#AREA Pennan/Rua Valley~ Kiian~ pennan/rua valley~ 5 0 0 #ROOMS #37000 Bridge over the River Elhanni~ A wide stone arch bridges the Elhanni's rough, choppy waters. The current underneath is powerful, and you feel its pull against the bridge as it rushes against the aged stone supports. To the west, a dense forest has crept its way almost up to the riverbank, where it enters the forest's dark mass. Thick branches join with one another over the road, screening the road's surface from the sky overhead. To the east, the road heads up a slope back toward Chiiron. ~ add a toll taker for bridge? disabled dive prog until gremlin village is done ~ 301465608 3 6 0 D1 ~ ~ 0 -1 946 10 10 5 D3 ~ ~ 0 -1 37001 10 10 5 E twisting large trees~ You see a bunch of old, twisting trees. ~ E CREDIT~ This area created by Kiian for Greyclaw's use on the Forest's Edge. All rights reserved. ~ A dive~ river~ end; if( find_stat( ch, level ) < 10 ) { act_tochar( #why, ch ); end; } act_tochar( #plunge, ch ); act_notchar( #rplunge, ch ); transfer( ch, find_room( 46500 ) ); act_notchar( #wash, ch ); ~ E why~ Why would you do an insane thing like that? ~ E rplunge~ $n takes a deep breath and dives into the deep current!! ~ E plunge~ You take a deep breath and throw yourself into the deep current!! The current carries you onto a muddy shore... ~ E wash~ $n is washed up on shore. ~ ! 0 0 0 A ~ ~ send_to_char( #ch, ch ); continue; ~ E ch~ You cross the wide stone bridge. ~ ! 3 -1 10 -1 S #37001 At the Edge of a Dark Wood~ An unpaved road winds its way between twisted trees whose branches twine far above your head in the darkness. Holding your finger in the air for a moment, you are unable to detect even the slightest of drafts. The still air is cool and moist, and your lungs are filled with the pungent odor of toadstool and damp earth. To the west, the road leads further into the woods, seemingly swallowed whole by the shadowy trees. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39324 10 10 5 D1 ~ ~ 0 -1 37000 10 10 5 D2 ~ ~ 0 -1 39325 10 10 5 D3 ~ ~ 0 -1 37002 10 10 5 -1 S #37002 Road Through Dense Woods~ You are on a wide dirt road leading east and west. Stately oaks, elms, and huge trees of an indeterminate third type tangle together, blanketing the forest floor below in deep purple shadow. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37001 10 10 5 D2 ~ ~ 0 -1 39326 10 10 5 D3 ~ ~ 0 -1 37003 10 10 5 A random~ ~ send_to_room( #rustle, room ); ~ E rustle~ A soft wind blows through the forest for a moment, and then all is still once again. ~ ! 0 50 0 755 9 1509949540 3 0 755 9 1509949465 3 0 -1 S #37003 Road Through Dense Woods~ The road continues through the forest. The ground slopes slowly down to the west, where you see more old, dark trees covering the landscape. You note that the undergrowth has thickened here, with many strange thorny bushes growing on the shadowed forest floor. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37002 10 10 5 D2 ~ ~ 0 -1 39355 10 10 5 D3 ~ ~ 0 -1 37004 10 10 5 E 1 undergrowth bushes thorn~ The bushes are dense, low to the ground, and a sallow brown in color. Definitely not a place to stop and relax. ~ A search~ bushes~ if( !rflag( reset0, room ) ) { send_to_char( #search, ch ); end; } else if( find_skill( ch, searching ) > 0 ) { if( random( 1, 10 ) < 6 ) { remove_rflag( reset0, room ); obj_to_char( oload( 14 ), ch ); send_to_char( #find, ch ); act_notchar( #find2, ch ); end; } } else send_to_char( #search, ch ); ~ E find2~ $n seems to find something in the bushes. ~ E find~ You find a small silver coin hidden inside the bush! ~ E search~ You search the bushes, and find nothing of interest. ~ ! 0 0 0 2509 9 1509949540 3 0 755 9 1509949490 3 0 -1 S #37004 Road Through Dense Woods~ The woods lie silent here. You would think that you had left civilization behind if not for the dirt road laid out in a perfectly straight line, running east and west. A rotten stump is a few paces from the trail to your left. ~ Stump possible container for herbs. ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37003 10 10 5 D3 ~ ~ 0 -1 37005 10 10 5 E 1 stump rotted~ The stump has been here a long time, slowly decaying by the side of the path. It was once a great tree, but little now remains. ~ -1 S #37005 Road Through Woods~ The woods are still quite dense here, but you think you detect a source of light from further down the slope to the east. Thick bushes grow along the edge of the road. ~ [Rue] removed seekers castle To the south lies a wall of white marble, set with an ornate set of steel and silver gates which leads into the courtyard of a lovely, white castle. ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37004 10 10 5 D3 ~ ~ 0 -1 37006 10 10 5 E south gate~ The steel and silver gates bar the way to a beautiful courtyard, in which brightly colored roses and lace-leafed trees grow. ~ 78 17 1509949490 -2 0 755 9 1509949540 3 0 -1 S #37006 Road Through Light Woods~ The forest has lightened. You make out some open fields at the bottom of a slope to the west. A small village appears below the fields, and further off in the distance looms a range of steep, wooded hills. ~ no_mob [Orb] Seeker's house here. ~ 301465608 3 9 0 D0 ~ ~ 0 -1 37007 10 10 5 D1 ~ ~ 0 -1 37005 10 10 5 A random~ ~ send_to_room( #gurgle, room ); ~ E gurgle~ You hear the soft gurgling of a brook coming from somewhere to the west. ~ ! 2 25 0 -1 S #37007 Road Through Light Woods~ The woods have opened up. Bright beams of light penetrate the trees and illuminate the forest floor in a dazzling display. The ground slopes gently downward to the west. You can make out some smoke from a few chimneys as it rises up from the village at the bottom of the valley. