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
Hill Giants Cave~
Serth Orb~
Hill Giants Cave~

25 0
0
#ROOMS

#32000
Large Cave Entrance~
Before you, a very large opening in the hillside seems to split the hill

in half.  The yawning mouth of the cave is enormous, and seems to engulf

the surrounding terrain.  The hard-packed, dirt path slopes downward

oward it, leading into darkness.  Two large boulders on either side of

the cave entrance keep loose stones and dirt from spilling into the

massive cavern.  A small path leads up to a ledge above the mouth of the

cave.

~
[Moxie] o spar push bould 'sparky tries unsuccessfully tries to move a boulder."

[Bowen] er

[Cucho] Beginning of the fourth line...i suppose it should be 'towards' instead of toward...er oward

~
301465608 4 6 0
D0
entrance~
entrance~
0 -1 32001 10 10 5
D2
~
~
0 -1 32002 10 10 5
D4
~
~
0 -1 32006 10 10 5
E
boulder~
The boulder looks huge and heavy, but moveable.

~
A
pull move~
boulder~
if( is_open( room, north ) ) {

  send_to_char( #true_char, ch );

  act_notchar( #true_room, ch );

  close( room, north );

  }

else

  send_to_char( #false_char, ch );

~
E
false_char~
It won't move.

~
E
true_room~
$n pulls a boulder onto the path, blocking the entrance to the cave, and

revealing a small hole.  

~
E
true_char~
You pull a boulder onto the path, blocking the cave entrace and revealing

a small hole.  

~
!
0 0 0
A
push~
boulder~
if( !is_open( room, north ) ) {

  send_to_char( #true_char, ch );

  act_notchar( #true_room, ch );

  open( room, north );

  }

else {

  send_to_char( #false_char, ch );

  act_notchar( #false_room, ch );

  }

~
E
false_room~
$n tries unsuccessfully tries to move a boulder.

~
E
false_char~
You try, but it won't move.

~
E
true_room~
$n pushes a boulder off the path, gaining access to the cave.

~
E
true_char~
You push a boulder off the path, gaining access to the cave.

~
!
0 0 0
A
enter crawl fall~
hole~
if( !is_open( room, north ) ) {

  send_to_char( #true_char, ch );

  act_notchar( #true_room, ch );

  transfer( ch, find_room( 32015 ) );

  }

else

  send_to_char( #false_char, ch );

~
E
false_char~
What hole?

~
E
true_room~
$n crawls into a small hole.

~
E
true_char~
You climb down a small hole.

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

  send_to_char( #open, ch );

else

  send_to_char( #closed, ch );

~
E
closed~
A large boulder blocks the entrance.

~
E
open~
The dim light in the cavern makes it hard to see any details.

~
!
0 0 0
-1
S

#32001
Inside The Cavern~
This large, dim room gives shelter to the rock formations all around

you.  Stalagtites hang from the top, most of them broken off.  They drip

water onto you and the stone floor, making everything musty and damp. 

Two equally large tunnels branch off from here going into the darkness

north and west.  

~
~
301465604 0 7 0
D0
~
~
0 -1 32008 10 10 5
D2
opening~
opening~
0 -1 32000 10 10 5
D3
~
~
0 -1 32009 10 10 5
A
push~
south boulder~
if( !is_open( room, south ) ) {

  act_tochar( #push, ch );

  act_notchar( #rpush, ch );

  open( room, south );

  send_to_room( #opening, find_room( 32000 ) );

  }

else

  act_tochar( #open, ch );

~
E
push~
You push the boulder away, revealing an opening.

~
E
rpush~
$n pushes the boulder away, revealing an opening!

~
E
open~
The opening is already revealed.

~
E
opening~
The boulder is pushed away from the inside.

~
!
0 0 0
352 9 1509949540 3 0
-1
S

#32002
Top Of A Small Hill~
You are at the top of a small hill.  A large cave entrance at the bottom

of the hill to the north draws your attention.  The small foothills

surrounding this place make it seem like a valley.  The smaller hills are

dwarfed by a large mound to the north.  The huge, snow-capped spires of

the Cairn mountains in the distance loom over the hillside.

