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
Crypt of Medienne~
Kiian~
~

0 0
0
#ROOMS

#35500
Dark Chamber~
You are in a small chamber steeped in shadow.  The room is cold, and you

find yourself shivering involuntarily.  There are thousands upon

thousands of small stones in the room.  The only way to leave this area

is by climbing up out of the pit you stand in, or by following the

passage north.

~
~
301465612 0 5 0
D0
~
~
0 -1 35501 10 10 5
D4
~
~
0 -1 35505 10 10 5
E
1 stones~
The many stones shift under your feet.

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

act_notchar( #o-up, ch );

continue;

~
E
up~
You climb up out of the pit to the room above.

~
E
o-up~
$n climbs up out of the pit.

~
!
3 0 16
A
~
~
ch = rand_char( room );

interpret( ch, "shiver" );

~
!
2 0 0
648 9 1509949535 3 0
-1
S

#35501
Small Tunnel~
The tunnel narrows rapidly to the north, looking as though it may require

moving single file as it continues.  The hall is dusty, ill-kept, and

looks quite abandoned by living creatures.  There are many stones

scattered about the area, apparently thrown here from the room to the

south.

~
~
301465604 0 9 0
D0
~
~
0 -1 35502 10 10 5
D2
~
~
0 -1 35500 10 10 5
E
stones~
Big stones, small stones, round stones, flat stones.  There are many

stones here.

~
-1
S

#35502
Small Tunnel~
The tunnel is quite narrow here, requiring that you move single file as

it continues.  The hall abandoned and poorly kept.  Dust fills the air,

stirred by your own movements.  The floor is rough, and the passage

continues both to the north and the south.

~
~
301465605 0 5 0
D0
~
~
0 -1 35503 10 10 5
D2
~
~
0 -1 35501 10 10 5
E
1 crack wall~
Upon closer examination, you realize that the crack is actually a long,

jagged scrape in the stone.  The only thing capable of making such a mark

would be...a claw?

~
-1
S

#35503
Narrow Tunnel~
The tunnel narrows to the south, probably requiring moving single file if

you head that way.  The walls may once have been decorated with murals

and carvings, but they are now nothing more than rough and unadorned

slabs of stone.  The passage bends here, going west and south.

~
~
301465604 0 9 0
D2
~
~
0 -1 35502 10 10 5
D3
~
~
0 -1 35509 10 10 5
E
wall~
You try to make out any of the carvings or murals on the wall, but they

are simply too worn away to be remotely discernable.

~
A
move push lift~
stone~
if( !rflag( reset0, room ) ) {

  send_to_char( #nothing, ch );

  act_notchar( #rnothing, ch );

  end;

  }

remove_rflag( reset0, room );

mob = mload( 631, room );

act_tochar( #char, ch );

act_notchar( #nochar, ch );

~
E
rnothing~
$n moves the stone, and nothing happens.

~
E
nothing~
You move the stone, and nothing happens.

~
E
nochar~
@b@YWith a grunt and a heave, $n slides the stone from its base.

A dark shape rushes out from under the stone and attacks!

~
E
char~
@b@YWith a grunt and a heave, you slide the stone from its base.

A dark shape rushes out from under the stone and attacks!

~
!
0 0 0
-1
S

#35504
Domed Chamber~
The chamber in which you stand is quite large, and framed in pillars of

solid marble.  Every wall and even the domed ceiling are covered in

frescoes, most of which were worn away with time.  The mosaic-tiled floor

stretches out in all directions, the only visible exits are an archway to

the west, and a heavy door to the east.

~
[Issib] eastern door to the east seems redundant

~
301465604 0 9 0
D1
eastern door~
door wooden~
131 -1 35508 10 10 5
D3
~
~
0 -1 35511 10 10 5
E
1 walls~
The wall frescos are covered with hundreds of small battle and feast

scenes, many dominated by a large, mailed figure wearing a dark crown.

~
E
1 floor~
Looking down at the floor, you notice that you stand upon a what was once

a large map!  At the center of the room is what appears to be a large

city, and many roads radiate out from the settlement in all directions.

~
E
1 ceiling vaulted up domed~
The ceiling frescos are dominated by a large, mailed figure who looms

over you.  Strangely, his person seems to have suffered little from the

passage of time, while most of the frescos which surround him have

crumbled into near nothingness.

~
E
1 frescos~
The frescos surround you in a dazzling display of ancient artistry.

~
641 137 1509949540 3 0
1743 137 1509949540 3 0
1743 137 1509949540 3 0
1743 9 1509949540 3 0
-1
S

#35505
Forgotten Chamber~
Judging from the crude stonework and lack of ornamentation, you have

entered an extremely old area.  The ceiling is low, the air stale, and

the shadows deep.  The room is littered with rubble; thousands of small

stones have been placed in strange, haphazard piles with no apparent

purpose.