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37008 10 10 5 D2 ~ ~ 0 -1 37006 10 10 5 -1 S #37008 Edge of the Woods~ The edge of a forest unfolds about the area. Looking south, the road gradually becomes submerged in the depths of a stately wood. To the west, the forest gives way to open fields and meadows, and crosses a small wooden bridge on the way to a small village. Dark brush and thick branches of the forest prevent your progress to the north. A sign stands by the edge of a roadside. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37196 10 10 5 D2 ~ ~ 0 -1 37007 10 10 5 D3 ~ ~ 0 -1 37009 10 10 5 E sign wooden small~ - Welcome to Pennan - ~ -1 S #37009 Wooden Bridge~ A narrow wooden bridge constructed out of long, worn planks spans a shallow brook. Shaded by a few small trees, the cool water flows along banks lush with thick valley grass and tall, spindly reeds and cattails. The road continues east and west along the valley floor. ~ ~ 301465600 2 6 0 D1 ~ ~ 0 -1 37008 10 10 5 D3 ~ ~ 0 -1 37010 10 10 5 A ~ ~ i = num_in_room( room ); if( i > 3 ) send_to_room( #groan, room ); ~ E groan~ The old boards groan under your weight. ~ ! 2 25 0 734 9 1509949540 3 0 76 9 1509949540 3 0 -1 S #37010 Road Between Fields~ The road passes through numerous fields and small gardens. Low stone walls line the sides of the road, the rocks piled up from years of plowing the nearby fields. To the west, a gradual slope leads down to small plaza surrounded by a tight cluster of modest buildings. Off to the south, a gate leads into a carefully plowed field. A wooden sign leans against a rock wall. ~ ~ 301465600 2 9 0 D1 ~ ~ 0 -1 37009 10 10 5 D2 gate~ 'gate~ 131 -1 37080 10 10 5 D3 ~ ~ 0 -1 37011 10 10 5 E rocks walls pile~ The walls consist of thousands of small rocks piled upon one another, their discovery coming as a result of years and years of tilling the valley's rich soil. ~ E sign small wooden~ - Outcasts, vagrants and clanless rogues not welcome! - ~ -1 S #37011 Village Green~ You are at the southeastern corner of a small village green. A tight cluster of small houses, shops, and outbuildings huddle around the little plaza. The green stands near the bottom of the large, bowl-shaped Rua Valley, with high hills looming in the distance to the north, west, and south. A solid looking building lies on a small pond to the northeast, and the pond is channeled to drive a large waterwheel. To the east, a road climbs the gentle rise into a thick wood. ~ [Lansharra] completion of quest - others shoudl see corahnin smile or congratulate questor. ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37014 10 10 5 D1 ~ ~ 0 -1 37010 10 10 5 D2 'oak door'~ 'oak door'~ 0 -1 37063 10 10 5 D3 ~ ~ 0 -1 37012 10 10 5 76 9 1509949540 3 0 109 9 1509949540 3 0 -1 S #37012 Village Green~ The southwestern corner of the village center is unremarkable except for its position near the crossroads. You spy a stoutly constructed stone cottage off to the west, and Mallander's Way runs south from the corner of the green. ~ ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37013 10 10 5 D1 ~ ~ 0 -1 37011 10 10 5 D2 ~ ~ 0 -1 37046 10 10 5 D3 carved wooden door~ 'carved wooden door' wooden door~ 131 -1 37061 10 10 5 E door carved~ The door is covered with baroque carvings and ornate designs cut into the wood in beautful, interlocking patterns which mesmerize the eye and strangely delight the senses. ~ 76 9 1509949540 3 0 102 9 1509949540 3 0 84 9 1509949540 3 0 -1 S #37013 Village Green~ A gnarled oak tree dominates this corner of the green. Its wrinkled, weathered trunk demonstrates both its age and importance as a prominent local landmark. Near the tree is a small stone @bwell@n, partially sheltered by one of the oak's great limbs, swinging slowly in the breeze. An aged iron lantern hangs from one of the great tree's limbs, swinging slowly in the breeze. The Valley Road branches off to the west from here, and Mallander's Way intersects the green further to the south. ~ ~ 301465601 1 9 0 D0 'heavy door'~ 'heavy door'~ 128 -1 37060 10 10 5 D1 ~ ~ 0 -1 37014 10 10 5 D2 ~ ~ 0 -1 37012 10 10 5 D3 ~ ~ 0 -1 37024 10 10 5 E oak tree~ The tree seems old, far older than any others near this spot. ~ E lantern iron~ A luminous ball of light emits a soft white glow from inside the lantern, lighting the surrounding area. ~ A climb enter go~ well~ send_to_char( #why, ch ); ~ E why~ Now why would you do that? ~ ! 0 0 0 A ~ ~ i = random( 1, 20 ); if( random( 1, 2 ) == 1 ) { wait( i ); send_to_room( #breeze, room ); } ~ E breeze~ A breeze washes softly through the area. ~ ! 1 0 1 82 17 1509949540 -2 0 700 9 1509949540 3 0 544 9 1509949540 3 0 76 9 1509949540 3 0 734 9 1509949540 3 0 707 9 1509949540 3 0 77 9 1509949540 3 0 544 9 1509949540 3 0 -1 S #37014 Village Green~ Looking around from your position at the northeastern corner of the green, you can see Delving Lane branching off to the north, and the Valley Road leading down to the west. Laid out with a great deal of care, the roads' straight angles suggest a level of importance belying their current level of disrepair. A solid looking building fronts the green to the east. Thick walls support a roof whose massive beams jut beyond the eaves. ~ stocks gallows ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37015 10 10 5 D1 door~ door~ 195 -1 37064 10 10 5 D2 ~ ~ 0 -1 37011 10 10 5 D3 ~ ~ 0 -1 37013 10 10 5 E e ea eas east~ You see a large stone building. ~ 102 9 1509949540 3 0 76 9 1509949540 3 0 76 9 1509949540 3 0 734 9 1509949540 3 0 84 9 1509949490 3 0 -1 S #37015 Delving Lane~ This small lane runs north in a straight line from the village green. With worn cobblestones and ancient trees growing parallel to its course, you realize that many, many travelers have passed this way before. ~ ditch e side ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37016 10 10 5 D1 'wooden door'~ 'wooden door'~ 1 -1 37065 10 10 5 D2 ~ ~ 0 -1 37014 10 10 5 84 9 1509949540 3 0 -1 S #37016 Delving Lane~ You stand on the floor of the bowl-shaped Rua Valley. A meadow is east of