~
~
301465600 4 8 0
D0
~
~
0 -1 32000 10 10 5
D2
~
~
0 -1 32003 10 10 5
-1
S

#32003
Before A Small Hill~
This muddy path has taken you to the base of a small hill.  Just beyond

it, the top of a more rough looking hill can be seen.  The path up the

hill seems more stable, with a few pebbles packed into its hard dirt. The

few wild bushes around you have been trampled down, and what little wild

grass there is seems to be dying, its color a faint brown.

~
~
301465600 2 8 0
D0
~
~
0 -1 32002 10 10 5
D2
~
~
0 -1 32004 10 10 5
-1
S

#32004
Bend In The Muddy Path~
The path bends around the beginning of a small hill and continues to the

north.  Your feet sink into the dark mud, making it an effort to walk at

normal pace.  You can see more small, grey hills to the east, and a

larger one to the north.  There are a few wild flowers trampled by the

side of the path, and a dying sapling grows just to the south, many of

its branches are broken and limp.

~
~
301465600 2 8 0
D0
~
~
0 -1 32003 10 10 5
D1
~
~
0 -1 32005 10 10 5
E
sapling~
Destined to be a grand oak, this small tree looks nearly dead.  Its small

branches have been snapped at the base.

~
-1
S

#32005
Muddy Path~
Entering the foothills of the Cairn Mountains, the snow-capped peaks loom

above you in the distance to the north.  The foothills themselves are

a rocky, barren area covered with little more than mud and stones.  The

occassional gnarled pine struggles to stand against the ever present

mountain wind.  A rather vague path winds its way westward, covered in

soupy, black mud.

~
~
301465600 2 6 0
D2
~
~
0 -1 28018 10 10 5
D3
~
~
0 -1 32004 10 10 5
380 9 1509949540 3 0
-1
S

#32006
On The Steep Hill~
This small path winds its way up the steep face of this hill.  Jagged

rocks all around you make for a dangerous walk, but the stone path seems

smooth and safe.  The path winds its way up to the ledge, and back down

to the cave entrance.  

~
~
301465608 5 6 0
D4
~
~
0 -1 32007 10 10 5
D5
~
~
0 -1 32000 10 10 5
A
smell~
flowers~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  mload( 315, room );

  }

else {

  send_to_char( #fail_char, ch );

  act_notchar( #to_fail, ch );

  }

~
E
to_fail~
$n bends over and takes a deep sniff from the flowers.

~
E
fail_char~
You bend over and smell the sweet scent of the flowers.

~
E
to_room~
$n bends over to smell the flowers and disturbs an angry bee which

attacks $m.

~
E
to_char~
As you smell the flowers, you disturb an angry bee which flies up to

attack you.  

~
!
0 0 0
-1
S

#32007
On A Ledge~
You are on a ledge that overlooks the terrain south.  You can almost see

over the hills to the east and west, and can make out strange patterns in

the wild grass growing in the foothills down below.  They look like giant

footprints, leading to this particular cavern.  Looking down, you can see

the small dirt path and the small hill far below.  The wind here blows

dirt and small rocks from the wall behind you, pelting you with tiny

stings.  There is a small beehive on a large rock above you.  

~
~
301465600 4 6 0
D5
~
~
0 -1 32006 10 10 5
E
beehive~
This beehive is quite large, more so than you have ever seen.  It also

still looks in use, so walk softly and don't disturb it.  

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

~
E
all~
A few stones fall off the edge, bouncing off the ground far below.

~
!
2 100 0
A
~
~
wait( 8 );

if( !rand_char( room ) )

  end;

send_to_room( #buzz, room );

wait( 6 );

if( !mob_in_room( 315, room ) ) {

  wait( 5 );

  send_to_room( #bees, room );

  mload( 315, room );

  mload( 315, room );

  mload( 315, room );

  }

~
E
bees~
A small swarm of bees fly out of the hive, disturbed and angry by your presence.