~
~
301465604 3 9 0
D1
concealed door~
~
139 -1 1939 10 10 5
E
1 stones rubble~
Glancing at the strange piles of stones at your feet, you notice the

outline of a small door in the floor!

~
E
door~
There is a small trapdoor in the floor leading down!

~
E
east~
There is a medium-sized door somewhat concealed in the east wall.

~
A
open~
door down dow d do~
send_to_char( #char, ch );

act_notchar( #open, ch );

transfer_all( room, find_room( 35500 ) );

room = find_room( 35500 );

loop( all_in_room ) {

  act_notchar( #follow, rch );

  i = 3d10;

  dam_message( rch, i, "The fall" );

  inflict( rch, mob, i, "falling" );

  }

~
E
follow~
$n comes tumbling down from above.

~
E
open~
$n opens the door, and the floor around you!

You are falling!  Thousands of stones clatter about your head!

~
E
char~
The door opens, but so does the floor around you!

You are falling!  Thousands of stones clatter about your head!

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

  send_to_char( #already_open, ch ); 

  end;

  }

open( room, east );

act_tochar( #open, ch );

act_notchar( #o-open, ch );

~
E
already_open~
The door is already open.

~
E
open~
You open a concealed door to the east.

~
E
o-open~
$n opens a concealed door to the east!

~
!
0 0 0
872 17 1509949450 -2 0
-1
S

#35506
Burial Chamber~
This room has frescos covering its walls, ceiling, and floor.  From what

you are able to gather, they are concerned with funerary rites of some

kind.  Smashed wood, broken braziers, and assorted rubble litter the

floor.  The only visible exit from the room lies to the west.

~
~
301465604 0 9 0
D3
portal~
portal~
131 -1 35508 10 10 5
D5
hatch~
hatch~
139 -1 35507 10 10 5
E
floor down~
Examining the painted floor on which you stand, you notice a very large

hatch under your feet.  It is clearly some sort of large door leading

down into darkness. 

~
E
walls frescos ceiling~
The frescos depict the death and embalming of a great warrior.  They are

extremely detailed, almost as if they were left as a record for future

generations.

~
-1
S

#35507
Burial Chamber~
Smooth, well-preserved walls tell you that this was a place of great

importance to its builders.  The strident frescos present in nearby rooms

are absent here, exchanged for dark rock walls polished to a glassy sheen. 

~
above is 35506

~
301465604 0 9 0
D4
hatch~
hatch~
139 -1 35506 10 10 5
E
1 walls~
Looking into the dark walls, you gaze at your own image, and find it

contorted by the stone into sinister, twisted shapes.

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

close( room, up );

~
E
thud~
@b@RThe hatch overhead seals with a resounding thud as you enter.

~
!
1 0 16
A
open~
up hatch~
if( is_open( room, up ) )

  act_tochar( #nada, ch );

else {

  act_notchar( #yes, ch );

  act_tochar( #hatch, ch );

  open( room, up );

  }

~
E
yes~
$n opens the hatch above.

~
E
hatch~
You open the hatch above.

~
E
nada~
The hatch is already open.

~
!
0 0 0
637 9 1509949540 3 0
-1
S

#35508
Painted Room~
Done in white and black marble tiles, the floor is painfully reminiscent

of the chessboard laying elsewhere in the crypt.  The walls were probably

once covered from floor to ceiling with bright frescoes, although only

small fragments of the artisans' work remain.  There is a stout wooden

door to the west, and another portal to the east.

~
~
301465604 0 9 0
D1
portal~
'east portal'~
131 -1 35506 10 10 5
D3
western door~
door wooden~
131 -1 35504 10 10 5
E
1 frescos ceiling floor walls~
The frescos here are more brightly colored and detailed that those in

nearby rooms, but nearly all are crumbled beyond hope of recognition.

~
640 137 1509949540 3 0
386 137 1509949540 3 0
1743 9 1509949540 3 0
1743 9 1509949540 3 0
1743 9 1509949540 3 0
1743 9 1509949540 3 0
-1
S

#35509
Narrow Tunnel~
There is a noticable shift in the style of construction here, the passage

to the north is obviously of even older construction than even what has

come before in this passage, perhaps only a little more sophisticated

than the catacombs of King Grattza.  The crude stonework of the tunnel

gives way to bare rock walls supported by timber bracings here.  You may

follow the tunnel north or east from here.

~
~
301465604 0 9 0
D0
~
~
0 -1 35510 10 10 5
D1
~
~
0 -1 35503 10 10 5
E
1 rock walls~
The walls are extremely rough and uneven.  The construction here appears

to be very old.

~
E
1 bracings timber~
The bracings appear to be extremely old, their dry wood straining under

the weight of millenia.

~
A
~
random~
send_to_room( #sound, find_room( 35509 ) );

~
E
sound~
You hear a soft, distant scraping sound.

