
0 -1 31291 10 10 5
D3
~
~
0 -1 31324 10 10 5
E
iron track~
A track just wide enough for an ore cart begins here and heads north as

far as the eye can see.

~
E
torch wall~
Large torches ablaze with light are spaced several feet apart along the

walls.

~
435 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31293
New Mine Tunnel~
The main tunnel contines north and south, marked by iron tracks along the

ground.  The tunnel itself is quite wide, and torches are placed at

regular intervals making your own light source unnecessary.  A thick vein

of iron ore on the western wall indicates that work must not be completed

in this area.

~
~
301465605 0 7 0
D0
~
~
0 -1 31294 10 10 5
D2
~
~
0 -1 31292 10 10 5
E
iron track~
A track just wide enough for an ore cart heads north and south as far as

the eye can see.

~
E
vein iron ore~
A thick vein of iron runs along the western wall, parallel to the ground. 

It shows no signs of mining having been done to it.

~
E
torch~
Large torches ablaze with light are spaced several feet apart along the

walls.

~
79 17 1509949450 -2 0
-1
S

#31294
New Mine Tunnel~
Torches have been placed every few feet apart along the corridor, making

this tunnel seem bright and almost cheery.  An iron track on the ground

provides a runway for the ore carts, but is an obstacle to be avoided by

your feet.  To the east lies a small, unlit branch of the tunnel.

~
~
301465605 0 7 0
D0
~
~
0 -1 31295 10 10 5
D1
~
~
0 -1 31329 10 10 5
D2
~
~
0 -1 31293 10 10 5
E
torch~
Large torches ablaze with light are spaced several feet apart along the

walls.

~
E
iron track~
A track just wide enough for an ore cart heads north and south as far as

the eye can see.

~
435 9 1509949540 3 0
-1
S

#31295
New Mine Tunnel~
The light from the many torches along this wide tunnel is provided by

dozens of torches.  A relatively warm breeze wafts gently in from the

west, making this portion of the corridor a pleasant spot for a rest.  A

small branch of the tunnel leads west into darkness.  

~
~
301465605 0 7 0
D0
~
~
0 -1 31296 10 10 5
D2
~
~
0 -1 31294 10 10 5
D3
~
~
0 -1 31334 10 10 5
E
torch~
Large torches ablaze with light are spaced several feet apart along the

walls.

~
435 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31296
New Mine Tunnel~
A pair of iron tracks runs along the center of the tunnel, metal shining

in the light cast by the numerous torches affixed to the rough walls. 

The tunnel seems to stretch endlessly to the north and south, and there

is no indication which way leads to the exit or which way will take you

deeper into the maze of corridors.

~
~
301465605 0 7 0
D0
~
~
0 -1 31297 10 10 5
D2
~
~
0 -1 31295 10 10 5
E
torch~
Large torches ablaze with light are spaced several feet apart along the

walls.

~
E
iron track~
A track just wide enough for an ore cart heads north and south as far as

the eye can see.

~
435 9 1509949540 3 0
-1
S

#31297
New Mine Tunnel~
The north-south track appears to be broken here: a gap of several inches

separates two of its lengths.  Various odd-looking tools and bits of

metal lie to the west side of the track, possibly placed there to be used

in its repair.

~
[Merior] add actions to fool with the bits, but not get anything useful

~
301465605 0 9 0
D0
~
~
0 -1 31298 10 10 5
D1
~
~
0 -1 31338 10 10 5
D2
~
~
0 -1 31296 10 10 5
E
tool metal~
A pile of tools as well as some spare bits of metal lies on the ground

near the tracks.  Although you recognize a few of them, most are unlike

those you have ever seen before.

~
E
track~
A track just wide enough for an ore cart heads north and south as far as

the eye can see.  This portion of the track is broken.

~
A
get take grab~
metal tools bits~
act_tochar( #nope, ch );

~
E
nope~
You reach to examine the tools, but are unable to determine exactly what

they are.  Some mysterious force prevents you from actually handling them.

~
!
0 0 0
-1
S

#31298
New Mine Tunnel~
A broken ore cart partially blocks movement in this portion of the

corridor.  You forcing you to hug its dusty surface in order to move. 

The way is clear into a small, dark tunnel to the west, or you can just

squeeze by it and proceed north or south.

~
~
301465605 0 9 0
D0
~
~
0 -1 31299 10 10 5
D2
~
~
0 -1 31297 10 10 5
D3
~
~
0 -1 31341 10 10 5
E
ore cart~
This cart has certainly seen better days.  Its dusty surface hides gashes

and signs of heavy use, but cannot disguise the broken wheels and

torn-off handle. 

~
435 9 1509949540 3 0
-1
S

#31299
New Mine Tunnel~
This well-lit tunnel takes a 90 degree turn here, leading to the east and

south.  The iron tracks curve awkwardly, as if the builders were not

experienced in making them.  Loose dirt lies between the tracks, though

no digging tool is evident.

~
~
301465605 0 9 0
D1
~
~
0 -1 31300 10 10 5
D2
~
~
0 -1 31298 10 10 5
E
torch~
Large torches ablaze with light are spaced several feet apart along the

walls.

~
E
iron track~
A track just wide enough for an ore cart heads east and south as far as

the eye can see.

~
E
loose dirt~
Loose black dirt lies tossed about the cart tracks.

~
435 9 1509949540 3 0
435 9 1509949540 3 0
-1
S

#31300
New Mine Tunnel~
This wide east-west portion of the mine tunnel is extremely well-lit,

torches placed along the walls every few feet.  A double track of iron

runs along the ground, wide enough to carry the ore carts used to move

materials about the mines.

~
[Nereus] Extras: look [ track iron ]

~
301465605 0 9 0
D1
~
~
0 -1 31301 10 10 5
D3
~
~
0 -1 31299 10 10 5
E
iron track~
A track just wide enough for an ore cart heads east and west as far as

the eye can see.

~
474 17 1509949540 -2 0
-1
S

#31301
New Mine Tunnel~
The main branch of the tunnel continues east and west here, but a narrow

corridor heads north into darkness.  A pair of iron tracks stretches

through the passage, metal gleaming in the torchlight.  Off to the south

of the track stands a broken ore cart, crushed by a giant foot of some

sort.

~
~
301465605 0 9 0
D0
~
~
0 -1 31346 10 10 5
D1
~
~
0 -1 31302 10 10 5
D3
~
~
0 -1 31300 10 10 5
E
broken ore cart~
What was once an ordinary ore cart now lies shattered.  An indentation

the size and shape of a giant foot lies in its center; the creature who

must have made it must be giant indeed.

~
E
track iron metal gleaming~
A track just wide enough for an ore cart heads east and west as far as

the eye can see.

~
-1
S

#31302
New Mine Tunnel~
This wide passage leads east to a dark shaft and west to an expanse of

well-lit tunnel.  A dual iron track runs along the ground, its origin to

the east quite clear.  The north and south walls are almost completely

covered with timbers, their surfaces marred by numerous scratches and

gouges.

~
~
301465605 0 9 0
D1
~
~
0 -1 31303 10 10 5
D3
~
~
0 -1 31301 10 10 5
E
track iron dual~
A track just wide enough for an ore cart heads west as far as the eye can

see.  To the east, it appears to disappear into a shaft.

~
E
walls timbers scratches gouges surfaces~
Battered timbers cover the northern and southern walls here.  Their

marred surfaces show signs of damage, possibly from the loading and

unloading of ore carts.

~
-1
S

#31303
New Mine Tunnel Shaft~
A large tunnel leads east here, its ground covered by a set of iron

tracks.  The ceiling opens up on a dark shaft, with no apparent means of

climbing it.  The ore carts come to a stop here and are suddenly launched

straight up the shaft.  Conversely, carts appear from above, landing with

a clank and continuing west on the tracks.  There appears to be no

mechanism to explain the workings of this lift.

~
~
301465636 0 7 0
D3
~
~
0 -1 31302 10 10 5
D4
~
~
0 -1 31304 10 10 5
E
ore cart shaft~
Ore carts almost the size of the shaft move about on their own accord, no

source of power visible.  They seem to alternate, as one moves down the

shaft and west, while the next comes from the west, pauses, then moves up.

~
E
iron track~
A track just wide enough for an ore cart heads west as far as the eye can

see.

~
A
1 up climb~
~
send_to_char( #noway, ch );

~
E
noway~
Try as you might, you cannot find a way to climb up the shaft.

~
!
0 4 0
A
ride enter~
lift ore cart~
act_tochar( #char, ch );

wait( 2 );

act_tochar( #char2, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31304 ) );

transfer( ch, find_room( 31305 ) );

transfer( ch, find_room( 31306 ) );

act_notchar( #arr, ch );

~
E
room~
$n climbs into the waiting ore cart and is hurled up into the shaft along

with it.  

~
E
char2~
Suddenly you are hurled up into the shaft along with the cart.

~
E
char~
You wait until the next ore cart stops so you can climb into it.

~
E
arr~
$n is hurled up from the shaft in an ore cart.