~
E
buzz~
You hear a buzzing sound but do not yet see a source of the fearsome

sound.

~
!
1 4 32
315 9 1509949540 3 0
-1
S

#32008
Northern Tunnel~
You are in a large tunnel that travels north and south.  The dirt path is

packed down hard, and you can make out giant footprints heading north. 

Small streams of water trickle down the stone walls, making them slick to

the touch.  

~
~
301465604 0 7 0
D0
~
~
0 -1 32010 10 10 5
D2
~
~
0 -1 32001 10 10 5
-1
S

#32009
Western Tunnel~
This dirt path has fallen into disuse.  Dusty and littered with small

stones, it bears small resemblance to the hard-packed dirt at the

entrance to the cave.  The rough, stone walls are covered with jagged

rocks and clusters of clear quartz.  The main tunnel curves to the north,

with a smaller tunnel continuing west.

~
~
301465612 0 7 0
D0
~
~
0 -1 32012 10 10 5
D1
~
~
0 -1 32001 10 10 5
D3
~
~
0 -1 32013 10 10 5
59 9 1509949540 3 0
314 9 1509949540 3 0
-1
S

#32010
Tunnel~
The tunnel seems to slope here, leading into another large chamber in the

cave.  You can hear faint sounds of running water down to the north as

well as the horrible stench of decay.  Small quartz crystals shimmer in

these walls and rocks.  Several scars show where larger crystals have

been ripped from the walls.

~
~
301465604 0 7 0
D2
~
~
0 -1 32008 10 10 5
D5
~
~
0 -1 32011 10 10 5
E
quartz crystals~
The clear, pointed crystals bristle from the walls like shimmering spikes.

~
-1
S

#32011
At The Underground Lake~
This wide cavern houses a shallow, underground lake.  The water is

crystal clear; bottom of the pool is quite evident.  To the west, a small

waterfall flows into the lake from a high ledge, the roar of the falling

water echoing through the cavern.  Huge, jagged rocks prevent any

westward movement, blocking off access to the waterfall.  The dirt path

turns into packed clay that leads east into another giant opening in the

rock.

~
~
301465604 0 7 0
D1
~
~
0 -1 32016 10 10 5
D4
~
~
0 -1 32010 10 10 5
314 9 1509949540 3 0
1 17 1509949540 -2 0
1872 17 1509949540 -2 0
-1
S

#32012
Tunnel~
Faint sounds of water can be heard as you enter this part of the tunnel. 

The packed dirt turns into rock to the north, and the passage gradually

slopes downward from where a misty breeze blows, bringing the scent of

minerals.  Bat guano covers the western rocks beside the path.

~
~
301465604 0 7 0
D0
~
~
0 -1 32021 10 10 5
D2
~
~
0 -1 32009 10 10 5
314 9 1509949540 3 0
-1
S

#32013
Small Tunnel~
This low tunnel almost forces you to duck to avoid the small rocks that

cling to the ceiling.  Water pours from cracks in the walls in a steady

stream collecting in between two stalagmites, forming a small pool of

sorts.  A large calcium deposit shaped like a column extends down to the

ground, the dim light making it glow like a lantern.  There is a small

hole in the west wall.

~
~
301465604 0 5 0
D1
~
~
0 -1 32009 10 10 5
E
hole~
The hole looks large enough to crawl into.

~
A
crawl enter~
hole~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 32014 ) );

act_notchar( #arr, ch );

~
E
arr~
$n climbs into the hole.

~
E
room~
$n crawls into a hole.

~
E
char~
You crawl into a hole.

~
!
0 0 0
-1
S

#32014
In A Hole~
This small, cramped hole was bored roughly out of solid rock.  Sharp

edges from the poorly cut stone scrape you at every breath.  Littered

rubble, the floor is covered with jagged stones.  To the south, the tiny

tunnel turns to hard-packed dirt or you can crawl back out of the hole to

the east.