~
!
2 100 0
81 9 1509949520 3 0
-1
S

#35510
Narrow Tunnel~
The passage here is of construction almost as old as anything you have

seen in the crypts.  The crude stonework and timber construction of the

tunnel speaks of a style that is more similar to a mining shaft than a

catacomb.  A large stone is set into the north wall here, almost as some

kind of marker.  You may follow the tunnel south or east.

~
[Merior] seems like the marker should do more

[Marek] I'd like to leave it in in as a spot for future expansion.

~
301465604 0 9 0
D1
~
~
0 -1 35511 10 10 5
D2
~
~
0 -1 35509 10 10 5
E
stone large~
The stone is huge, perhaps 20' in diameter, and has many deep marks

hammered into it surface.  Its white, marbled color stands in contrast to

the dark stone of the surrounding tunnels.

~
-1
S

#35511
Ancient Tunnel~
The wooden bracings supporting the passageway are widely spaced here. 

Tons of black rock above your head are enough to encourage a silent

prayer from even the least devout to the nameless craftsmen responsible

for the construction here.  The passage continues to the east and west.

~
~
301465604 0 9 0
D1
~
~
0 -1 35504 10 10 5
D3
~
~
0 -1 35510 10 10 5
E
1 bracings wooden~
The aged wooden bracings are of a strange silver-black wood which is cold

to the touch.  They seem to sag slightly under their unrelenting burden.

~
-1
S

#35513
Atop the Blackest Stair~
You stand at the top of stairway leading down into darkness.  The stairs

are simple and unadorned, and are constructed out of a black stone

polished to a glossy finish.  Gazing down into the open maw of the earth,

you cannot help but experience a deep disquiet as you consider the

enterprise before you.

~
~
301465612 0 9 0
D3
'hidden door'~
'hidden door'~
139 -1 1950 10 10 5
D5
~
~
0 -1 35514 10 10 5
A
random~
~
send_to_room( #random, room );

~
E
random~
A soft warm wind blows up from the darkness below.

~
!
2 50 0
-1
S

#35514
The Blackest Stair~
The incline steepens here, and you are forced to continue carefully,

slowly tracing your steps down the sharply angled staircase.  A rusted

lantern hangs on a chain from the ceiling.  It swings back and forth in a

leisurely arc, oblivious to the conspicuous stillness of the surrounding

air.

~
~
301465604 0 9 0
D4
~
~
0 -1 35513 10 10 5
D5
~
~
0 -1 35515 10 10 5
-1
S

#35515
Dark Landing~
You have arrived at a small landing.  The stairs double back upon

themselves here, continuing their downward trek into the unknown. 

Directly in front of you is what appears to be a huge black mirror.

~
~
301465604 0 9 0
D4
~
~
0 -1 35514 10 10 5
D5
~
~
0 -1 35516 10 10 5
E
mirror black huge~
The mirror is perhaps 40' in diameter, and its glass is of a deep dark

hue which offers only the faintest of reflections.

~
-1
S

#35516
The Blackest Stair~
The stairs continue their single-minded descent into the bowels of the

earth.  It is becoming uncomfortably warm.

~
~
301465604 0 9 0
D4
~
~
0 -1 35515 10 10 5
D5
~
~
0 -1 35517 10 10 5
-1
S

#35517
Dark Landing~
At last the black stairs yield, depositing you in a rectangular chamber. 

The room is sharply cut from dark black stone, with surfaces

intersecting one another at perfect right angles.  The room is large,

with the ceiling towering perhaps 30' or more above your head.


Sunken into the center of the room is a circular firepit, and

inscribed around its edge are hundreds of strange and unfamiliar symbols.


There are passages leading to the east and west.

~
~
301465604 0 9 0
D1
~
~
0 -1 35518 10 10 5
D3
~
~
0 -1 35540 10 10 5
D4
~
~
0 -1 35516 10 10 5
E
1 symbols edge~
The symbols are of no language you have ever seen; the are long and curve

together in a tangle of interlocking circles and swirls.

~
E
1 firepit circular~
The firepit is full of many small, white-hot coals arranged in strange

and complex patterns.

~
A
move~
coals~
i = 3d10;

room = find_room( 35548 );

send_to_char( #movecoals, ch );

act_notchar( #movecoals2, ch );

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

inflict( ch, mob, i, "the firepit" );

if( rflag( reset0, find_room( 35517 ) ) ) {

  if( !is_open( room, east ) ) {

    send_to_room( #open, room );

    open( room, east );

    if( random( 1, 10 ) < 4 )

      mload( 597, find_room( 35517 ) );

    }

  send_to_char( #flash, ch );

  act_notchar( #flash2, ch );

  }

remove_rflag( reset0, find_room( 35517 ) );

~
E
flash2~
A flash of brilliant light floods the room!

~
E
flash~
A flash of brilliant light floods the room!

~
E
open~
The east opens.

~
E
movecoals2~
$n moves the coals in the firepit.

~
E
movecoals~
You move the coals in the firepit.