~
!
0 0 0
435 9 1509949540 3 0
-1
S

#31304
New Mine Tunnel Shaft~
The dark walls of the shaft seem to flash by you as the cart moves on.

~
~
301465636 0 6 0
D4
~
~
0 -1 31305 10 10 5
D5
~
~
0 -1 31303 10 10 5
-1
S

#31305
New Mine Tunnel Shaft~
The dark walls of the shaft seem to flash by you as the cart moves on.

~
~
301465636 0 6 0
D4
~
~
0 -1 31306 10 10 5
D5
~
~
0 -1 31304 10 10 5
-1
S

#31306
New Mine Tunnel Shaft~
To the east you can see a set of iron tracks leading through a wide

tunnel, dark walls surround you in all other directions.  A dark shaft

just larger than an ore cart heads down, with no visible handholds. 

Carts periodically come from the east, stop and head down the shaft, but

you can see nothing powering them.  Just as often, a cart appears

from below and heads off down the track to the east.

~
~
301465605 0 6 0
D1
~
~
0 -1 31307 10 10 5
D5
~
~
0 -1 31305 10 10 5
E
shaft~
A dark shaft leads below into the depths of the mines.

~
E
iron track~
A dual iron track runs east through the tunnel as far as the eye can see.

~
A
~
~
send_to_char( #char, ch );

~
E
char~
Jumping into the shaft with nothing to hold on to would be hazardous to

your health.

~
!
3 5 32
A
jump~
shaft 1 down~
send_to_char( #jump, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31303 ) );

i = 1d50+100;

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

inflict( ch, mob, i, "falling down a shaft" );

~
E
room~
$n jumps into the shaft!

~
E
damage~
@b@Rthe fall

~
E
jump~
You leap into the shaft, having no regard for your health, and land with a

crash at the bottom.

~
!
0 0 0
A
ride enter~
lift ore cart~
act_tochar( #char, ch );

wait( 2 );

act_notchar( #room, ch );

act_tochar( #char2, ch );

transfer( ch, find_room( 31305 ) );

transfer( ch, find_room( 31304 ) );

transfer( ch, find_room( 31303 ) );

act_notchar( #arr, ch );

~
E
room~
$n climbs into the waiting ore cart and both of them

disappear down the shaft.

~
E
char2~
Suddenly you and the cart are dropped down into the shaft.

~
E
char~
You wait until the next ore cart stops and climb into it.

~
E
arr~
$n drops into the room, down the shaft, in an ore cart.

~
!
0 0 0
-1
S

#31307
New Mine Tunnel~
To your west, you can see a dark shaft which leads down to a lower part

of the mine.  Iron tracks run along the ground, providing a track for the

ore carts to run.  On the south wall are several brightly lit torches; a

large hole has been cut into the north wall, and you can just make out a

passage in that direction.

~
~
301465605 0 6 0
D0
~
~
0 -1 31308 10 10 5
D1
~
~
0 -1 31309 10 10 5
D3
~
~
0 -1 31306 10 10 5
E
iron track~
A dual iron track runs east and west though the tunnel, just the right

size to provide a track for the ore carts.

~
-1
S

#31308
Slave Detention Block~
A large hole to your south leads into the mining tunnels.  The walls on

your east and west are smooth and cold, and show no signs of desirable

mineral content.  A faint odor of death and decay slowly wafts through

the air, coming from the darkness to your north.

~
~
301465613 0 6 0
D0
~
~
0 -1 31310 10 10 5
D2
~
~
0 -1 31307 10 10 5
-1
S

#31309
New Mine Tunnel~
The iron tracks continue east and west here, however something out of

place catches your eye.  A large archway fills the tunnel to the east. 

It is decorated with many odd glyphs and runes, the meanings of which you

cannot decipher.  

~
~
301465605 0 6 0
D1
~
~
0 -1 31323 10 10 5
D3
~
~
0 -1 31307 10 10 5
E
archway 1 east~
It looks very odd in the middle of this mining tunnel.  Its not possible

that it has been erected simply to hold up the ceiling.  

~
E
odd glyphs runes~
The runes are completely foreign to you.

~
E
iron track~
A dual iron track runs east and west though the tunnel, just the right

size to provide a track for the ore carts.

~
A
~
~
act_tochar( #charcom, ch );

if( has_obj( 362, ch ) )

  continue;

else {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  i = 1d25+200;

  dam_message( ch, i, "the lightning bolt" );

  inflict( ch, mob, i, "magical barrier" );

  }

~
E
charcom~
@b@WYou feel your body tingle as you pass through the arch.


~
E
char~
@b@BYou hear the loud *CRACK* of lightning and are pushed back by it.

~
E
room~
@b@BYou hear the loud *CRACK* of lightning and watch as $n is pushed back

by the bolt.

~
!
3 1 2
474 17 1509949540 -2 0
-1
S

#31310
Slave Detention Block~
To your east is a long, narrow corridor filled with small cells barred by

iron doors.  A dark hallway leads south towards the portions of the

tunnel which are actively mined.  On the west wall is a hook containing a

ring of keys.

~
~
301465605 0 6 0
D1
~
~
0 -1 31311 10 10 5
D2
~
~
0 -1 31308 10 10 5
E
west wall ring keys~
A giant piece of iron has been hammered into a circle.  Six giant iron

keys have been attached to the ring.

~
A
take get grab~
keyring key ring iron~
i = 5d6;

dam_message( ch, i, "a strange force coming from the keys" );

inflict( ch, mob, i, "a strange force" );

~
E
nope~
As you reach to take the key, you jump back.

~
!
0 0 0
442 9 1509949540 3 0
361 17 1509949540 -1 0
442 9 1509949540 3 0
-1
S

#31311
Slave Detention Block~
A narrow corridor stretches east and west.  To your north and south are

small cells barred by iron doors.  You can see similar doors to your

east; to your west is a small dark area.

~
~
301465605 0 6 0
D0
cell door~
'cell door' door~
407 361 31312 10 10 5
D1
~
~
0 -1 31314 10 10 5
D2
cell door~
'cell door' door~
407 361 31313 10 10 5
D3
~
~
0 -1 31310 10 10 5
-1
S

#31312
Slave Detention Cell~
This tiny cell is barely large enough for a troll to squeeze into, and

one certainly couldn't stand comfortably in this tiny space.  The walls

are hard and smoothed, though tiny scratches about the width of

fingernails appear sprinkled about the dark rock.

~
~
301465612 0 6 0
D2
'cell door' door~
'cell door' door~
407 361 31311 10 10 5
-1
S

#31313
Slave Detention Cell~
This cell is dismal and dirty, much as you would imagine a prison cell

to look like.

~
~
301465612 0 6 0
D0
'cell door' door~
'cell door' door~
407 361 31311 10 10 5
-1
S

#31314
Slave Detention Block~
You stand in the corridor of a detention block.  Cell doors lie to the

north and south.  

~
~
301465605 0 6 0
D0
cell door~
'cell door' door~
407 361 31315 10 10 5
D1
~
~
0 -1 31317 10 10 5
D2
cell door~
'cell door' door~
407 361 31316 10 10 5
D3
~
~
0 -1 31311 10 10 5
442 9 1509949540 3 0
-1
S

#31315
Slave Detention Cell~
This cell is dismal and dirty, much as you would imagine a prison cell

to look like.

~
~
301465612 0 6 0
D2
cell door~
'cell door' door~
407 361 31314 10 10 5
-1
S

#31316
Slave Detention Cell~
This cell is dismal and dirty, much as you would imagine a prison cell

to look like.

~
~
301465612 0 6 0
D0
cell door~
'cell door' door~
407 361 31314 10 10 5
474 17 1509949540 -2 0
-1
S

#31317
Slave Detention Block~
A corridor of stone extends to the east and west.  Cell doors branch off

of it to the north and south.  The ground is littered with a light

scattering of stone chips and broken chain links.  It obviosuly looks

like that some type of struggle took place here.

~
*H

~
301465605 0 6 0
D0
cell door~
'cell door' door~
407 3256 31318 10 10 5
D1
~
~
0 -1 31320 10 10 5
D2
cell door~
'cell door' door~
407 361 31319 10 10 5
D3
~
~
0 -1 31314 10 10 5
E
1 north cell door lock iron~
The cell door to the north is made of iron.  It has a thick, wieldy lock

with runes inscribed around it.  The locking mechanism itself appears to

be crooked or bent.  The surface of the lock itself has several designs

on it, including a fireball, raindrop, and a lightning bolt.

~
-1
S

#31318
Slave Detention Cell~
Within the small, cramped confines of this stone cell is a pallet of

straw.  Moisture drips from the rough walls while motes of dust and bits

of straw drift about on a pale breeze.  Towards the back of the chamber

a foot-wide hole has been dug.  A large, iron lock is set into the cell

door in the south wall.

~
*trainer, please dont alter.