here, and in the distance, a thick dark wood sits atop a low rise. In all other directions, the small village is surrounded by a range of rough, distant hills. To the west, you see a small manor house and garden. ~ add a ditch e side ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37017 10 10 5 D1 ~ ~ 0 -1 37073 10 10 5 D2 ~ ~ 0 -1 37015 10 10 5 D3 ~ ~ 0 -1 37066 10 10 5 700 9 1509949540 3 0 102 9 1509949540 3 0 -1 S #37017 Delving Lane~ The lane narrows here slightly, but does not alter its strict north-south course. A large stone farmhouse is off to the east, through an old stone archway. ~ ditch e side ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37018 10 10 5 D1 ~ ~ 0 -1 37071 10 10 5 D2 ~ ~ 0 -1 37016 10 10 5 D3 ~ ~ 0 -1 37068 10 10 5 E boulder stone~ Looking more closely at the boulder, you notice a large glyph carved into its face. You recognize it as some type of antiquated magical protective device. Judging from contemporary conditions in the village, you'd have to conclude that whatever it sought to do, it didn't succeed in doing it. ~ A e~ ~ send_to_char( #arch, ch ); continue; ~ E arch~ You head east through the crumbling archway. ~ ! 0 0 0 544 9 1509949540 3 0 -1 S #37018 Delving Lane~ A tall tree grows on the east side of the road, its branches spreading out over the wide avenue. To the north and south, the road continues. The charred remains of a wood and stone cottage are off to the west. ~ ditch e side ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37019 10 10 5 D1 ~ ~ 0 -1 37072 10 10 5 D2 ~ ~ 0 -1 37017 10 10 5 D3 ~ ~ 0 -1 37076 10 10 5 E tree~ The tree is a stately oak, its vast trunk wide enough for a half dozen humans to join hands around its base and still find their reach insufficient. ~ A ~ ~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); if( random( 1, 10 ) < 4 ) { wait( 2 ); send_to_room( #mistletoe, find_room( 37155 ) ); wait( 1 ); send_to_room( #mistletoe2, find_room( 37155 ) ); obj_to_room( oload( 667 ), find_room( 37155 ) ); wait( 10 ); send_to_char( #whisper, rand_player( room ) ); } } ~ E whisper~ A soft voice whispers in your ear "the hills... the hills...go, like the wind..." ~ E mistletoe2~ As the air calms, you notice a small sprig of mistletoe lying on the ground, at the foot of the cairn. ~ E mistletoe~ A sudden gust of wind whistles between the trees! ~ ! 1 0 15 -1 S #37019 Delving Lane~ The lane slopes down a bit here, following the ground into a small hollow. Behind a thick dirt dike to the east is the entrance to a small manor. The lane continues north and south, bisecting the fertile fields and farms of the valley. ~ ditch e side ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37020 10 10 5 D1 ~ ~ 0 -1 37077 10 10 5 D2 ~ ~ 0 -1 37018 10 10 5 D3 ~ ~ 0 -1 37169 10 10 5 109 9 1509949490 3 0 -1 S #37020 Delving Lane~ The straight road curves to the west here, leading slowly up a gentle rise. To the south, the aged stones process down into a modest hollow. Directly to the north is a tiny shack which leans slightly to one side. You marvel that it remains standing, and wonder whether opening its shabby door will cause it to tumble and collapse at last. ~ ditch e goes ne ~ 301465600 12 9 0 D0 wooden door~ 'wooden door'~ 131 -1 37021 10 10 5 D1 ~ ~ 0 -1 37079 10 10 5 D2 ~ ~ 0 -1 37019 10 10 5 D3 ~ ~ 0 -1 37022 10 10 5 E north ~ You see a small shack. ~ E stones~ The stones have been worn smooth from years of use. ~ A open~ north door shack~ send_to_char( #open, ch ); act_notchar( #open2, ch ); if( random( 1, 10 ) < 5 ) send_to_room( #groan, room ); open( room, north ); ~ E groan~ The structure groans and lists momentarily, but remains standing. ~ E open2~ $n opens the door to the shack. ~ E open~ You open the door to the shack. ~ ! 0 0 0 A ~ ~ send_to_room( #groan, room ); ~ E groan~ The small shack groans slightly, its structure slowly settling. ~ ! 2 25 0 102 9 1509949490 3 0 78 17 1509949450 -2 0 -1 S #37021 Meager Wooden Shack~ You are inside a small, rickety shack. Examing the structure's walls, which are constructed out of a hodgepodge of wood, moss, small sticks, and other less readily identifiable materials, you marvel once again that this structure manages to remain standing upright, much less keep the rain out. ~ safe! [Florian] Gwen is fixed now and does what she was meant to do. Gwen can repair some holy symbols, but that's it. -- Marek ~ 335024135 0 5 0 D2 wooden door~ 'wooden door' door~ 131 -1 37020 10 10 5 E walls wood moss sticks~ How the walls support the roof - much less themselves - is beyond your comprehension. ~ A rest sit~ ~ send_to_char( #rest, ch ); if( random( 1, 3 ) == 1 ) send_to_char( #rest2, ch ); ~ E rest2~ "Perhaps you'd be interested in a potion or three?" ~ E rest~ As you sit and rest for a moment, Old Gwendolyn smiles. ~ ! 0 -1 0 A ~ ~ if( find_stat( ch, level ) < 49 ) { if( !is_player( ch ) ) { send_to_char( #ch, ch ); act_notchar( #no, ch ); transfer( ch, find_room( 37014 ) ); } } ~ E ch~ A magical force prevents you from entering. ~ E no~ Old Gwen points at $n and $e disappears from her shack. ~ ! 1 -1 4 706 9 1509949540 3 0 9 17 1509949540 -1 0 98 17 1509949540 -1 0 1194 17 1509949540 -1 0 37 17 1509949540 -1 0 109 17 1509949490 -1 0 2118 17 1509949465 -1 0 -1 S #37022 Delving Lane~ The lane slopes down slightly to the east, while off to the west it approaches a range of steep, wooded hills. High above the valley, the forlorn hills spread out along the horizon, their thick tapestry of greens and browns appearing at once distant and yet somehow quite close at hand. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37179 10 10 5 D1 ~ ~ 0 -1 37020 10 10 5 D2 ~ ~ 0 -1 37169 10 10 5 D3 ~ ~ 0 -1 37023 10 10 5 -1 S #37023 Delving Lane~ You stand at the edge of a range of steep hills. The face of a sharply-angled cliff prevents the road's continued progress to the west. Dark brown lichens and moss grow into small cracks and crevices in the rock, and scraggly brush clumps against the rise at the foot of the lane. To the north, the lane leisurely climbs up into the lower reaches of the hills which ring the valley. Back to the east, the road leads down toward the valley floor. ~ enter moss to get to 37127 to w ~ 301467648 12 9 0 D0 ~ ~ 0 -1 37086 10 10 5 D1 ~ ~ 0 -1 37022 10 10 5 D2 ~ ~ 0 -1 37170 10 10 5 E cliff face sharply angled west~ The steep face of the cliff juts up from the path. You cannot imagine climbing it. ~ E 1 moss~ Looking at the thick moss covering the slope, you realize that it has overgrown many small gaps in and between the rocks. ~ E gaps~ One of the gaps looks large enough for you to squeeze through, if someone were to pull apart the moss which covers it. ~ E brush~ The brush grows low to the ground, around the base of the cliff. ~ E cracks crevices stones~ Small scraggly plants cling in between the smooth stones underfoot. ~ A open move pull part~ moss~ if( rflag( reset0, room ) ) { send_to_char( #openmoss, ch ); act_notchar( #openmoss2, ch ); remove_rflag( reset0, room ); } else send_to_char( #alreadyopen, ch ); ~ E alreadyopen~ The moss is not in the way. ~ E openmoss2~ $n pulls some thick moss aside, revealing a small dark opening to the west. ~ E openmoss~ You pull some of the thick moss aside, revealing a small dark opening to the west. ~ ! 0 0 0 A enter climb~ opening hole dark west moss gap~ if( !rflag( reset0, room ) ) { send_to_char( #enter, ch ); act_notchar( #enter2, ch ); transfer( ch, find_room( 37127 ) ); act_notchar( #arrives, ch ); } else send_to_char( #notopen, ch ); ~ E notopen~ You do not see an opening to enter. ~ E arrives~ $n arrives from the east. ~ E enter2~ $n climbs into the mossy opening and disappears from view. ~ E enter~ You climb into the mossy opening and head west. ~ ! 0 0 0 A climb~ cliff face~ send_to_char( #climb, ch ); end; ~ E climb~ Try as you might, you are unable to make the difficult climb. ~ ! 0 0 0 A s so sou sout south up~ ~ if( modify_move( ch, -4 ) == 1 ) { modify_move( ch, 4 ); send_to_char( #climb, ch ); continue; } else continue; ~ E climb~ You head up the slope and into the lower portion of the hills. ~ ! 0 0 0 -1 S #37024 Valley Road~ Finely-joined cobblestones lead east and west here along the ancient Valley Road. Once a thoroughfare of great importance, its place among the great trade routes of the world has long since slipped away. Only its grey, weathered marvels of engineering remain, the tangible reminders of a bygone era of local prominance and prosperity. ~ ~ 301465600 1 9 0 D0 door~ 'door'~ 391 62 37056 10 10 5 D1 ~ ~ 0 -1 37013 10 10 5 D3 ~ ~ 0 -1 37025 10 10 5 102 9 1509949490 3 0 702 9 1509949540 3 0 -1 S #37025 Valley Road~ The road continues its straight-line progress. To the west, the ground slopes slightly downward. All around you, the high wooded walls of the valley loom high over the village; the two small houses north and south of the road appear small and frail in comparison to the masses of earth which obscure the horizon line. ~ ~ 301465600 1 9 0 D0 thick wooden door~ 'thick wooden door'~ 131 -1 37057 10 10 5 D1 ~ ~ 0 -1 37024 10 10 5 D2 old door~ 'old door'~ 391 62 37058 10 10 5 D3 ~ ~ 0 -1 37026 10 10 5 76 9 1509949540 3 0 700 9 1509949490 3 0 -1 S #37026 Valley Road~ Weeds grow in between the cobblestones here, their presence a reflection of the dearth of traffic along the Valley Road. To the north, craggy hills rise high above the village. A rather new path leaves the cobblestones heading south. ~ ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37194 10 10 5 D1 ~ ~ 0 -1 37025 10 10 5 D2 ~ ~ 0 -1 37059 10 10 5 D3 ~ ~ 0 -1 37027 10 10 5 -1 S #37027 Valley Road~ The road continues along the valley floor. High hills loom above you to the north, close enough that you can nearly make out details on dark branches and sharp rocks. To the south, the lush meadows and fields continue off into the distant reaches of the valley. ~ stone walls ~ 301465600 1 9 0 D1 ~ ~ 0 -1 37026 10 10 5 D2 ~ ~ 0 -1 37171 10 10 5 D3 ~ ~ 0 -1 37028 10 10 5 -1 S #37028 Valley Road~ The worn, aged stones of the Valley Road clatter underfoot. The high rock walls of the valley to the north create a loud local echo, amplifying even the slightest of sounds to uncomfortable levels. ~ [Kastle] cres you ~ 301465600 1 9 0 D1 ~ ~ 0 -1 37027 10 10 5 D2 ~ ~ 0 -1 37172 10 10 5 D3 ~ ~ 0 -1 37029 10 10 5 102 9 1509949540 3 0 -1 S #37029 Valley Road~ The road continues to the east and west here, its stones worn smooth by ages of travel and restless feet. The ground rises up to the north, and a stone building is perched atop the rise. A dim, flickering light inside indicates that someone is home. ~ ~ 301465600 1 9 0 D1 ~ ~ 0 -1 37028 10 10 5 D2 ~ ~ 0 -1 37173 10 10 5 D3 ~ ~ 0 -1 37030 10 10 5 544 9 1509949490 3 0 -1 S #37030 End of the Valley Road~ Before you are the remains of a once formidable gatehouse and wall, now crumbled and worn by the blunt weight of years. Through the remains of the gate to the west, you spy tall meadow grasses covering what once was a wide stone avenue. ~ random action of warder in tower pacing? ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37052 10 10 5 D1 ~ ~ 0 -1 37029 10 10 5 D2 ~ ~ 0 -1 37174 10 10 5 D3 crumbled gate~ 'crumbled gate' gate~ 67 -1 37031 10 10 5 E gate wall~ You wonder whether the gate could deter wild animals, much less marauders, in its present condition. It is shattered and broken, the rectangular stones of the gatehouse and surrounding walls cast about the area like leaves on the ground at harvest-time. ~ A pull~ lever~ if( is_player( ch ) ) { if( is_open( room, west ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); send_to_room( #to_all, room ); open( room, west ); } } ~ E to_all~ The portcullis slowly opens with a grinding of gears. ~ E to_room~ $n pulls the lever. ~ E to_char~ You pull the lever. ~ E nothing~ Nothing happens. ~ ! 