~
!
0 0 0
14 9 1509949540 3 0
872 17 1509949460 -2 0
-1
S

#35518
East Landing~
The tunnel here is smooth and constructed out of an unfamiliar dark stone. 

This area seems to be free of the cobwebs which plague nearby rooms. 

What appear to be the crushed remnants of an iron lantern lie strewn

about the floor.

~
~
301465612 0 9 0
D0
~
~
0 -1 35519 10 10 5
D3
~
~
0 -1 35517 10 10 5
E
1 remnants lantern~
The lantern appears to have been crushed by some unknown force.

~
-1
S

#35519
Dark Passage~
Ashes cover the floor here.  You cough as your footsteps cloud the

already choked tunnel air with fine dust.

~
~
301465604 0 9 0
D1
~
~
0 -1 35520 10 10 5
D2
~
~
0 -1 35518 10 10 5
A
random~
~
send_to_room( #wind, find_room( 35519 ) );

~
E
wind~
A faint wind blows through the room, scattering ashes around your feet.

~
!
2 125 0
-1
S

#35520
Dark Passage~
It seems as if your surroundings absorb all available light.  You stop

for a moment to consider what type of creature would inhabit such a

place, but quickly move on to less harrowing thoughts.  Small bits of ash

and charred wood lie on the floor here.

~
~
301465604 0 9 0
D0
~
~
0 -1 35521 10 10 5
D3
~
~
0 -1 35519 10 10 5
-1
S

#35521
Dark Passage~
Scorch marks cover the area, and sizeable chunks of the walls, floor and

ceiling have seemingly been melted away by some unknown force.  You

shiver upon considering what could have caused such destruction.

~
~
301465604 0 9 0
D1
~
~
0 -1 35522 10 10 5
D2
~
~
0 -1 35520 10 10 5
E
1 walls ceiling floor~
Looking around, you cannot fathom the destructive force it would take to

cause such damage.

~
-1
S

#35522
Shadowy Passage~
A trickle of warm, ashy water flows down the east wall, collecting in a

meager, stagnant pool at your feet.  The tunnel leads to the north and

west here.  You see a glow off to the north.

~
~
301465604 0 9 0
D0
~
~
0 -1 35523 10 10 5
D3
~
~
0 -1 35521 10 10 5
A
random~
~
send_to_room( #geyser, find_room( 35522 ) );

~
E
geyser~
You hear the hiss of a distant geyser's discharge.

~
!
2 200 0
-1
S

#35523
Rectangular Room~
In the center of the floor here is a large firepit.  The light from the

coals bathes the room in a muted orange light, casting deep shadows on

the midnight-hued stone.


Ringing the firepit are many strange markings.

~
~
301465653 0 9 0
D0
~
~
0 -1 35524 10 10 5
D2
~
~
0 -1 35522 10 10 5
E
1 firepit~
The fire pit is round and deep, and contains hundreds of small, white-hot

coals painstakingly arranged in careful, interlocking circular patterns.

~
E
1 markings strange~
The markings appear to be ancient runes of some unfamiliar type; their

elegant curves elude your comprehension.

~
A
move~
coals~
i = 3d10;

room = find_room( 35529 );

send_to_char( #movecoals, ch );

act_notchar( #movecoals2, ch );

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

inflict( ch, mob, i, "the firepit" );

if( rflag( reset0, find_room( 35523 ) ) ) {

  if( !is_open( room, south ) ) {

    send_to_room( #open, room );

    open( room, south );

    if( random( 1, 10 ) < 4 )

      mload( 688, find_room( 35523 ) );

    }

  send_to_room( #flash, find_room( 35523 ) );

  }

remove_rflag( reset0, find_room( 35523 ) );

~
E
flash~
A brilliant flash of light floods the room!

~
E
open~
You hear a soft hiss as an opening to the south appears from nowhere.

~
E
movecoals2~
$n moves the coals in the firepit.

~
E
movecoals~
You move the coals in the firepit.

~
!
0 0 0
14 9 1509949540 3 0
872 17 1509949460 -2 0
-1
S

#35524
Shadowy Passage~
The corridor here is warm and dry.  The floor is even, the walls

polished, and the ceiling unbent by the passage of time.  You spy a dim

light off to the south.

~
~
301465604 0 9 0
D2
~
~
0 -1 35523 10 10 5
D3
~
~
0 -1 35525 10 10 5
-1
S

#35525
Dark Passage~
There is a large circle sketched on the floor here.  A second glance

reveals that it was drawn with great haste.  Its thin white lines shimmer

faintly on the black stone of the corridor.

~
~
301465604 0 9 0
D0
~
~
0 -1 35526 10 10 5
D1
~
~
0 -1 35524 10 10 5
D2
portal~
portal~
251 -1 35552 10 10 5
E
1 circle~
The circle is filled with many strange markings which you cannot understand.