~
301465612 0 6 0
D2
cell door~
'cell door' door~
407 3256 31317 10 10 5
E
foot-wide hole~
Towards the back of the cell, a hole that is a foot in diameter, has been

dug into the floor.  The hole is completely filled with an odorific,

brown substance best not named.

~
E
straw pallet~
Inside the cell, upon the cold stone floor, lies a pallet of straw.  The

straw is very old and looks to be moldering.

~
E
1 south door cell lock~
The cell door to the south is made of iron.  It has a thick, wieldy lock

with runes inscribed around it.

~
2205 9 1509949540 3 0
-1
S

#31319
Slave Detention Cell~
This cell is dismal and dirty, much as you would imagine a prison cell

to look like.

~
~
301465612 0 6 0
D0
cell door~
'cell door' door~
407 361 31317 10 10 5
-1
S

#31320
Slave Detention Block~
You reached the end of the detention block.  Cell doors lie to the north

and south.  The cool damp of the walls makes your joints ache a bit.  To

the north you hear the sound of a dwarven voice singing sadly to itself,

and you hear a shuffling noise.  The smell here is sour, like rotting

meat.  

~
~
301465605 0 6 0
D0
cell door~
'cell door' door~
407 361 31321 10 10 5
D2
cell door~
'cell door' door~
407 361 31322 10 10 5
D3
~
~
0 -1 31317 10 10 5
-1
S

#31321
Slave Detention Cell~
This cell is dismal and dirty, much as you would imagine a prison cell

to look like.

~
[Gabrielle] Isn't grimmace supposed to be grimace?

[Fyli] Grunnod says when I come back 'Thanks for comming' instead of coming.

~
301465612 0 6 0
D2
cell door~
'cell door' door~
407 361 31320 10 10 5
446 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31322
Slave Detention Cell~
This cell is dismal and dirty, much as you would imagine a prison cell

to look like.

~
~
301465612 0 6 0
D0
cell door~
'cell door' door~
407 361 31320 10 10 5
385 49 1509949540 -2 0
362 81 1509949540 -2 0
-1
S

#31323
New Mine Tunnel~
The iron tracks continue east and west here, however something out of

place catches your eye.  A large archway fills the tunnel to the west. 

It is decorated with many odd glyphs and runes, the meanings of which you

cannot decipher.  

~
~
301465605 0 6 0
D1
~
~
0 -1 31348 10 10 5
D3
~
~
0 -1 31309 10 10 5
E
archway 1 west~
It looks very odd in the middle of this mining tunnel.  Its not possible

that it has been erected simply to hold up the ceiling.  

~
E
iron track~
A dual iron track runs east and west though the tunnel, just the right

size to provide a track for the ore carts.

~
A
~
~
act_tochar( #charcom, ch );

if( has_obj( 362, ch ) )

  continue;

else {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  i = 1d25+200;

  dam_message( ch, i, "the lightning bolt" );

  inflict_shock( ch, mob, i, "magical barrier" );

  }

~
E
charcom~
@b@WYou feel your body tingle as you pass through the arch.


~
E
char~
@b@BYou hear the loud *CRACK* of lightning and are pushed back by it.

~
E
room~
@b@BYou hear the loud *CRACK* of lightning and watch as $n is pushed back

by the bolt.

~
!
3 3 8
-1
S

#31324
New Mine Tunnel~
It is very cold and dry in this narrow tunnel.  To the east you can see

the faint light of a large corridor; it is far too dark to the west to

see what lies in that direction.  The rough walls have been crudely cut,

as if by giant hammers or picks.

~
~
301465604 0 7 0
D1
~
~
0 -1 31292 10 10 5
D3
~
~
0 -1 31325 10 10 5
-1
S

#31325
New Mine Tunnel~
To the south stands an expanse of gray stone, thus far untouched by the

mining efforts.  Slender corridors lead to the north, east, and west,

where you can see nothing but blackness.  A faint dripping can be heard

just to your north.

~
~
301465604 0 7 0
D0
~
~
0 -1 31337 10 10 5
D1
~
~
0 -1 31324 10 10 5
D3
~
~
0 -1 31326 10 10 5
78 17 1509949450 -2 0
-1
S

#31326
New Mine Tunnel~
The north and south walls here are only about three feet apart, and show

signs of heavy mining.  A curved vein of blue ore along the north wall

has had several large chunks removed, but enough ore remains for further

mining to be worthwhile.

~
~
301465604 0 7 0
D1
~
~
0 -1 31325 10 10 5
D3
~
~
0 -1 31327 10 10 5
E
blue vein ore 1 north wall~
The dark blue mineral has only been partially removed from the northern

wall of the tunnel.

~
-1
S

#31327
New Mine Tunnel~
The tunnel takes a 90 degree turn here, allowing movement to the east and

north.  A rich vein of ore still remains along the outer wall, and a

nearby cart rests empty ready to cart away the mineral.  Several

discarded tools lie by the side of the mining cart.

~
~
301465604 0 7 0
D0
~
~
0 -1 31328 10 10 5
D1
~
~
0 -1 31326 10 10 5
E
empty mining cart~
A decrepit, but still functional cart stands empty and ready to carry ore.

~
E
ore vein rich outer wall~
The blue-black vein of ore on the wall has barely been touched.  Much of

the valuable mineral remains to be mined.

~
E
mining tools discarded~
Picks and shovels as well as a rope lie by the side of the cart, ready to

be grabbed for future work.

~
A
get take grab~
tools pick rope axe~
act_tochar( #nope, ch );

~
E
nope~
You seem to be unable to steal the equipment.

~
!
0 0 0
-1
S

#31328
New Mine Tunnel~
The tunnel is quite narrow to the north here; it appears to widen towards

the south.  Newly harvested timbers are used to shore up the low ceiling,

and the smell of the pine trees from which they were cut is still strong. 

Bits of cloth cling to the rough wood, not surprising due to the slender

passageway.

~
~
301465604 0 7 0
D0
~
~
0 -1 31340 10 10 5
D2
~
~
0 -1 31327 10 10 5
E
cloth rough wood~
The rough timbers seem to have snagged several bits of cloth from the

miner's apparel.  Bright fragments of red, blue, and green stand in stark

contrast the the dull colors of the mine.

~
E
harvested timbers newly ceiling~
The low ceiling is kept from crashing down by half a dozen newly

harvested pine timbers.  Their pungent scent is still noticeable, even in

the still tunnel air.

~
-1
S

#31329
New Mine Tunnel~
It is cold and very dark in this narrow tunnel.  The walls have been

crudely cut, as if by giant hammers or picks.  To the west you can see

the light of the main corridor, though it is dark here.  The shadow you

cast falls upon the uneven ground, making you appear much larger then

usuual and quite misshapen.

~
~
301465604 0 7 0
D1
~
~
0 -1 31330 10 10 5
D3
~
~
0 -1 31294 10 10 5
E
walls~
The walls have huge gashes at seemingly random intervals, their rough

surfaces quite sharp and dangerous.

~
-1
S

#31330
New Mine Tunnel~
The floor of this portion of the tunnel slopes gradually down as it heads

from west to east.  Small pebbles have congregated in an indentation in

the eastern floor, as movement and gravity have forced them to seek a

safe haven.

~
[Merior] add once a repop action to get pebble with appropriate messages

[Merior] with a very low repop for something valuable instead

[Celine] small pebble or tiger's eye gem found here.

~
301465604 0 7 0
D1
~
~
0 -1 31331 10 10 5
D3
~
~
0 -1 31329 10 10 5
E
pebble hole indentation~
An oval indentation, about the size of a green dragon's egg in

circumference, lies in the eastern portion of the flooring.  It is almost

completely filled with small pebbles.

~
A
search~
stones pile~
if( rflag( reset0, room ) ) {

  if( random( 1, 10 ) > 2 ) {

    remove_rflag( reset0, room );

    act_tochar( #get, ch );

    act_notchar( #rget, ch );

    obj_to_char( oload( 78 ), ch );

    }

  else {

    remove_rflag( reset0, room );

    act_tochar( #stuff, ch );

    act_notchar( #rstuff, ch );

    obj_to_char( oload( 3150 ), ch );

    }

  }

else {

  act_tochar( #nope, ch );

  act_notchar( #rnope, ch );

  }

~
E
get~
You reach down to search through the pile of small rocks and pick up a

nice looking pebble.

~
E
rget~
$n reaches down to search through the pile of small rocks and picks up a

nice looking pebble.

~
E
stuff~
You reach down to search through the pile of small rocks and find a

small golden brown gem!

~
E
rstuff~
$n reaches down to search through the pile of small rocks and is

astonished to find a small golden brown gem!

~
E
nope~
You reach down and search through the small pile of pebbles but find

nothing of value.

~
E
rnope~
$n reaches down and searches through the small pile of pebbles but finds

nothing of value.

~
!
0 0 0
-1
S

#31331
New Mine Tunnel~
This branch of the mine tunnel snakes through the darkness, affording

careful movement to the south and west.  Bits of broken tools lie

scattered on the floor here, and a large chunk of very hard rock juts out

into the passageway.