~
~
301465604 5 4 0
D1
~
~
0 -1 32013 10 10 5
D2
~
~
0 -1 32015 10 10 5
-1
S

#32015
In A Hole~
This small hole is almost too narrow to crawl through.  You can see small

worms crawling about, squirming in the dirt.  After inching your way far

into the ground, you can see that you can go north, farther into the

hole, or you can crawl up to the surface.  The glint of metal in the dirt

just catches your eye.  

~
[Merior] this dagger hilt could be used in some custom item - seems to

have been forgotten about.

[Draynath] no messages from when people enter the hole

~
301465604 5 4 0
D0
~
~
0 -1 32014 10 10 5
D4
opening~
opening~
0 -1 32000 10 10 5
E
glint metal~
You cant tell much about it by looking at it, perhaps if you dug up

the ground a little.

~
A
dig~
dirt ground floor~
if( rflag( reset0, room ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  obj_to_char( oload( 376 ), ch );

  remove_rflag( reset0, room );

  }

else

  send_to_char( #nothing, ch );

~
E
nothing~
Odd, there seems to be nothing there.

~
E
room~
$n digs in the dirt and finds a dagger hilt.

~
E
char~
You dig up what appears to be the hilt of a dagger.

~
!
0 0 0
-1
S

#32016
Eastern Tunnel~
The smell of decay is even worse in here.  The sounds of water echo off

the large walls throughout this cavernous tunnel.  A ledge high on the

north wall disappears into the eastern rock face right above the tunnel. 

Large, flat rocks jut out of the north wall, forming a crude, yet

climbable, staircase to the ledge.  The path continues to the east and

west.

~
~
301465604 0 7 0
D1
~
~
0 -1 32018 10 10 5
D3
~
~
0 -1 32011 10 10 5
D4
~
~
0 -1 32017 10 10 5
872 17 1509949450 -2 0
-1
S

#32017
A Ledge~
This ledge overlooks a small path below.  Large, flat rocks set into the

wall make it possible to gain access to it.  You can continue on this

edge, as it leads through the west wall into another tunnel.  Faint

sounds of water echo off the walls, breaking the silence.

~
~
301465604 4 7 0
D3
~
~
0 -1 32019 10 10 5
D5
~
~
0 -1 32016 10 10 5
314 9 1509949540 3 0
314 9 1509949540 3 0
-1
S

#32018
Tunnel~
The dirt path ends here at a pile of rubble.  The tunnel to the east has

collapsed, littering the floor with chunks of rock and other scattered

debris.  Dust, still unsettled from must have been a recent cave-in,

partially obscures your view of the rubble.  An ominous rumbling sound

discourages closer examination.

~
~
301465604 0 7 0
D3
~
~
0 -1 32016 10 10 5
E
pile rubble~
This pile of stones and dirt was produced from a recent cave-in. 

However, the pile threatens to topple over at any second.  Getting any

closer could be dangerous.

~
314 9 1509949540 3 0
59 9 1509949540 3 0
59 9 1509949540 3 0
-1
S

#32019
Tunnel~
The dull, rough rock of this tunnel is similar to the rest, save for the

giant, rotted, wooden door set into the northern wall.  A moldy, old sign

hangs beside it, halfway torn from its place.  The faint roaring of water

can be heard to the west, and the tunnel opens wide to the east.

~
~
301465605 0 7 0
D0
door~
door~
391 62 32022 10 10 5
D1
~
~
0 -1 32017 10 10 5
D3
~
~
0 -1 32020 10 10 5
E
1 north door~
This door is old and has moss growing on it.  No handle is visible from

this side.

~
E
sign~
It is made of wood, old and rotting.  The faint print is barely readable,

but you can make out one specific word.."Taurgus." 

~
A
say shout '~
taurgus~
if( !mob_in_room( 352, room ) ) {

  if( !is_open( room, north ) ) {

    if( rflag( reset0, room ) ) {

      act_tochar( #say, ch );

      act_notchar( #rsay, ch );

      open( room, north );

      mload( 352, room );

      remove_rflag( reset0, room );

      }

    else {

      act_tochar( #nothing, ch );

      act_notchar( #rnothing, ch );

      }

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    }

  }

else {

  act_tochar( #laugh, ch );

  act_notchar( #rlaugh, ch );

  }

~
E
say~
You say, "Taurgus!"