~
A
stand enter~
circle~
room = find_room( 35525 );

send_to_char( #enter, ch );

act_notchar( #enter2, ch );

if( rflag( reset0, room ) ) {

  send_to_room( #open, room );

  open( room, south );

  }

remove_rflag( reset0, room );

~
E
open~
With a low rumble, an opening to the south appears.

~
E
enter2~
$n steps inside the circle.

~
E
enter~
You step inside the circle.

~
!
0 0 0
-1
S

#35526
Dark Passage~
The tunnel continues its frenetic switchback motion here, darting off to

the west and south.  A long, jagged crack bisects the corridor here, the

result of the movements of the very earth itself.

~
~
301465604 0 9 0
D2
~
~
0 -1 35525 10 10 5
D3
~
~
0 -1 35527 10 10 5
E
crack~
The crack is narrow, perhaps 1" wide, and dark.  Warm air blows up from

it in periodic gusts.

~
A
random~
~
send_to_room( #steam, find_room( 35526 ) );

~
E
steam~
A sudden gust of warm air blows up from the floor.

~
!
0 200 0
-1
S

#35527
Dark Passage~
The tunnel floor has become rough and scored with numerous pock-marks. 

Bending down for a closer look, you notice many impact and scrape marks. 

A battle was fought here.

~
~
301465604 0 9 0
D0
~
~
0 -1 35528 10 10 5
D1
~
~
0 -1 35526 10 10 5
A
random~
~
send_to_room( #geyser, find_room( 35527 ) );

~
E
geyser~
You hear the hiss of a distant steam jet's discharge.

~
!
0 0 0
-1
S

#35528
Shadowy Passage~
There is an orange glow off to the west.  It casts long, ominous shadows

down the dark corridor.

~
~
301465604 0 9 0
D2
~
~
0 -1 35527 10 10 5
D3
~
~
0 -1 35529 10 10 5
-1
S

#35529
Rectangular Room~
You have entered another large chamber.  Its high ceilings and carefully

angled planes mark it as the counterpart to the stairway landing.  Yet

another large, circular firepit is sunken into the center of the room,

ringed by hundreds of peculiar runes.


The smooth black passageway leads east and west from here.

~
~
301465653 0 9 0
D1
~
~
0 -1 35528 10 10 5
D2
~
~
235 -1 35541 10 10 5
D3
~
~
0 -1 35530 10 10 5
E
1 runes~
The runes are clearly ancient, and utterly incomprehensible to you.

~
E
1 firepit~
The firepit contains many carefully arranged coals.

~
A
move~
coals~
i = 3d10;

room = find_room( 35529 );

send_to_char( #movecoals, ch );

act_notchar( #movecoals2, ch );

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

inflict( ch, mob, i, "the firepit" );

if( rflag( reset0, room ) ) {

  send_to_room( #flash, room );

  mload( 691, find_room( 35519 ) );

  mload( 696, find_room( 35519 ) );

  mload( 696, find_room( 35539 ) );

  mload( 691, find_room( 35539 ) );

  mload( 691, find_room( 35550 ) );

  mload( 691, find_room( 35550 ) );

  mload( 696, find_room( 35550 ) );

  mload( 696, find_room( 35550 ) );

  mload( 696, find_room( 35548 ) );

  mload( 691, find_room( 35548 ) );

  send_to_room( #load, room );

  if( random( 1, 10 ) < 6 )

    mload( 688, room );

  }

remove_rflag( reset0, room );

send_to_char( #weremoved, ch );

act_notchar( #weremoved2, ch );

~
E
flash~
A flash of brilliant light floods the room!

~
E
load~
load dEmonS

~
E
weremoved2~
$n moves the coals in the firepit.  Nothing seems to happen.

~
E
weremoved~
You move the coals, but nothing seems to happen.

~
E
movecoals2~
$n moves the hot coals in the firepit.

~
E
movecoals~
You move the hot coals.

~
!
0 0 0
14 9 1509949540 3 0
872 17 1509949460 -2 0
-1
S

#35530
Damp Passage~
The floor is slick here, and the air damp.  The tunnel surfaces are rough

here, perhaps intentionally left unfinished for some unknown reason.

~
~
301465604 0 9 0
D1
~
~
0 -1 35529 10 10 5
D2
~
~
0 -1 35531 10 10 5
-1
S

#35531
Slippery Passage~
The tunnel is wet here, with warm beads of water coating the dark

ceiling, floor and walls.  There is a small hole in the stone floor

directly in front of you here.  It is about the size of a man's fist, and

appears to be very deep.

~
~
301465604 0 9 0
D0
~
~
0 -1 35530 10 10 5
D3
~
~
0 -1 35532 10 10 5
A
random~
~
send_to_room( #steam, find_room( 35531 ) );

~
E
steam~
A scalding jet of steam shoots out from the floor, whizzing close by your

face and covering the room in a warm mist!