~
~
301465604 0 7 0
D2
~
~
0 -1 31332 10 10 5
D3
~
~
0 -1 31330 10 10 5
E
broken tool floor~
Broken bits of metal are strewn about on the floor, carelessly left for

anyone to walk upon.  They are far too mangled to be used, and have no

value whatsoever.

~
E
rock large chunk hard~
A large chunk of blackened rock juts into the passageway here.  Its

surface appears to have been burned, giving it an unnaturally dark color.

~
A
get take grab~
broken tools~
act_tochar( #nope, ch );

~
E
nope~
The tools are far too mangled to be worth taking.

~
!
0 0 0
-1
S

#31332
New Mine Tunnel~
The narrow tunnel curves here, allowing movement to the east and north. 

All along the west wall you can see a partially depleted vein of rich

blue ore.  The southern wall is covered with the soot created by lanterns

and candles, and it is impossible to determine if it contains any

valuable ore.

~
[Merior] add a cleaning wall action that low randomly repops something small and sensible

[Merior] message should still indicate wall is mostly dirty

~
301465604 0 7 0
D0
~
~
0 -1 31331 10 10 5
D1
~
~
0 -1 31333 10 10 5
E
southern western wall ore soot~
The western wall shows signs of a partially-mined vein of ore which

disappears under a heavy coat of soot as it turns to join the southern

wall.

~
-1
S

#31333
New Mine Tunnel~
The tunnel dead-ends here, allowing movement only to the west.  A pile of

timbers lies stacked against the wall, ready to be used for shoring.  A

pile of mining tools lies by the planks, their metal surfaces lightly

covered with dirt and dust.

~
~
301465604 0 7 0
D3
~
~
0 -1 31332 10 10 5
E
timber wood plank~
Half a dozen large sheets of freshly cut timber are stacked against the

wall, ready to be used for shoring up the mine walls.

~
E
tools metal~
Several pick-axes as well as a shovel and some hammers lie by the side of

the tunnel.  The caked dirt on the shows they have been used previously,

but the covering of dust dates their use.

~
A
get take grab~
tools hammer shovel pick axe~
act_tochar( #nope, ch );

~
E
nope~
You look at the condition of the tools and decide not to bother taking any.

~
!
0 0 0
435 9 1509949540 3 0
-1
S

#31334
New Mine Tunnel~
A faint light comes from the east, allowing you to make out the various

bumps, nooks, and crannies in the northern and southern tunnel walls. 

The west is quite dark, but a slight, warm breeze seems to come from that

direction.

~
~
301465604 0 6 0
D1
~
~
0 -1 31295 10 10 5
D3
~
~
0 -1 31335 10 10 5
-1
S

#31335
New Mine Tunnel~
The narrow tunnel twists here, allowing movement through the dark to the

east or towards the north and the brightness of a small campfire.  A

slight, warm breeze moves towards you from the north, carrying with it

the scent of burning wood.

~
~
301465604 0 6 0
D0
~
~
0 -1 31336 10 10 5
D1
~
~
0 -1 31334 10 10 5
-1
S

#31336
New Mine Tunnel~
The tunnel dead-ends here in a very narrow area; you can move only to the

south towards the main tunnel.  A small fire-pit covers the ground, wood

still lit and faintly glowing.  The heat it emits is warm, and makes the

air in the rest of the tunnel seem frigid in comparison.  Despite the

fact that the logs are burning brightly, the fire never seems to diminish.

~
[Nereus] There's a campfire underground in an enclosed mine, which causes

several problems; smoke doesn't have anywhere to ventilate.  Breathable

oxygen soon vanishes.  Perhaps you could make more obvious notes that

this fire is magical.

~
301465604 0 6 0
D2
~
~
0 -1 31335 10 10 5
435 9 1509949540 3 0
2689 17 1509949540 -2 0
-1
S

#31337
New Mine Tunnel~
This branch of the tunnel comes to an abrupt end.  Traces of a bluish ore

coupled with several discarded tools suggest that this area is still

being worked.  A small puddle on the ground slowly grows as water seeps

in from a tiny crack in the western wall.

~
[Celine] Reset a pool to drink from?

~
301465604 0 6 0
D2
~
~
0 -1 31325 10 10 5
E
tool~
Three pick-axes as well as a battered shovel rest against the western

wall.

~
E
puddle water~
This small pool of icy water lies close to the western wall, water slowly

filling it from a small crack.

~
E
crack tiny west wall~
Small drops of water seep from a crack in the western wall and ooze into

a puddle on the ground.

~
A
take get grab~
tool pick axe shovel~
act_tochar( #nope, ch );

~
E
nope~
As you reach to take the tool, your conscience gets the better of you,

and you decide to leave them there for the workers.

~
!
0 0 0
435 9 1509949540 3 0
-1
S

#31338
New Mine Tunnel~
This narrow branch of the mine tunnel leads east to darkness and west

towards the light of the main corridor.  The north wall is quite smooth,

almost as if someone had taken great pains to polish it, while the rock

on the southern wall is quite rough.

~
~
301465604 0 9 0
D1
~
~
0 -1 31339 10 10 5
D3
~
~
0 -1 31297 10 10 5
E
smooth north wall polish~
The gray rock of the northern wall is extraordinarily smooth, as if it

had been polished by a giant piece of sandpaper.

~
79 17 1509949450 -2 0
-1
S

#31339
New Mine Tunnel~
A large chunk of ore has been removed from the east wall, as if plans had

been made to continue excavation in that direction, but had ceased

unexpectedly.  Bits of rock litter the nearby ground, their color

matching that of the surrounding tunnel.

~
~
301465604 0 9 0
D3
~
~
0 -1 31338 10 10 5
E
ore chunk east wall~
A huge chunk of rock has been removed from the eastern wall of the tunnel. 

The most obvious reason for its disappearance is preparation for

extending the tunnel east.

~
E
rock litter bits~
Bits of gray rock, the same color as the surrounding walls, lie almost

invisible on the nearby ground.

~
435 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31340
New Mine Tunnel~
This particular branch of the mine dead-ends here; movement is possible

only back to the south.  There is very little wooden bracing used here,

and the stone walls have only minor traces of mining activity.  Several

burned out torches lie discarded on the ground.

~
~
301465604 0 7 0
D2
~
~
0 -1 31328 10 10 5
A
take get grab~
torch~
act_tochar( #nope, ch );

~
E
nope~
The torches are far too burnt out to bother taking.

~
!
0 0 0
435 9 1509949540 3 0
-1
S

#31341
New Mine Tunnel~
To the east you can see some light and a broken-down ore cart.  This

narrow passage also goes to the east, where darkness hides what lies

ahead.  The ore on both of the walls here seems to have been removed;

only earth and rock remain.

~
~
301465604 0 9 0
D1
~
~
0 -1 31298 10 10 5
D3
~
~
0 -1 31342 10 10 5
-1
S

#31342
New Mine Tunnel~
The tunnel takes a sharp, 90 degree turn here, forming an 'L' shaped

passage.  A large chunk of a very hard mineral juts out of the northeast

corner of the tunnel, its dark green surface smooth and cold.  The

contrasting southwest corner seems to bulge out slightly as if in an

attempt to make the corridor uniformly wide.

~
~
301465604 0 9 0
D0
~
~
0 -1 31343 10 10 5
D1
~
~
0 -1 31341 10 10 5
E
chunk green dark surface~
A large chunk of a very dark green mineral juts out from the northeast

corner of the tunnel, making that corner of the wall something to be

avoided.  Its surface is slightly mottled; different hues of green swirl

about its surface.

~
-1
S

#31343
New Mine Tunnel~
The branching tunnel is quite wide here, and allows easy movement to the

north, west, and south.  A single burned-out torch has been affixed to

the eastern wall, the slightly charred timbers nearby evidence to a minor

accident.

~
~
301465604 0 9 0
D0
~
~
0 -1 31344 10 10 5
D2
~
~
0 -1 31342 10 10 5
D3
~
~
0 -1 31345 10 10 5
E
torch charred timbers~
It appears that the torch attached to the eastern wall once caught the

near-by timbers on fire.  They are slightly scorched; any more burning

could have meant a serious underground fire.

~
-1
S

#31344
New Mine Tunnel~
This small area seems to have been scooped out of the surrounding rock,

providing a small place to rest before returning to the south and the

mines.  A wooden bench has been placed against the wall, rickety but

sufficient to provide a spot to rest your tired bones.

~
~
301465604 0 9 0
D2
~
~
0 -1 31343 10 10 5
435 9 1509949540 3 0
2234 17 1509949540 -2 0
-1
S

#31345
New Mine Tunnel~
This very small passage dead-ends here, allowing you to only return to

the eastern tunnel.  The walls show very little sign of mining activity

to this point; likely efforts will continue here in the future.  A thin

vein of a silvery mineral runs along the western wall, glittering even in

the faintest of lights.

~
~
301465604 0 7 0
D1
~
~
0 -1 31343 10 10 5
E
silvery mineral western wall vein~
This thin vein of silvery mineral is different from those which surround

it.  It seems to glimmer without the presence of any light.