0 0 2 A push~ lever~ if( is_player( ch ) ) { if( !is_open( room, west ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); close( room, west ); } } ~ E to_all~ The portcullis drops down with a loud crash. ~ E to_room~ $n pushes the lever. ~ E to_char~ You push the lever. ~ E nothing~ Nothing happens. ~ ! 0 0 2 A ~ ~ i = random( 1, 10 ); if( random( 1, 10 ) == 1 ) open( find_room( 37061 ), east ); if( random( 1, 10 ) == 2 ) close( find_room( 37061 ), east ); ~ ! 1 0 15 76 9 1509949540 3 0 734 9 1509949540 3 0 -1 S #37031 End of the Greened Way~ You stand at the terminus of an ancient cobblestone road, its level surface now overgrown with thick, waist-high grass. Once a byway of great importance, the grass and bushes which grow along its edges signal that now little, if anything, passes this way. A crumbled stone gate stands off to the east, leading toward Pennan, while the road continues on its lonely course west into the hills. ~ no_mob ~ 301465608 2 7 0 D1 crumbled gate~ 'crumbled gate' gate~ 67 -1 37030 10 10 5 D3 ~ ~ 0 -1 37032 10 10 5 E stone east~ Though worn down by years of neglect and exposure, the west gate of Pennan nonetheless appears to be in working condition. ~ A knock bash pound bang~ gate portcullis east~ if( is_player( ch ) ) { if( !is_open( room, east ) ) { if( reputation( ch, Secomber ) > 0 ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, east ); send_to_room( #arr, find_room( 37030 ) ); } else { send_to_char( #fail, ch ); act_notchar( #failed, ch ); } } else send_to_char( #already!, ch ); } ~ E already!~ How much more open do you want it? ~ E room~ You hear gears grinding as the portcullis slowly goes up. ~ E failed~ $n bangs on the old gate. Soon afterwards, a warder appears atop the crumbling battlements. He glares angrily down at $m and shouts, "Begone scoundrels!" ~ E fail~ A warder appears atop the crumbling battlements and glares down at you. He shouts down, "Begone scoundrels!" ~ E arr~ A valley warder opens the gate for someone on the outside. ~ E room~ $n bangs on the gate. After a while a warder appears and eyes $n, and then disappears from view. ~ E char~ After a surprisingly long wait, a warder peeks over the crumbled wall and looks you over for a long moment. Suddenly, he disappears behind the aged battlements. You hear a low grinding noise as the gate struggles to open. ~ ! 0 0 2 A ~ ~ wait( 1 ); if( !is_open( room, east ) ) end; close( room, east ); send_to_room( #close, room ); ~ E close~ The portcullis slowly closes. ~ ! 1 0 10 -1 S #37032 Greened Way~ The Greened Way continues along the belly of the valley; its lush grass cutting a narrow band between rocky hills to the north and south. Steep hillsides and rocky cliffs close in on the road from the west, almost pinching together at a point not far from here. In the distance to the east, you see the remains of a stone gatehouse. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37031 10 10 5 D2 pine branch~ 'pine branch' branch~ 235 -1 39299 10 10 5 D3 ~ ~ 0 -1 37033 10 10 5 E hillsides cliffs~ The rocky slopes to the north and south pinch toward the road here. To the north, many boulders lie embedded in the hillside, while to the south you think you see the dark green spires of a few tall pines poke out from behind the curve of the hill. ~ E pines~ The dark branches of the pines grow in a thick, matted mass along the southern edge of the Greened Way. Looking closely, you think you see a faint path heading off the trail to the south, obscured by a single large branch... ~ A ~ ~ if( find_stat( ch, level ) < 15 ) end; if( random( 1, 4 ) == 1 ) send_to_char( #ch, ch ); continue; ~ E ch~ You notice some pine trees peeking over a ridge to the south. ~ ! 1 0 10 A move part~ pine branch trees~ if( is_open( room, south ) ) { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( room, south ); } else { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, south ); } ~ E close~ You move a pine branch aside, obscuring the path south. ~ E rclose~ $n moves a pine branch aside, obscuring the path south. ~ E open~ You grab a pine branch and move it aside, revealing a path south. ~ E ropen~ $n grabs a pine branch and move it aside, revealing a path south. ~ ! 0 0 0 755 9 1509949465 3 0 -1 S #37033 Greened Way~ The steep walls of the hills to the north and south nearly meet here, the road narrowing to only a few feet in width. Along the edge of the trail, a few weeds cling to the cracks in the stone. A jagged cliff face towers above you to the north of the road. ~ face ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37032 10 10 5 D3 ~ ~ 0 -1 37034 10 10 5 2509 9 1509949540 3 0 755 9 1509949540 3 0 -1 S #37034 Greened Way~ You discern the faint depression of a road continuing east and north from here, concealed under a carpet of billowing grasses. To the south and west, the steep hillsides tower above your present position. ~ no_mob ~ 301465608 4 9 0 D0 ~ ~ 0 -1 37035 10 10 5 D1 ~ ~ 0 -1 37033 10 10 5 D3 stone opening~ 'stone' 'opening'~ 2187 -1 39322 10 10 5 E 1 west stone cliff 4 hillsides~ Looking at the hillside to the west, you think you notice a small opening in the stone. ~ -1 S #37035 Greened Way~ Low, tangled bushes grow along the grassy rim of the road here, their sharp leaves somehow finding sufficient light and water in the small margin between the road and the foot of the nearby hills. Several large grey boulders lie by the side of the road, the remains of a recent rockslide. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37036 10 10 5 D2 ~ ~ 0 -1 37034 10 10 5 E boulders~ The boulders are large, too large to move it seems. ~ E bushes~ The bushes grow together, alongside one another in a thick curtain of vegetation which borders the Greened Way. ~ A move lift roll push~ boulder rock~ if( random( 1, 10 ) < 3 ) send_to_Char( #move1, ch ); else send_to_Char( #move2, ch ); ~ E move1~ You can't seem to get the boulder to budge. ~ E move2~ You try to lift a boulder but cannot. ~ ! 