~
!
2 150 0
-1
S

#35532
Slippery Passage~
The corridor's floor is slick here.  Moving slowly so as not to slip, you

you may continue east or south from here.

~
~
301465604 0 9 0
D1
~
~
0 -1 35531 10 10 5
D2
~
~
0 -1 35533 10 10 5
A
random~
~
send_to_room( #steam, find_room( 35532 ) );

~
E
steam~
A setam jet shoots up from the floor, coating the tunnel with a warm mist!

extent!

~
!
2 100 0
-1
S

#35533
Damp Passage~
You think you detect a weak light source to the west.  The passage is

damp here, the smooth stone floor slick with condensation.

~
~
301465604 0 9 0
D0
~
~
0 -1 35532 10 10 5
D3
~
~
0 -1 35534 10 10 5
-1
S

#35534
Shadowy Passage~
The tunnel straightens out to the south, off to which direction you spy a

soft red-orange glow.  To the east, the dark passage continues its

subterranean journey.

~
~
301465604 0 9 0
D1
~
~
0 -1 35533 10 10 5
D2
~
~
0 -1 35535 10 10 5
-1
S

#35535
Rectangular Room~
A large round firepit dominates the center of this room.  Adorning its

out rim are scores of archaic symbols.  Many small scraps of parchment

are strewn about the room.  A large chunk of dark rock, covered with

scorch marks, leans against the wall.


A passage leads off to the north and south.

~
~
301465653 0 9 0
D0
~
~
0 -1 35534 10 10 5
D2
~
~
0 -1 35536 10 10 5
E
1 chunk rock~
The boulder is large, heavy, and strangely warm to the touch.

~
E
1 firepit~
The firepit contains many carefully arranged coals.  Their steady orange

glow illuminates the room, and gives off considerable heat.

~
E
1 symbols archaic rim~
The strange symbols dance along the firepit's edge, at once joining with

and breaking away from one another.

~
E
1 parchment scraps~
Written on the cracked, yellowed parchment scraps are hundreds of small

strange runes which match those inscribed around the perimeter of the

firepit.

~
A
move~
coals~
i = 3d10;

room = find_room( 35549 );

send_to_char( #movecoals, ch );

act_notchar( #movecoals2, ch );

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

inflict( ch, mob, i, "the firepit" );

if( rflag( reset0, find_room( 35535 ) ) ) {

  send_to_room( #swangarrive, room );

  mload( 682, room );

  if( random( 1, 10 ) < 4 )

    mload( 688, find_room( 35535 ) );

  send_to_room( #flash, find_room( 35535 ) );

  }

remove_rflag( reset0, find_room( 35535 ) );

~
E
flash~
A brilliant flash of light floods the room!

~
E
swangarrive~
With a thunder and a dark flash, a diseased figure appears where there

was none.

~
E
movecoals2~
$n moves the coals in the firepit.

~
E
movecoals~
You move the coals in the firepit.

~
!
0 0 0
14 9 1509949540 3 0
872 17 1509949460 -2 0
-1
S

#35536
Shadowy Passage~
A large chunk of the south wall has been seemingly ripped out and

pulverized, leaving a deep dark hole.  Covering the floor is a fine layer

of ash, presumably the remnants of the rock.

~
~
301465604 0 9 0
D0
~
~
0 -1 35535 10 10 5
D1
~
~
0 -1 35537 10 10 5
E
1 dark hole~
The hole is dark and deep.  You cannot see far into it.

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

act_notchar( #enter2, ch );

transfer( ch, find_room( 35553 ) );

~
E
enter2~
$n climbs into the dark hole and disappears from view.

~
E
enter~
You climb into the dark hole.

~
!
0 0 0
-1
S

#35537
Dark Passage~
Dozens of small tallow candles are scattered about the area.  Their wicks

have almost been burned away, and many small drops of wax are scattered

across the floor.

~
~
301465604 0 9 0
D2
~
~
0 -1 35538 10 10 5
D3
~
~
0 -1 35536 10 10 5
E
1 wax drops~
The wax drops seem to be scattered on the floor in a rough circle.

~
-1
S

#35538
Dark Passage~
The echoes of your footsteps suddenly fall silent here, muffled by some

unseen force.  The dark stone under you seems to pulse and wince with

each of your hesitant steps.

~
~
301465604 0 9 0
D0
~
~
0 -1 35537 10 10 5
D1
~
~
0 -1 35539 10 10 5
-1
S

#35539
Dark Passage~
The tunnel walls reach out toward you like immense stone fingers.  Try as

you might, you cannot shake the feeling that you are an intruder here,

meddling in something profoundly dangerous and sinister.

~
~
301465604 0 9 0
D2
~
~
0 -1 35540 10 10 5
D3
~
~
0 -1 35538 10 10 5
A
random~
~
send_to_room( #wind, find_room( 35539 ) );

~
E
wind~
A soft wind billows in from the west.