~
435 9 1509949540 3 0
-1
S

#31346
New Mine Tunnel~
The tunnel here is quite cool; the rocks on the east and west walls are

ice-cold to your touch, but very dry.  A faint light shines in from the

south, hits the oddly shaped rocks which jut from the walls, and and then

casts strange shadows upon the rocky ground.

~
~
301465604 0 9 0
D0
~
~
0 -1 31347 10 10 5
D2
~
~
0 -1 31301 10 10 5
-1
S

#31347
New Mine Tunnel~
The tunnel dead-ends here at a wall made primarily of dark brown rock. 

Dark red-brown earth appears in large splotches on the rock, giving it an

appearance like a face covered with giant freckles.  The east and west

walls are primarily made of the same dark earth, and show little signs of

precious minerals.

~
~
301465604 0 9 0
D2
~
~
0 -1 31346 10 10 5
E
red-brown splotches wall rock~
Dried earth stuck to the wall here seems to have been splattered, forming

large blotches of color.

~
435 9 1509949540 3 0
-1
S

#31348
New Mine Tunnel~
The tunnel slopes sharpely upwards here, while to the west it continues. 

An ore car has been tossed to the side of the tracks, appearently it is

no longer functional.  Torches along the walls keep this part of the mine

well lit.  

~
~
301465605 0 6 0
D3
~
~
0 -1 31323 10 10 5
D4
~
~
0 -1 31349 10 10 5
E
ore cart~
A huge dent in the side of the car suggest that a boulder crashed into

it, rendering it useless.  

~
2745 17 1509949460 -2 0
-1
S

#31349
New Mine Tunnel~
To the east the tunnel ends and you can see a valley open up on the other

side, while to the west it slopes sharpely downwards further into the

mine.  Torches along the walls keep this part of the mine well lit.  

~
~
301465605 0 6 0
D1
~
~
0 -1 31350 10 10 5
D5
~
~
0 -1 31348 10 10 5
-1
S

#31350
New Mine Entrance~
To the west, the ridge of a great mountain peak can be seen rising high up

into the sky.  The iron tracks lead into a large hole dug out of its

side, and continue east towards a high stone wall.  Passage to the north

and south is prevented by a thick forest of trees.  

~
~
301465608 2 9 0
D1
~
~
0 -1 31351 10 10 5
D3
~
~
0 -1 31349 10 10 5
-1
S

#31351
Before The Gate~
The iron tracks lead west and to the east through an open gate in a huge

stone wall, while to the north and south you can just make out a worn

path running along side the wall.

~
[Callum] Stone gargoyle has no desc.

~
301465600 2 9 0
D0
~
~
0 -1 31352 10 10 5
D1
~
~
0 -1 31367 10 10 5
D2
~
~
0 -1 31366 10 10 5
D3
~
~
0 -1 31350 10 10 5
A
~
~
mob = mob_in_room( 483, room );

if( obj_in_room( 421, room ) ){

  mob = mload( 483, room );

  junk_obj( obj_in_room( 421, room ) );

act_tochar( #char, ch );

act_notchar( #room, ch );

attack( mob, ch, 4d4+5, "stone claw" );

attack( mob, ch, 4d4+5, "stone claw" );

attack( mob, ch, 6d6+10, "spiked horn" );

}

continue;

~
E
char~
As you try to pass by, the gargoyle comes to life and attacks you.

~
E
room~
@b@WAs $n tries to pass the gate, the gargoyle comes to life and attacks!@n

~
!
3 0 2
A
dig excavate~
ground dirt down beneath gargoyle wings stone guardian~
if( rflag( reset2, room ) ) {

  act_tochar( #dig, ch );

  act_notchar( #rdig, ch );

  obj_to_char( oload( 3383 ), ch );

  remove_rflag( reset2, room );

  }

else

  act_tochar( #none, ch );

~
E
dig~
You dig beneath the watchful gaze of the gargoyle and find a silver urn!

~
E
rdig~
$n digs and digs until $e finds something!

~
E
none~
You dig and dig, but the ground has already been dug through.  Whatever

was here has likely been removed.

~
!
0 0 0
421 17 1509949540 -2 0
-1
S

#31352
West Of Stone Wall~
A stone wall 20 feet high rises to the east of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
[Callum] mostely should be mostly.

~
301465608 2 9 0
D0
~
~
0 -1 31353 10 10 5
D2
~
~
0 -1 31351 10 10 5
-1
S

#31353
West Of Stone Wall~
A stone wall 20 feet high rises to the east of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D0
~
~
0 -1 31354 10 10 5
D2
~
~
0 -1 31352 10 10 5
-1
S

#31354
Northwest Of Stone Wall~
You are standing near a corner of a huge stone wall which extends far to

the east and south.

~
~
301465600 2 9 0
D1
~
~
0 -1 31355 10 10 5
D2
~
~
0 -1 31353 10 10 5
-1
S

#31355
North Of Stone Wall~
A stone wall 20 feet high rises to the south of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D1
~
~
0 -1 31356 10 10 5
D3
~
~
0 -1 31354 10 10 5
-1
S

#31356
North Of Stone Wall~
A stone wall 20 feet high rises to the south of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D1
~
~
0 -1 31357 10 10 5
D3
~
~
0 -1 31355 10 10 5
-1
S

#31357
Northeast Of Stone Wall~
You are standing near a corner of a huge stone wall which extends far to

the west and south.

~
~
301465600 2 9 0
D2
~
~
0 -1 31358 10 10 5
D3
~
~
0 -1 31356 10 10 5
-1
S

#31358
East Of Stone Wall~
A stone wall 20 feet high rises to the west of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D0
~
~
0 -1 31357 10 10 5
D2
~
~
0 -1 31359 10 10 5
-1
S

#31359
East Of Stone Wall~
A stone wall 20 feet high rises to the west of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D0
~
~
0 -1 31358 10 10 5
D2
~
~
0 -1 31360 10 10 5
-1
S

#31360
East Of Stone Wall~
A stone wall 20 feet high rises to the west of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D0
~
~
0 -1 31359 10 10 5
D2
~
~
0 -1 31361 10 10 5
-1
S

#31361
East Of Stone Wall~
A stone wall 20 feet high rises to the west of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D0
~
~
0 -1 31360 10 10 5
D2
~
~
0 -1 31362 10 10 5
-1
S

#31362
Southeast Of Stone Wall~
You are standing near a corner of a huge stone wall which extends far to

the west and north.

~
~
301465600 2 9 0
D0
~
~
0 -1 31361 10 10 5
D3
~
~
0 -1 31363 10 10 5
-1
S

#31363
South Of Stone Wall~
A stone wall 20 feet high rises to the north of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D1
~
~
0 -1 31362 10 10 5
D3
~
~
0 -1 31364 10 10 5
-1
S

#31364
South Of Stone Wall~
A stone wall 20 feet high rises to the north of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465600 2 9 0
D1
~
~
0 -1 31363 10 10 5
D3
~
~
0 -1 31365 10 10 5
-1
S

#31365
Southwest Of Stone Wall~
You are standing near a corner of a huge stone wall which extends far to

the east and north.

~
~
301465600 2 9 0
D0
~
~
0 -1 31366 10 10 5
D1
~
~
0 -1 31364 10 10 5
-1
S

#31366
West Of Stone Wall~
A stone wall 20 feet high rises to the east of you.  The path you are

standing on looks mostely overgrown and probably hasn't been used since

the wall was constructed.  

~
~
301465608 2 9 0
D0
~
~
0 -1 31351 10 10 5
D2
~
~
0 -1 31365 10 10 5
-1
S

#31367
Warlock Complex - Courtyard~
The tracks go westward through a gate leading out of the complex, and a

bit east of here you can make out where they end.  There is a shabby

looking building to the south and a ways north of here a large, much

nicer building.  

~
~
301465608 1 8 0
D0
~
~
0 -1 31374 10 10 5
D1
~
~
0 -1 31370 10 10 5
D2
door~
door~
131 -1 31368 10 10 5
D3
~
~
0 -1 31351 10 10 5
E
big barrel~
A large, brown barrel with iron bandings.

~
-1
S

#31368
Warlock Complex - Slave Quarters~
This room is sparse and dingy.  Cots lining the walls and a table in the

center of the room are all that occupy it.  There are two doors, one to

the north and one to the east.  

~
~
301465604 0 6 0
D0
door~
door~
131 -1 31367 10 10 5
D1
door~
door~
131 -1 31369 10 10 5
448 9 1509949540 3 0
-1
S

#31369
Golem Construction Area~
You are greeted by the harsh crack of a whip and the agonized groans of

several slaves working to lift a large chunk of heavy dark rock at least

30 feet in the air...  with only one pulley.  The smell of sweat and

blood here nearly makes you gag, and you find it hard to believe anyone

can ever work under these conditions.  There is a huge unfinished golem

here, surrounded by scaffolding and ropes.  He appears to be made out of

Krynite, and you feel slightly queasy at the thought of having to face a

monster of that size and type.  