The door opens and an extremely large hill giant steps through!

~
E
rsay~
$n says, "Taurgus!"

The door opens and an extremely large hill giant steps through!

~
E
nothing~
You say, "Taurgus!"

Nothing happens.

~
E
rnothing~
$n says, "Taurgus!"

Nothing happens.

~
E
laugh~
As you cry, "@eTaurgus@n," the hill giant bellows a braying laugh.

~
E
rlaugh~
As $n cries, "@eTaurgus@n," the hill giant bellows a braying laugh.

~
!
0 0 0
81 17 1509949465 -2 0
-1
S

#32020
By The Waterfall~
This small ledge runs along the northern wall, overlooking a shallow

river flowing off the ledge just to the southwest of you, falling into a

dark lake far below.  A cave opening in the eastern wall leads away into

darkness. The rocks here are slippery from the water spray and the

occasional splash, making it hard to keep your balance.

~
~
301465604 0 7 0
D1
~
~
0 -1 32019 10 10 5
E
sw river flow~
You'll give to cross the river here to continue southwest.

~
A
cross wade~
river flow sw~
send_to_char( #cross, ch );

act_notchar( #crosses, ch );

transfer( ch, find_room( 32021 ) );

act_notchar( #arr, ch );

~
E
arr~
$n comes wading across the river.

~
E
crosses~
$n crosses the shallow river, to the southwest.

~
E
cross~
You head southwest and wade across the shallow river flow.

~
!
0 0 0
59 9 1509949540 3 0
344 17 1509949540 -2 0
-1
S

#32021
In A Shallow River~
You stand on a ledge in the southwest part of a large cavern.  The north

and west walls are covered in sheets of water that constantly flow from

the ceiling above, collecting into a small river which flows across the

path and drops off the ledge into a lake visible far below.  You can see

the ledge continue on the other side.  

~
~
301465604 6 7 0
D2
~
~
0 -1 32012 10 10 5
E
ne river flow~
You'll have to cross the river here to continue northeast.

~
E
ledge~
The ledge isn't too wide, just enough for the giants, and runs

northeast.  A shallow flowing river crosses across it, just NE of you.  

~
A
cross wade~
river flow ne~
send_to_char( #cross, ch );

act_notchar( #crosses, ch );

transfer( ch, find_room( 32020 ) );

act_notchar( #arr, ch );

~
E
arr~
$n comes wading across the shallow river.

~
E
crosses~
$n wades across the shallow river flow, northeast.

~
E
cross~
You head northeast and wade across the shallow river.

~
!
0 0 0
A
catch grab 2 get~
fish~
mob = mob_in_room( 183, room );

if( mob ) {

  junk_mob( mob );

  obj_to_char( oload( 117 ), ch );

  send_to_char( #fish, ch );

  }

else

  send_to_char( #!fish, ch );

~
E
fish~
You grab the fish.

~
E
!fish~
There is no fish around to get.

~
!
0 0 0
183 9 1509949540 3 0
344 17 1509949540 -2 0
-1
S

#32022
A Giant Room~
This huge room has been roughly carved out of the rock.  The floor and

walls are uneven and cracked.  A small lantern sits on a grand oak table

in the middle of the room.  There are fairly new-looking doors to the

west and north, and an old, rotted door to the south.

~
[Merior] extras would be nice here

~
301465605 0 7 0
D0
door~
door~
131 -1 32023 10 10 5
D2
old, rotted door~
door~
391 -1 32019 10 10 5
D3
door~
door~
131 -1 32024 10 10 5
E
1 south~
The door looks old and rotted. It also looks like it gets frequent abuse.

~
E
lantern~
The small, crude lantern sits on the oak table, shedding weak light on

the room.

~
E
table oak grand~
Extravagantly carved and lovingly polished, this oak table seems out of

place in these rough, stone tunnels.