~
!
0 0 0
-1
S

#35540
West Landing~
A soft glow from the east casts deep shadows across the room.  An unlit

lantern hangs from a heavy metal chain high overhead.  Its black metal

mimics the dark stone motif of the tunnel.

~
~
301465604 0 9 0
D0
~
~
0 -1 35539 10 10 5
D1
~
~
0 -1 35517 10 10 5
A
random~
~
send_to_room( #steam, find_room( 35540 ) );

~
E
steam~
A steam jet shoots out from the ceiling, covering the room in a warm mist.

~
!
2 100 0
-1
S

#35541
Rough Tunnel~
In contrast to the smooth and polished surfaces of nearby areas, this

tunnel has been cored out of the natural rock itself.  Dark crags

protrude from the ceiling and floor.  There are many ceramic shards

scattered about your feet.

~
~
301465604 0 9 0
D0
~
~
235 -1 35529 10 10 5
D2
~
~
0 -1 35542 10 10 5
-1
S

#35542
Rough Tunnel~
Navigation of the passage is become increasingly troublesome.  The tunnel

is warm and narrow, and you carefully thread your way around the rapidly

increasing number of crags, overhangs, and protrusions.  You may continue

to the north, and to the east you spy a brige over a deep underground

chasm.

~
~
301465604 0 5 0
D0
~
~
0 -1 35541 10 10 5
D1
~
~
0 -1 35543 10 10 5
-1
S

#35543
Bridge over a dark fissure~
You stand at the midpoint of a narrow stone bridge which spans a profound

subterranean fissure.  The bridge is constructed out of an immense

block of smooth, dark stone which matches the surfaces of the surrounding

tunnels.  Looking down for a moment, you cannot detect a bottom to the

chasm underneath you.

~
~
301465604 0 9 0
D2
~
~
0 -1 35544 10 10 5
D3
~
~
0 -1 35542 10 10 5
E
chasm bottom~
You sense certain death in the dark chasm depths below you.

~
A
1 north~
~
send_to_char( #north, ch );

~
E
north~
You take a step north, and then decide not to leap toward certain death.

~
!
0 1000 0
A
1 east~
~
send_to_char( #east, ch );

~
E
east~
You look east, and then down, and decide not to leap toward certain death.

~
!
0 0 0
-1
S

#35544
Flowstone Passageway~
The tunnel continues to appear less and less affected by artifice, and

more and more subject to the whimsy of natural - or unnatural, you are

not sure - forces.  To the north is span crossing a dark chasm, and the

passage continues off to the south.

~
~
301465604 0 9 0
D0
~
~
0 -1 35543 10 10 5
D2
~
~
0 -1 35545 10 10 5
-1
S

#35545
Flowstone Passageway~
The passage here appears entirely untouched by mortal hands.  Great

primal forces have shaped the unforgiving stone, with exits leading north

and west.

~
~
301465604 0 9 0
D0
~
~
0 -1 35544 10 10 5
D3
~
~
0 -1 35546 10 10 5
-1
S

#35546
Flowstone Passageway~
The passageway continues.  A few small stalagtites hang from the ceiling

here, barely recognizeable shapes in the dimness.  Small drops of warm

water drip from them onto your head in a steady, patient marking of time. 

The water has collected in a shallow pool at your feet.

~
~
301465604 0 9 0
D1
~
~
0 -1 35545 10 10 5
D3
~
~
0 -1 35547 10 10 5
E
pool shallow~
The shallow pool radiates a surprising amount of heat.  Small amounts of

steam rise up from its surface.

~
-1
S

#35547
Flowstone Passageway~
The slow curves of the surrounding flowstone give your imagination ample

opportunity to work.  Strange dark shapes shift in the general dimness

and prey upon the margins of your consciousness.  You stumble across the

slippery-smooth floor.

~
~
301465604 0 9 0
D0
~
~
0 -1 35548 10 10 5
D1
~
~
0 -1 35546 10 10 5
A
random~
~
send_to_room( #wind, find_room( 35547 ) );

~
E
wind~
You feel a soft, warm breeze on your face.

~
!
0 100 0
-1
S

#35548
Columned Grotto~
You have entered a vast underground grotto replete with scores of

spiraling stone columns.  The stoney arms support a ceiling somewhere in

the darkness high above your The floor beneath you is smooth and rippled,

perhaps the after-effect of a long-past lava flow.  It is still warm to

the touch.  You sense a living - or undying - presence quite close at

hand.

~
~
301465604 0 9 0
D0
~
~
0 -1 35554 10 10 5
D1
portal~
portal~
255 62 35549 10 10 5
D2
~
~
0 -1 35547 10 10 5
D3
~
~
0 -1 35551 10 10 5
14 9 1509949540 3 0
-1
S

#35549
Heart of Darkness~
You stand inside a small black chamber seemingly hacked from the

surrounding stone in a moment of primal frenzy.  The room's jagged

surfaces confound the mortal eye with their harsh angles and

unforgiving collisions.  Dark ashes litter the floor.  It is warm here,

too warm.