~
[Callum] 'torchure' should be 'torture' on the dwarves.

~
301465601 1 8 0
D0
~
~
0 -1 31370 10 10 5
D3
door~
door~
131 -1 31368 10 10 5
448 9 1509949540 3 0
448 9 1509949540 3 0
486 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31370
Warlock Complex - Ore Depository~
The tracks end near the high stone wall to your east.  This must be where

the ore is taken off the carts.  You see a group of dwarven slaves

working here under the demanding eyes of the slavedriver.  You notice

some of the slaves moving the ore into the chamber to the south.  

~
[Rebekka] slave torture

~
301465601 1 8 0
D2
~
~
0 -1 31369 10 10 5
D3
~
~
0 -1 31367 10 10 5
448 9 1509949540 3 0
448 9 1509949540 3 0
486 9 1509949540 3 0
2745 17 1509949490 -2 0
-1
S

#31371
Warlock Abode - Stairwell~
You try to step on the extreme edges of the stairs to keep the wooden

planks from squeaking.  The stairs are worn in the middle from many feet

tramping up and down them.

~
~
301465605 0 6 0
D0
~
~
0 -1 31372 10 10 5
D4
~
~
0 -1 31375 10 10 5
-1
S

#31372
Warlock Abode - Library~
The shelves in this room run from floor to ceiling and along all the

walls.  Glancing at the titles of the few books closest to you, you are

sure this is not only a room for study and quiet contemplation, but also

amusement.  

~
~
301465605 0 6 0
D2
~
~
0 -1 31371 10 10 5
D3
~
~
0 -1 31373 10 10 5
E
shelves~
These sturdy shelves are built into the walls and are filled to capacity

with books.  

~
E
necrophelia techniques modern practitioners~
You open the book and read:

    

"Acquisition of corpses may or may not be a difficult chore for

necropheliacs.  In some smaller towns where few deaths occur, it may be

possible to persuade the local graveyard officials to give over any

corpses they may have awaiting burial.  These officials make only a

pittance from the performance of their duties, and most will gladly take

your gold to augment this meagre income.  Another option is to find a

person who is pleasing to your appetites and kill him or her yourself,

and some procedures for this are outlined for you in Chapter 28." 

~
E
their pain your pleasure~
You open the book and read:

  

"Perhaps the most common misconception amongst the sadists is that

inflicting pain upon a victim drains the torturer of his emotions.  This

is simply not true.  Great emotion can be experienced by the torturer,

leading him to ecstasies and fantastic pleasures.  To give mercy to our

victim is to forfeit delights that are unknown to the weaker beings of

compassionate nature." 

~
E
titles books~
You tilt your head sideways and scan the titles of the books closest to

you.  You see books on anatomy and mathematics, as well as titles such as

"Their Pain for Your Pleasure" and "Necrophilia Techniques for Modern

Practitioners." These titles catch your interest and you would like to

look at them more.  

~
485 9 1509949540 3 0
485 9 1509949540 3 0
-1
S

#31373
Warlock Abode - Foyer~
This large room features a tapestry of the warlock coat-of-arms hung on

the north wall.  A low bench is placed against the east wall near the

doorway, although what someone could possibly waiting for in this house

is unknown to you.  

~
~
301465605 0 6 0
D1
~
~
0 -1 31372 10 10 5
D2
door~
door~
131 -1 31374 10 10 5
E
tapestry~
This woven hanging is about 20 feet long and 10 feet high.  It is a

tasteful burgundy color, with the warlock symbol woven in gold.  

~
E
symbol~
The warlock symbol is a huge fist clenched tightly by a lightningbolt. 

You aren't sure if this is represents their power over the elements or

their love of power itself.  

~
-1
S

#31374
Warlock Complex - Courtyard~
A large two-story building stands here.  To the east you can see one wall

of the L-shaped structure, and to the north is the front door.  You see

lights flickering inside the windows on both floors, and every now and

then you hear raised voices, laughter and the sound of doors.  The stone

path splits and runs around a white marble fountain.  

~
~
301465600 1 8 0
D0
door~
door~
131 -1 31373 10 10 5
D2
~
~
0 -1 31367 10 10 5
1 17 1509949540 -2 0
-1
S

#31375
Warlock Abode - Gameroom~
Here at the top of the stairs you see couches and books scattered with

equal abandon.  This obviously a lounge for resident and visiting

warlocks.  A few dirty dishes rest on the coffeetable, and a pair of

dirty socks is draped over the back of one of the couches.  A stairs lead

back down to the first floor.  

~
~
301465605 0 6 0
D0
~
~
0 -1 31376 10 10 5
D5
~
~
0 -1 31371 10 10 5
-1
S

#31376
Warlock Abode - Upstairs Hallway~
Small lamps decorate the walls here, lighting the narrow hallway and

creating frightening shadows.  There are doors to the east and north of

you.  

~
~
301465605 0 6 0
D0
bloodstained door~
'bloodstained door'~
131 -1 31379 10 10 5
D1
hide door~
'hide door'~
131 -1 31378 10 10 5
D2
~
~
0 -1 31375 10 10 5
D3
~
~
0 -1 31377 10 10 5
E
hide door~
This door seems to be wood covered over with some sort of hide, sewn to

give it a quilted look.  Upon closer inspection, you see that it is made

of human, elf and dwarf skin.  

~
E
bloodstained door~
The heavy wooden door has bloody handprints soaked into the grain.  You

see splatters of blood near the bottom.  

~
-1
S

#31377
Warlock Abode - Upstairs Hallway~
It smells faintly of soap and wood polish on this end of the hallway. 

There are closed doors to the north and south of you.

~
~
301465613 0 6 0
D0
iron and wood door~
'iron and wood door'~
131 -1 31380 10 10 5
D1
~
~
0 -1 31376 10 10 5
D2
iron-banded door~
'iron-banded door' iron banded door~
407 391 31381 10 10 5
E
iron wood door~
It's a heavy door of wood with iron bands running across it.

~
-1
S

#31378
Warlock Abode - Bedroom~
You have entered a small bedroom.  As you look around, you grow

increasingly aware of the hideous nature of the inhabitants of this

house.  There is a large lamp made of humanoid bones in the corner. 

Several skulls are tacked up to the wall, some with party hats or

sunglasses and leis on them.  You see symbols painted on the walls in a

dark red-brown paint...  or is it blood?  

~
~
301465605 0 6 0
D3
hide door~
'hide door'~
131 -1 31376 10 10 5
E
symbol paint blood~
A small scattering of voodoo symbols decorates the wall here, appearantly

painted in blood.  In the middle of one wall is a huge happy face, also

painted in blood.  

~
E
skulls hats sunglasses leis~
You can't believe your eyes.  The skulls hanging here are elven, dwarf

and human, and someone has made them look ridiculous.  One skull has a

pointed hat that says "Happy Birthday" on it, another has a bright pink

party lei draped around it.  These people are sick!  

~
E
lamp bones~
This tall floor lamp isn't lit, but you can clearly see the thighbones

and vertebrea of humans or humanoid creatures that form the structure of

it.  

~
E
hide door~
This door seems to be wood covered over with some sort of hide, sewn to

give it a quilted look.  Upon closer inspection, you see that it is made

of human, elf and dwarf skin.  

~
485 9 1509949540 3 0
-1
S

#31379
Warlock Abode - Laboratory~
You have entered a dimly lit room.  You can see the dark forms of

nail-beds, human racks and other torture equipment.  There are large

drains in the floor to catch any blood that spills, and along one wall is

a row of heavily padded chairs for any viewers that may be present.  

~
~
301465605 0 6 0
D2
bloodstained door~
'bloodstained door'~
131 -1 31376 10 10 5
E
chairs~
Four large chairs sit here against the wall.  Next to each chair is a

small table, each one holding a towel, pitcher of water, drinking glass,

and bottle of lubricant jelly.  

~
E
human racks~
This is a huge machine to help pull arms and legs out of their sockets. 

This is not something you want to try at home.  

~
E
nails beds~
A bed of nails sits here.  You can see bloodstains all along the wooden

legs of this device, and you see that some of the nails are bent

slightly.  

~
E
drains~
A large drain is placed on each end of the room.  Each one is matted with

dried and caked blood and gnarled hair.  

~
E
bloodstained door~
The heavy wooden door has bloody handprints soaked into the grain.  You

see splatters of blood near the bottom.  

~
485 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31380
Warlock Abode - Bedroom~
This large bedroom holds a large oak bed and several small tables and

bric-a-brac.  You see carved wooden animals on one table, a chess board

on another.  The owner of this room obviously is a person of refinement

and taste.  

~
~
301465605 0 6 0
D2
iron and wood door~
'iron and wood door'~
131 -1 31377 10 10 5
E
animals carved wooden~
M'gao wood has been carved into elaborate totems and real-looking

animals.  You wonder if the owner purchased these on his travels.  