~
A
2 open smash bash hit~
door 1 south~
if( !is_open( room, south ) ) {

  send_to_char( #true_char, ch );

  act_notchar( #true_room, ch );

  open( room, south );

  }

else

  send_to_char( #false_char, ch );

~
E
false_char~
It's already open!

~
E
true_room~
$n opens the door.

~
E
true_char~
The door opens, almost falling off the hinges.

~
!
0 0 0
314 9 1509949540 3 0
352 9 1509949540 3 0
-1
S

#32023
A Private Room~
This room is larger than any you have encountered in the tunnels and

decorated with various animal skins.  A poorly cured grizzly rug covers a

giant stone slab, and a dragonskin hangs above it on the wall.  Lanterns

hang on the walls, providing enough light to see the ceiling, which is

cracked, water dripping onto the floor.  A rotted wooden lever sticks out

of a crack in the wall.

~
~
301465605 0 7 0
D2
door~
door~
131 -1 32022 10 10 5
D3
wall~
wall~
431 62 32025 10 10 5
E
lever~
It looks like pulling it might do something.

~
A
~
~
mob = mob_in_room( 381, room );


if( mob ) {

  if( !is_fighting( mob ) ) {

    send_to_room( #leaving, room );

    junk_mob( mob );

    }

  }

~
E
leaving~
The giant looks around one more time while exploring a nostril, grunts

and then leaves.

~
!
4 50 0
A
pull~
wooden lever~
mob = mob_in_room( 351, room );

if( mob ) {

  act_tochar( #chief, ch );

  act_notchar( #rchief, ch );

  attack( mob, ch, 10d6+10, "rushing charge" );

  }

else {

  if( !is_open( room, west ) ) {

    act_tochar( #lever, ch );

    act_notchar( #rlever, ch );

    open( room, west );

    }

  else

    act_tochar( #nothing, ch );

  }

~
E
lever~
As you pull the lever, a section of the western wall slides open.

~
E
rlever~
As $n pulls the lever, a section of the western wall slides open.

~
E
nothing~
The wall is already open.

~
E
chief~
@eAs you reach for the lever, the chief bellows in rage and attacks!

~
E
rchief~
@eAs $n reaches for the lever, the chief bellows in rage and attacks!

~
!
0 0 0
351 9 1509949540 3 0
-1
S

#32024
A Prison~
In this room, there is a small cage to the west, not occupied at the

moment.  Another large table sits to the north, and a huge, dirty leather

vest is hung over a nearby chair.  

~
[Merior] make the table a resettable object

[Merior] this isnt a real good rdesc - might as well re-do it too

[Celine] add dex

~
301465604 0 7 0
D1
door~
door~
131 -1 32022 10 10 5
E
cage~
The cell looks effective, with thick steel bars extending the whole

height of the room.  

~
E
vest~
This huge leather vest looks like it could be used for shelter, not very

good armour for you.  

~
352 9 1509949540 3 0
-1
S

#32025
Treasure Room~
Adjoined to the chieftan's room, the hill giants treasure vault is easily

guarded by Gharl.  Though it is merely a tiny alcove roughly chiseled out

of the rock, it contains many treasures, most broken and worthless.  Here

is where all the gold and gems are stored after digging them out of rocks

or, more often, stealing them from helpless victims.

~
~
301465605 0 7 0
D1
wall~
wall~
431 -1 32023 10 10 5
A
2 open 2 push~
wall door stone rock 1 east~
if( is_open( room, east ) )

  send_to_char( #open, ch );

else {

  open( room, east );

  send_to_room( #open1, room );

  send_to_room( #open2, room );

  }

~
E
open2~
You open the wall.

~
E
open1~
The wall is opened by $n.

~
E
open~
It is currently open.

~
!
0 0 0
119 17 1509949490 -2 0
182 17 1509949445 -2 0
1039 17 1509949540 -2 0
1039 17 1509949540 -2 0
983 17 1509949490 -2 0
998 17 1509949465 -2 0
1023 17 1509949450 -2 0
119 17 1509949490 -2 0
1982 17 1509949470 -2 0
-1
S

#0