~
~
301465605 0 9 0
D3
~
~
255 -1 35548 10 10 5
-1
S

#35550
Mob storage room~
If you are a player and somehow find yourself here, mail Kiian and let

him know.  He'll appreciate it.

~
~
301465604 0 9 0
D1
~
~
0 -1 35519 10 10 5
D2
~
~
0 -1 35517 10 10 5
D3
~
~
0 -1 35539 10 10 5
696 9 1509949540 3 0
691 9 1509949540 3 0
-1
S

#35551
Columed Grotto~
The columned grotto continues here, the stone supports creating a

underground maze of great size.  Small pools of steaming hot water are

scattered throughout the area.

~
~
301465604 0 9 0
D1
~
~
0 -1 35548 10 10 5
-1
S

#35552
Lost Laboratory~
You are in a small study.  Shelves cover every inch of wallspace, and a

large workbench and chair is set up in the center of the room.  The

shelves are crowded with books, strange instruments and many objects

which you cannot quite identify.  A number of small skulls are arranged

on a top shelf, out of easy reach.  A large book lies open on the

workbench, along with several stacks of musty papers.

~
finish action

~
301465604 0 9 0
D0
~
~
251 -1 35525 10 10 5
E
workbench~
The workbecnh is constructed of a silvery-black wood.  It is cold to the touch.

~
E
chair~
The chair is straight-backed and made from a silvery-black wood.  It has

a soft cushion attached for added comfort.

~
E
book large~
The tome is huge, with a thick cover made from some unidentified scaled

material.  The pages contain hundreds of intricate diagrams and runic

sequences.

~
E
skulls~
You can recognize many of the skulls as from humanoid and small animals. 

Others, with crooked horns and strange protrusions, are somewhat less

recognizeable.

~
E
papers stacks~
The papers seem to be someone's notes on a text.

~
E
shelves~
Amid scores of glass containers, scribbeld notes, and strange trinkets,

you find a small sign, perhaps a name tag, which simply reads, "Conrad."

~
E
1 north~
You see a small discolored stone in the wall.

~
A
move lift~
cushion~
room = find_room( 35552 );

send_to_char( #move, ch );

act_notchar( #move2, ch );

if( rflag( reset0, room ) ) {

  if( random( 1, 10 ) < 6 ) {

    send_to_char( #scroll, ch );

    act_notchar( #scroll2, ch );

    obj_to_room( oload( 1021 ), room );

    }

  }

remove_rflag( reset0, room );

~
E
scroll2~
A leather scroll rolls out from under the cushion and onto the floor!

~
E
scroll~
As you disturb the cushion, a leather scroll rolls out from under the

cushion and onto the floor!

~
E
move2~
$n moves the cushion.

~
E
move~
You move the cushion.

~
!
0 0 0
A
push twist lift touch~
north discolored stone~
act_tochar( #open, ch );

act_notchar( #open2, ch );

open( room, north );

if( !is_open( room, north ) ) {

  act_room( #opens, ch );

  end;

  }

else

  act_tochar( #was, ch );

~
E
was~
The way was already open to the north.

~
E
opens~
An opening to the north appears.

~
E
open2~
$n touches the north wall.

~
E
open~
You push the discolored stone.

~
!
0 0 0
681 9 1509949540 3 0
-1
S

#35553
Scorched Grotto~
This small cave is dark and uncomfortable.  The ceiling, walls, and floor

rough and uneven.  It seems that mother nature - or whatever force is

responsible for this shadowed subterranean corner - created this place in

a momentary explosive fit.  The walls are full of scorch marks, and dark

ashes are scattered across the floor.


On the west wall you see some writing.

~
~
301465604 0 4 0
E
2 ashes floor~
Examining the ashes underfoot, you locate a few small bone fragments. 

Human bone.

~
E
1 writing wall west~
The writing is in a hurried yet confident hand.  Most of it has faded with time, but many letters remain:

...ealed the chamber behind, yet I know he....again...minions hound me, I

could not imagine his...is astounding...every failsafe

lost...enchantments overwhelmed...i can sense him outside now... 

waiting...it is my responsibility for loosing such a thing, i must... 

contain...they come again

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

act_notchar( #enter2, ch );

transfer( ch, find_room( 35536 ) );

~
E
enter2~
$n enters the dark hole and disappears from view.

~
E
enter~
You enter the dark hole.

~
!
0 0 0
-1
S

#35554
Columned Grotto~
The grotto continues here, the maze of ancient columns stretching from

floor to ceiling like a thicket of undying, spindly trees.  The air is

warm, and thick with humidity.

~
~
301465604 0 9 0
D2
~
~
0 -1 35548 10 10 5
A
random~
~
send_to_room( #geyser, room );

~
E
geyser~
You hear the hiss of a distant steam jet's discharge.

~
!
2 75 0
-1
S

#0