~
E
chess board~
A beautifully-carved chess board is set up here.  It is made of inlaid

wood, and the pieces are wearing small replicas of armor of silver and

gold.  

~
E
iron wood door~
It's a heavy door of wood with iron bands running across it.

~
A
smash break~
pawns~
if( rflag( reset0, room ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  obj_to_room( oload( 391 ), room );

  remove_rflag( reset0, room );

  }

else

  send_to_char( #already, ch );

~
E
already~
The pawn is already smashed into little pieces.

~
E
room~
$n smashes one of the pawns on the chessboard, sending pieces of it

along with a key all over.

~
E
char~
You smash the pawn, sending pieces of it in all directions.  Along with

the debris, a key falls to the floor.  

~
!
0 0 0
A
1 look search examine~
pieces pawns rooks knights bishops queens kings~
if( rflag( reset0, room ) )

  send_to_char( #char, ch );

else

  send_to_char( #already, ch );

~
E
already~
You notice nothing odd about the chess pieces, other than that one of the

pawns has been smashed to pieces.  

~
E
char~
Examining the chess pieces further you see that one of the pawn's

armor plates is peculiarly offset, unlike any of the others.

~
!
0 0 0
A
open~
pawns~
if( rflag( reset0, room ) )

  send_to_char( #nope, ch );

else

  send_to_char( #already, ch );

~
E
already~
The pawn has already been smashed open.

~
E
nope~
You are unable to force it open.

~
!
0 0 0
485 9 1509949540 3 0
-1
S

#31381
Warlock Abode - Office~
A large desk occupies the center of the room which is carpeted with a

plush red rug.  Decorative skulls and humanoid bones adorn the walls. 

One of the walls is covered by a large bookshelf, filled with books.  In

one corner, behind the desk a man-sized mirror sits against the wall.  

~
[Fyli] look mirror : reflexion should be reflection.

~
301465605 0 6 0
D0
iron-banded door~
'iron-banded door' iron banded door~
407 391 31377 10 10 5
E
mirror~
This is a strange mirror indeed, for as you look into it, you see

darkness and not your reflexion as you would expect to see.  

~
A
enter~
mirror~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31382 ) );

act_notchar( #arr, ch );

~
E
arr~
$n steps out of a mirror into the room.

~
E
room~
$n steps into the large mirror and vanishes.

~
E
char~
As you enter the mirror, you are struck by a dizzying array of lights and

flashes.

~
!
0 0 0
A
1 look search examine~
bookshelf shelf~
if( rflag( reset0, room ) ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  obj_to_room( oload( 412 ), room );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #nothing, ch );

~
E
nothing~
Your search of the bookshelf turns up nothing.

~
E
room~
A piece of paper falls to the floor from the bookshelf $n was rummaging

through.

~
E
char~
While searching the books on the shelf, a piece of paper falls from one

of them and drops to the floor.

~
!
0 0 0
A
touch push~
mirror~
act_tochar( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n reaches out to touch the mirror and quickly pulls it back as it seems

to pass right through.

~
E
char~
Your hand passes right through the glass and you quickly pull it back.

~
!
0 0 0
442 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31382
Warlock Abode - Maze Entrance~
The walls of this small room are bare.  A doorway leads to the north and

a man-sized mirror stands in one corner.  

~
~
301465636 0 6 0
D0
~
~
0 -1 31383 10 10 5
E
mirror~
This is a strange mirror indeed, for as you look into it, you see

darkness and not your reflexion as you would expct to see.  

~
A
enter~
mirror~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31381 ) );

act_notchar( #arr, ch );

~
E
arr~
$n steps out of a mirror into the room.

~
E
room~
$n steps into the large mirror and vanishes.

~
E
char~
As you enter the mirror, you are struck by a dizzying array of lights and

flashes.

~
!
0 0 0
-1
S

#31383
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  The south exit does however seem

clearer than all the others.  

~
~
301465636 0 6 0
D2
~
~
0 -1 31382 10 10 5
A
1 west~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31388 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 north 1 east~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31384
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  

~
~
301465636 0 6 0
A
1 west~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31390 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 north 1 east 1 south~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31385
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familiar fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  The north exit does however seem

clearer than all the others.  

~
~
301465636 0 6 0
D0
~
~
0 -1 31392 10 10 5
A
1 west~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31383 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 east 1 south~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31386
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  

~
~
301465636 0 6 0
A
1 north~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31389 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 west 1 east 1 south~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31387
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  

~
~
301465636 0 6 0
A
1 east~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31384 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 west 1 north 1 south~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31388
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  

~
~
301465636 0 6 0
A
1 south~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31391 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 west 1 north 1 east~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31389
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  

~
~
301465636 0 6 0
A
1 east~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31385 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 west 1 north 1 south~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31390
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  

~
~
301465636 0 6 0
A
1 south~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31386 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 west 1 north 1 east~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31391
Warlock Abode - Maze~
The ceiling of this room is painted with a large star, much like that of

a compass, with the familier fist and lightning bolt in the center. 

Exits lead in all directions, or at least seem to.  You cannot be sure

with all the mirrors around the room.  

~
~
301465636 0 6 0
A
1 north~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31387 ) );

act_notchar( #arr, ch );

~
E
arr~
$n appears from one of the mirrors.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
A
1 west 1 south 1 east~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31351 ) );

act_notchar( #arr, ch );

~
E
arr~
$n suddenly appears from out of nowhere.

~
E
room~
$n passes through one of the mirrors, but you cant be sure which one.

~
E
char~
You pass through the mirror...

~
!
0 0 0
-1
S

#31392
Warlock Abode - Maze Entrance~
The walls of this small room are bare.  A doorway leads to the north and

a man-sized mirror stands in one corner.  

~
[Fyli] a doorway to the south, maybe?

~
301465636 0 6 0
D2
~
~
0 -1 31385 10 10 5
A
enter~
mirror~
act_tochar( #char, ch );

act_notchar( #room, ch );

room = find_room( 31393 );

rch = rand_player( room );

transfer( ch, room );

act_notchar( #arr, ch );

mob = mob_in_room( 480, room );

if( !rch ) {

  if( mob ) {

    act_tochar( #bellow, ch );

    attack_weapon( mob, ch, 2d5+5, "punch" );

    attack_weapon( mob, ch, 2d5+5, "punch" );

    attack_weapon( mob, ch, 2d5+5, "punch" );

    }

  }

~
E
bellow~
As you enter the room, the chief leaps up from what he was doing and says,


@b@W"What have we here? How did you get.. Never mind, you're dead.."


~
E
arr~
$n steps out of a mirror into the room.

~
E
room~
$n steps into the large mirror and vanishes.

~
E
char~
As you enter the mirror, you are struck by a dizzying array of lights and

flashes.

~
!
0 0 0
-1
S

#31393
Warlock Abode - Chief's Hideout~
Your eyes take a moment to adjust to the dim light in this room.  One

lone reading lamp is lit, its light bouncing softly off of the dark green

walls and maroon carpet.  You see a large picture of a fist holding a

lightning bolt on the wall here, and an enormous wooden desk.  This must

be the chieftain's REAL office.  

~
~
301465604 0 6 0
D3
hidden panel~
"hidden panel" panel~
171 -1 31394 10 10 5
E
1 west walls dark green~
A panel on the wall looks as if it may be hiding something.

~
E
panel~
The panel is a secret door!

~
A
enter~
mirror~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 31392 ) );

act_notchar( #arr, ch );

~
E
arr~
$n steps out of a mirror into the room.

~
E
room~
$n steps into the large mirror and vanishes.

~
E
char~
As you enter the mirror, you are struck by a dizzying array of lights and

flashes.

~
!
0 0 0
480 9 1509949540 3 0
474 17 1509949540 -2 0
-1
S

#31394
Warlock Abode - Chief's Hidden Room~
The dim light from the next room filters in, ennabling you to see only a

little of this room.  Bare walls of light-colored wooden planks run from

floor to ceiling and you see darkly-stained wood flooring.  You can see

where shelving once hung, leaving nail holes with the sides chipped.  It

looks like the shelves were ripped out in a hurry and by someone who is

unhandy with carpentry.  

~
This room could use some treasure!

~
301465604 0 6 0
D1
hidden panel~
"hidden panel" panel~
171 -1 31393 10 10 5
E
bare walls planks~
It is obvious that that something quite unusual took place in this room. 

The walls have been ripped apart in places, leaving some of the planking

loose.

~
A
3 inspect~
A closed battered iron chest~
if( rflag( reset0, room ) )

if( find_skill( ch, inspect ) > random( 3, 11 ) )

  act_tochar( #trap, ch );

else

  act_tochar( #notrap, ch );

else

act_tochar( #nothing, ch );

~
E
trap~
Around the battered chest's locking mechanism, you see a small, magical

trap.  It looks quite powerful.

~
E
notrap~
You see nothing unusual.

~
E
nothing~
The magical trap on the battered chest's lock has already been sprung.

~
!
0 0 0
A
3 untrap~
A closed battered iron chest~
i = random( 5, 10 );

if( find_skill( ch, untrap ) > random( 2, 9 ) ) { 

  remove_rflag( reset0, room );

  act_tochar( #success, ch );

  }

else { 

  act_tochar( #failure, ch );

act_notchar( #rfail, ch );

  act_room( #fade, ch );

  transfer_all( find_room( 31394 ), find_room( 31250 ) );

  }

~
E
success~
You are rewarded with a *snip* as you successfully disarm the trap.

~
E
failure~
You feel rather than hear the trap on the chest go off!

~
E
fade~
@MThe world about you fades out of existence.@n

~
E
rfail~
$n blanches as $e triggers the trap on the chest accidently.

~
!
0 0 0
A
pick~
A closed battered iron chest~
if( rflag( reset0, room ) ) { 

  act_tochar( #ouch, ch );

act_notchar( #rouch, ch );

act_room( #fade, ch );

transfer_all( find_room( 31394 ), find_room( 31250 ) );

  }

else

  continue;

~
E
ouch~
You trigger a trap on the chest.

~
E
rouch~
$n blanches as $e triggers the trap on the chest!@n

~
E
fade~
@MThe world about you fades out of existence.@n

~
!
0 0 0
2215 49 1509949540 -2 0
3 65 1509949540 -2 0
2839 81 1509949450 -2 0
8 65 1509949540 -2 0
8 65 1509949540 -2 0
1 65 1509949540 -2 0
0 65 1509949540 -2 0
2871 81 1509949441 -2 0
-1
S

#31395
On an Ore Lift~
Sturdier than you first expected, this lift was constructed to carry ore

up and down the mining shaft.  The wooden planks forming the bottom of

the lift are covered with detritus and scuff marks.  Outside the lift but

still within reach, you can see a long, frayed rope.

~
||pull rope||exit lift|| ||#3 -&- #4 called in #2|| 

~
301465604 0 9 0
E
frayed long rope~
A old rope made from twined horse hands hands down the length of the

mining shaft.  By tugging on the rope, it looks like the ore lift can be

moved up and down the shaft.

~
E
plank scuff mark detritus~
The bottom of the lift is formed by a number of worn and battered planks

of wood.  Bits of rock, ore, and scraps of leather litter the scarred

surface of the wood.

~
A
exit get climb~
off out lift ore~
if( !rflag( status0, find_room( 31272 ) ) ) {

  act_tochar( #exit, ch );

  act_notchar( #rexxit, ch );

  transfer( ch, find_room( 31272 ) );

  loop( followers ) {

    act_tochar( #follow, rch );

    act_notchar( #rfollow, rch );

    transfer( rch, find_room( 31272 ) );

    act_notchar( #arrive, rch );

    }

  }

else {

  act_tochar( #exit, ch );

  act_notchar( #rexxit, ch );

  transfer( ch, find_room( 31264 ) );

  act_notchar( #arrive, ch, obj, mob );

  loop( followers ) {

    act_tochar( #exit, rch );

    act_notchar( #rexxit, rch );

    transfer( rch, find_room( 31264 ) );

    act_notchar( #rfollow, rch );

    }

  }

~
E
exit~
You grab the edge of the lift and jump off.

~
E
rexxit~
$n jumps off the ore lift, while it is stopped.

~
E
follow~
You also decide that now is a good time to get off the lift.

~
E
rfollow~
$n also gets off the lift.

~
E
arrive~
$n gets off the ore lift.

~
!
0 0 0
A
pull tug~
frayed rope~
if( !rflag( status0, find_room( 31272 ) ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  acode( find_room( 31395 ), 3 );

  }

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  acode( find_room( 31395 ), 4 );

  }

~
E
pull~
You pull the frayed rope and start the ore lift moving.

~
E
rpull~
$n pulls the frayed rope and starts the ore lift moving.

~
!
0 0 0
A
~
~
wait( 1 );

act_room( #up, ch );

send_to_room( #goingup, find_room( 31265 ) );

wait( 1 );

act_room( #arrives, ch );

send_to_room( #arrives, find_room( 31264 ) );

set_rflag( status0, find_room( 31272 ) );

~
E
up~
The ore lift lurches and begins moving upward.

~
E
goingup~
The rickety ore lift goes soaring upward past you.

~
E
arrives~
The ore lift arrives at the top of the mining shaft.

~
!
0 0 0
A
~
~
wait( 1 );

act_room( #down, ch );

send_to_room( #goingdown, find_room( 31265 ) );

wait( 1 );

act_room( #arrives, ch );

send_to_room( #arrives, find_room( 31272 ) );

set_rflag( status0, find_room( 31272 ) );

~
E
down~
The ore lift starts its way down the mine shaft.

~
E
goingdown~
A rickety wooden ore lift descends down the mine shaft, passing you.

~
E
arrives~
The ore lift arrives at the bottom of the mine shaft.

~
!
0 0 0
-1
S

#31396
Beyond the Great Iron Door~
This wide tunnel burrows its twisting way through solid rock.  The drab

brownish-grey rock of the mines is shot through in various places with

veins of pure white quartz.  The floor of the tunnel is littered with

jagged pieces of stone, most likely hewn out of the tunnel walls.  The

ceiling of the tunnel is relatively high, just a touch higher than a tall

ogre could reach.  Set into the eastern wall is a massive door of pitted

iron.

~
[Nereus] Extras: look [ jagged stone floor ]

[Nereus] Extras: look [ vein pure white quartz ]

~
301465604 0 9 0
D1
great iron door~
great iron door~
131 -1 31283 10 10 5
D3
~
~
0 -1 31397 10 10 5
E
door iron~
This tall, thick door is made of crudely wrought iron.  It is pitted and

rusted with age, yet still stands firm.

~
-1
S

#31397
New Mine Tunnel~
This tunnel has been roughly hewn out of the brownish-grey stone.  All

along the walls and ceiling, the rock has been gouged and hewn away

inexpertly, shattering the stone around it.  Small slivers of quartz

litter the floor, along with larger chunks of brown rock.  Along the

western wall of the chamber, a vein of violet ore spreads its spidery

lines through the pure white of a large quartz deposit, mingling violet

and alabaster in a lovely, random pattern through the dull brown rock.

~
~
301596676 0 9 0
D1
~
~
0 -1 31396 10 10 5
D2
~
~
0 -1 31398 10 10 5
E
west wall violet ore quartz~
The western wall is a perfect example of nature's beauty.  A deposit of

the purest white quartz dominates the wall, while spidery veins of violet

ore sprawl through it in a random pattern of lines.  The pale

bluish-purple ore fades in and out of the quartz before fading away

entirely near the south end of the wall.

~
-1
S

#31398
New Mine Tunnel~
The monotony of the drab, greyish brown stone is broken along the western

wall by a brilliant blaze of white quartz threaded through with a few

gossamer strands of violet ore.  A large hole has been gouged out of the

lovely quartz.  All around the three foot wide hole, white quartz has

been marred and shattered by the clumsy excavation.  The floor of this

section of the mine is curiously mounded up with a myriad of rock shards,

chunks of quartz, and just plain dirt.

~
~
301465604 0 9 0
D0
~
~
0 -1 31397 10 10 5
D2
~
~
0 -1 31399 10 10 5
-1
S

#31399
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31398 10 10 5
D3
~
~
0 -1 31400 10 10 5
-1
S

#31400
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D1
~
~
0 -1 31399 10 10 5
D3
~
~
0 -1 31401 10 10 5
-1
S

#31401
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31402 10 10 5
D1
~
~
0 -1 31400 10 10 5
D2
~
~
0 -1 31403 10 10 5
D3
~
~
0 -1 31404 10 10 5
-1
S

#31402
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D2
~
~
0 -1 31401 10 10 5
-1
S

#31403
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31401 10 10 5
-1
S

#31404
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D1
~
~
0 -1 31401 10 10 5
D2
~
~
0 -1 31405 10 10 5
D3
~
~
0 -1 31406 10 10 5
-1
S

#31405
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31404 10 10 5
-1
S

#31406
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31407 10 10 5
D1
~
~
0 -1 31404 10 10 5
-1
S

#31407
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31408 10 10 5
D2
~
~
0 -1 31406 10 10 5
-1
S

#31408
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31410 10 10 5
D1
~
~
0 -1 31409 10 10 5
D2
~
~
0 -1 31407 10 10 5
D3
~
~
0 -1 31411 10 10 5
-1
S

#31409
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D3
~
~
0 -1 31408 10 10 5
-1
S

#31410
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D2
~
~
0 -1 31408 10 10 5
-1
S

#31411
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D1
~
~
0 -1 31408 10 10 5
D3
~
~
0 -1 31412 10 10 5
-1
S

#31412
Before the Great Iron Door~
Under Construction.

~
~
301465604 0 9 0
D0
~
~
0 -1 31413 10 10 5
D1
~
~
0 -1 31411 10 10 5
-1
S

#31413
Surrounded by Quartz~
Under Construction.

~
~
301596676 0 7 0
D2
~
~
0 -1 31412 10 10 5
-1
S

#0