0 0 0 78 17 1509949465 -2 0 755 9 1509949540 3 0 2509 9 1509949490 3 0 -1 S #37036 Greened Way~ You stand at the foot of a cliff which curves north to east, its smooth face defying the elements to remain relatively unmarked by the passage of time. A few small stones lie scattered about the area, their flat gray hue nearly swallowed up by the tangle of green bushes and billowing grass which grows along the Greened Way. ~ below 37138/lookout pt ~ 301465600 4 9 0 D2 ~ ~ 0 -1 37035 10 10 5 D3 ~ ~ 0 -1 37037 10 10 5 E stones rocks~ Lots of rocks. You don't see anything special about them. ~ A ~ ~ i = 2d3; if( !is_player( ch ) ) end; if( random( 1, 10 ) < 2 ) { wait( 1 ); send_to_room( #rocks, room ); dam_message( ch, i, "the small rockslide" ); inflict( ch, mob, i, "the small rockslide" ); } ~ E rocks~ A few small stones clatter down the hillside toward you! ~ ! 1 0 12 78 17 1509949460 -2 0 2509 9 1509949540 3 0 -1 S #37037 Greened Way~ Dark, tangled bushes crowd the edges of the trail here, in places their thick branches reaching well into and over the road. The tall grass of the Greened Way seems a bit thinner and even pale here, in the shadow of the steep rocky hillsides to the north and south. ~ 37175 north [Celine] deleted the tirade that was here :P ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37036 10 10 5 D3 ~ ~ 0 -1 37038 10 10 5 E grass~ The grass seems thinner here, you are sure of it. ~ E bushes~ The bushes seem almost like trees, due to their great height and girth. Their branches cast ominous shadows onto the Greened Way. ~ A open part push move~ branches~ if( rflag( reset0, room ) ) { send_to_char( #moveplants, ch ); act_notchar( #moveplants2, ch ); remove_rflag( reset0, room ); } else send_to_char( #movedalready, ch ); ~ E movedalready~ The path through the tangled vegetation is clear right now. ~ E moveplants2~ $n pushes back a few dark branches, revealing a narrow path leading north through the tangled vegetation. ~ E moveplants~ You push back a few dark branches, revealing a narrow path leading north through the tangled vegetation. ~ ! 0 0 0 A enter~ north n path vegetation path~ if( !rflag( reset0, room ) ) { send_to_char( #north, ch ); act_notchar( #north2, ch ); transfer( ch, find_room( 37175 ) ); act_notchar( #arrives, ch ); } else send_to_char( #cantgo, ch ); ~ E cantgo~ Several large branches bar passage to the north. ~ E arrives~ $n arrives from the south. ~ E north2~ $n pushes through the tangled vegetation. ~ E north~ You push your way through the tangled vegetation. ~ ! 0 0 0 A 1 look~ 1 north~ if( find_skill( ch, searching ) > 3 ) { if( random( 1, 10 ) > 5 ) { send_to_char( #findtrail, ch ); act_notchar( #looks, ch ); end; } else { send_to_char( #bushes, ch ); end; } } else send_to_char( #bushes, ch ); ~ E bushes~ You see nothing of interest in that direction. ~ E looks~ $n looks at the branches for a moment. ~ E findtrail~ You look at the dark branches which grow along and above the overgrown road. Out of the corner of your eye, you think you spy a faint path leading north, almost entirely obscured by the thick branches. ~ ! 0 0 0 587 17 1509949540 -2 0 -1 S #37038 Greened Way~ Several large bushes grow along the edge of what was once a wide highway. More and more frequently, the meadow grass seems to give way to them, until the Greened Way in places resembles only a wide, grassy path. Close by, the steep hilly slopes rise high above the dark growth which crowds the edge of the trail. ~ deer [Fenlyn] POD: Random Entrance: D --> 67024 ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37037 10 10 5 D3 ~ ~ 0 -1 37039 10 10 5 D5 hole~ hole~ 34 -1 67024 10 10 5 E slopes~ The slopes rise up high above your present position, their steep inclines dotted with large boulders and thick vegetation. ~ E bushes~ The bushes grow in thick masses along the edge of the overgrown highway. ~ A ~ ~ if( is_open( room, down ) ) { if( find_stat( ch, level ) < 60 ) { act_tochar( #noway, ch ); end; } if( players_area( find_room( 67001 ) ) >= 3 ) { if( players_room( find_room( 67024 ) ) >= 1 ) { act_tochar( #closes, ch ); act_notchar( #nccloses, ch ); close( room, down ); end; } } } act_tochar( "You step carefully into the hole.", ch ); continue; ~ E closes~ As you start to head down, the exit seems to disappear. ~ E nccloses~ As $n starts to head down, the exit seems to disappear. ~ E noway~ You are too inexperienced for the challenge that awaits you. ~ ! 3 0 32 2509 9 1509949540 3 0 2509 9 1509949540 3 0 2509 9 1509949490 3 0 2508 9 1509949540 3 0 -1 S #37039 Greened Way~ The grassy ground of the Greened Way climbs slightly here, slowly moving up from the valley floor and into the hills which encircle the tiny village of Pennan. To the north, the wooded slopes rises steeply, while a thick tangle of vegetation prevents exploration to the south. ~ brambles - damage action ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37038 10 10 5 D3 ~ ~ 0 -1 37040 10 10 5 E vegitation~ Thick vines and brambles crowd the southern rim of the Greened Way. ~ E slopes north~ The slopes rise quickly above your present position. You see no easy means of northward progress here. ~ 755 9 1509949490 3 0 -1 S #37040 Greened Way~ The customarily steep slope of the hills lessens here. To the north, you see only a gentle slope which rises up into the hills west of Pennan, instead of the formidable inclines present elsewhere. The grassy remnants of the Greened Way continue east and west. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37147 10 10 5 D1 ~ ~ 0 -1 37039 10 10 5 D3 ~ ~ 0 -1 37041 10 10 5 E incline slope~ The inclines are somewhat less steep here. ~ -1 S #37041 Greened Way~ The road turns north and east here, continuing its progress through the rough, hilly landscape. A few small bushes grow along the edge of the trail, and a broken sign lies along the western edge of the road. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37042 10 10 5 D1 ~ ~ 0 -1 37040 10 10 5 E sign~ The sign's message has long since faded from age and exposure, and is now unreadable. What little remains of the wood lies in a small heap by the roadside. ~ E 1 west 1 east 3 bushes~ The bushes are thick and dense as they grow along the edge of the grassy area. ~ 2509 9 1509949540 3 0 2509 9 1509949490 3 0 2508 9 1509949465 3 0 -1 S #37042 Greened Way~ A sheer rock wall to the east rises high above the grass of the 'Way; its jagged stone face casting deep shadows over the remnants of the forgotten highway. Thick, thorny bushes crowd the edge of the road, which continues north and south. All about you, the high hills obscure the horizon, their green and grey forms obscuring the sky. ~ action to point out hobgobs? change actions [Szen] I typed look bush, it mentions a dark opening. I spent the last 5 minutes trying to figure out how to get in. Tryed enter bush, enter opening, crawl bush, open bush, climb bush, etc. Nothing seems to work. [Lansharra] hmm...look bush says opening...but can't enter bush, move bush, push bush, enter opening... ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37043 10 10 5 D2 ~ ~ 0 -1 37041 10 10 5 -1 S #37043 Greened Way~ A few saplings grow along the edge of the grassy road here, as the steep hills seem to draw back slightly from the road's edge. Far to the north, you note an imposing rocky rise, while to the east a few thorn bushes grow along the base of a cliff. ~ r/w ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37044 10 10 5 D2 ~ ~ 0 -1 37042 10 10 5 E thorn bushes~ The bushes are thick and grow low to the ground. ~ E saplings~ A few young maple trees. ~ A ~ ~ i = random( 1, 10 ); if( i == 10 ) send_to_char( #1, ch ); if( i < 10 ) send_to_Char( #else, ch ); ~ E else~ Many large stones are gathered around the base of the cliff. ~ E 1~ The rocky rise is steep, too steep to climb it seems. ~ ! 0 0 0 358 17 1509949540 -2 0 -1 S #37044 Greened Way~ The overgrown road leads south and west here, avoiding large stone obstacles on either side of you. A single oak tree grows along the side of the path here, its ancient and gnarled roots reaching out into the path. ~ tree [Lansharra] can't clim tree? ~ 301465600 3 9 0 D2 ~ ~ 0 -1 37043 10 10 5 D3 ~ ~ 0 -1 37045 10 10 5 E roots~ The roots are old and gnarled. ~ E oak tree~ The grand oak's branches reach high above you, and you think you see some sort of structure constructed high in its boughs. ~ 755 9 1509949540 3 0 -1 S #37045 Greened Way~ A landslide has blocked the road here. Large boulders and vast mounds of dirt cover the tall grasses and bushes of the Greened Way. A few wild flowers grow near the end of the trail. Along the southern edge of the road, you see a large hemlock bush. ~ road continues to w for appx 25 rooms toward narak no_mob w is 36250 [Florian] Road goes west to desert until narak is done. Reorient later. activate command once done. ~ 301465608 3 9 0 D1 ~ ~ 0 -1 37044 10 10 5 D2 hemlock bush~ hemlock bush~ 232 -1 39348 10 10 5 D3 landslide~ landslide~ 235 -1 48175 10 10 5 E 1 west landslide boulders mounds earth~ Vast mounds of dirt and rock have slid down from the peaks of a canyon, whose top you can make see rising above the landslide. The mounds of dirt and rock which lie at the western end of the Greened Way look recently disturbed. Much of the landslide looks like it could be removed. ~ A move budge push clear dig remove~ earth landslide rocks~ if( find_stat( ch, str ) > random( 10, 16 ) ) if( is_open( room, west ) ) { act_tochar( #moveback, ch ); act_notchar( #rmoveback, ch ); close( room, west ); } else { act_tochar( #move, ch ); act_notchar( #rmove, ch ); open( room, west ); } else act_tochar( #cant, ch ); ~ E moveback~ Straining your muscles, you move some rocks and earth over the western entrance to the rest of the Greened Way. ~ E rmoveback~ Heaving and grunting, $n moves some rocks, concealing the Greened Way to the west. ~ E move~ Straining your muscles, you move aside the landslide. A canyon is revealed. ~ E rmove~ Straining $s muscles, $n moves aside the landslide. A canyon in revealed. ~ E cant~ You strain your muscles, but cannot seem to move the landslide. ~ ! 0 0 0 A move part~ bushes hemlock south~ if( is_open( room, south ) ) { act_tochar( #move, ch ); act_notchar( #rmove, ch ); close( room, south ); } else { act_tochar( #move2, ch ); act_notchar( #rmove2, ch ); open( room, south ); } ~ E move~ You move the hemlock bush aside, covering the way south. ~ E rmove~ $n moves a hemlock bush aside, covering the way south. ~ E move2~ You move the hemlock bush aside, revealing a way south. ~ E rmove2~ $n moves a hemlock bush aside, revealing a way south. ~ ! 0 0 0 -1 S #37046 Start of Mallander's Way~ You are on the wide cobblestone avenue affectionately referred to by locals as "The Way." To the north, the lane leads toward the village green; to the south, the way continues its straight-line progress between the tightly-arranged houses and fields of the valley. A small stone drain pipe emerges from the village green, emptying into a deep ditch along the eastern edge of the road. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37012 10 10 5 D2 ~ ~ 0 -1 37047 10 10 5 D3 door~ 'door'~ 131 62 37062 10 10 5 E stone drain pipe~ The pipe cuts into the ground near the edge of the green, disappearing from view. Dirt and grasses clog the area around its opening. ~ E deep ditch~ The sides of the ditch are steep and lined with snarled grasses and plants which feed on the trickle of water which flows by in slow eddies and pools. ~ 84 9 1509949540 3 0 84 9 1509949540 3 0 -1 S #37047 Mallander's Way~ A ditch clogged with thick weeds and grasses parallels the lane's north-south course. To the west is a small cottage, while opposite it to the east is a garden and large stone house. Many of the cobblestones have runes carved into them, their shapes unfamiliar and cracked from exposure to the elements. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37046 10 10 5 D1 ~ ~ 0 -1 37081 10 10 5 D2 ~ ~ 0 -1 37048 10 10 5 D3 door~ door~ 1 -1 37190 10 10 5 E stones cobblestones runes shapes~ Strange, looping symbols seared into the stones underfoot and seemingly unchanged by the passage of time. ~ 755 9 1509949490 3 0 -1 S #37048 Mallander's Way~ The road continues north and south, with weeds growing in small, dense patches between the cobblestones and in the deep ditch at the side of the lane. The valley floor continues to the east and west, while the road crosses a small shallow ford to the south. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37047 10 10 5 D1 ~ ~ 0 -1 37083 10 10 5 D2 ~ ~ 0 -1 37049 10 10 5 D3 ~ ~ 0 -1 37189 10 10 5 102 9 1509949540 3 0 -1 S #37049 Small Ford~ The road crosses the stream here at a small ford. The water is shallow enough to cross with ease, its depth of only a few scant inches perfect for local animals to use for a convenient watering hole. A few ferns and tall, thin grasses grow in the deeper, more slowly-moving pools, while the middle of the stream trickles unobtrusively from west to east. ~ stream crosses road e and w here no mob temporarily ~ 301465608 13 9 0 D0 ~ ~ 0 -1 37048 10 10 5 D2 ~ ~ 0 -1 37050 10 10 5 189 17 1509949450 -2 0 -1 S #37050 Mallander's Way~ Pennan's crumbled parapets loom high above you to the west, for the most part somehow having remained standing despite years of disuse. Running roughly from west to south, the remains of the old town fortifications impose an unnatural stone skyline upon the area, one which provides a mute but uneasy counterpoint to the indifferent sky overhead. Rising above its neighbors, a single ancient and square tower stands off to the south, the remains of a small keep built to control access to areas south of Pennan and the Rua Valley. ~ crumbled town wall here; remains of the old gate to west will be remains of old gatehouse etc r/w r/w ~ 301465608 12 9 0 D0 ~ ~ 0 -1 37049 10 10 5 D2 ~ ~ 0 -1 37051 10 10 5 755 9 1509949490 3 0 -1 S #37051 Before Mallander's Gate~ You stand at the terminus of Mallander's Way, before an immense square tower. Thick, low grass grows about the tower's base and along the edges of the road, and a few wrinkled brown vines climb the sheer stone face of the tower. A great iron @bportcullis@n blocks the way to the south, with no visible means of opening. ~ r/w e is 39376 [Terek] 77250 ~ 301465608 1 9 0 D0 ~ ~ 0 -1 37050 10 10 5 D1 ~ ~ 0 -1 39376 10 10 5 D2 ~ ~ 234 -1 77250 10 10 5 E portcullis 1 south~ The great iron portcullis is formed of close bars of thick iron that are only barely begining to show signs of rust. Someone must take great care in the upkeep of such a sturdy work, that or perhaps it is touched by magic to slow its aging? A careful inspection shows there is no locking mechanism, the portcullis is merely closed. Its unlikely a score of ents or ogres could even budge its massive weight. ~ E vines~ Frail pitiful remnants of the lush green vines they may have once been. Now, they barely cling to the tower in death and would surely provide no use as a means of entering the tower. ~ A open lift raise~ 1 south portcullis~ act_tochar( #fail, ch ); act_notchar( #rfail, ch ); ~ E fail~ You attempt to open the portcullis, heaving at it with all your strength. Though your face turns several shades of color decidedly unnatural for your complexion, you don't even manage to rattle the gear works. Looks as if this portcullis is going to ramain in place. ~ E rfail~ $n takes a mighty breath of air, grasps the portcullis, and nearly manages to pull a few muscles as $e fails to even budge the portcullis. ~ ! 0 0 0 A knock bang pound~ 1 south portcullis~ act_tochar( #bang, ch ); act_notchar( #rbang, ch ); wait( random( 1, 2 ) ); act_room( #fades, ch ); ~ E bang~ You pound harshly on the gate feeling the bones in your hand rattle with the excessive force needed to produce a sound from the massive iron grillework. ~ E rbang~ $n pounds very hard on the iron grillework of the portcullis and manages to produce a fairly audible clanging sound. ~ E fades~ Long after the ringing sound fades there is still no response. ~ ! 0 0 0 755 9 1509949490 3 0 -1 S #37052 In a Small Courtyard~ You have entered the small outer yard of a large inn. To the west, a high stone palisade borders the yard, while off to the northeast is a small wooden barn. To the east, a short flight of steps leads up to the inn's front porch. ~ sign cardinal royal carve signpost aed 4, aco 3 changed from if( find_clan( ch ) == outcasts ) { ~ 301465600 1 9 0 D0 barn door~ 'barn door' door~ 131 -1 37055 10 10 5 D1 'wooden steps'~ 'wooden steps'~ 0 -1 37084 10 10 5 D2 ~ ~ 0 -1 37030 10 10 5 E wall palisade~ The stone wall surrounding the inn compound appears quite old, with parts of it constructed from the ancient walls of the town. ~ E sign~ - The Cardinal - ~ E 1 east~ A short flight of steps leading up the to the inn's front porch. ~ E inn~ The inn itself is an impressive construct, built from strange red-hued stones and unfamiliar wood ~ A e~ ~ if( modify_move( ch, -3 ) == 1 ) { modify_move( ch, 3 ); send_to_char( #east, ch ); continue; } else continue; wait( 1 ); ~ E east~ You climb up the stairs and on to the porch. ~ ! 0 0 0 A random~ ~ send_to_room( #sign, room ); ~ E sign~ A large wooden sign swings back and forth in the valley wind. ~ ! 2 25 0 A ~ ~ if( mob_in_room( 736, room ) ) send_to_room( #puff, room ); ~ E puff~ The old farmer leisurely blows a smoke ring and watches it dissipate. ~ ! 2 25 0 A ~ ~ end; if( mob_in_room( 736, room ) ) { if( find_stat( ch, dex ) < 0 ) { send_to_char( #expel, ch ); act_notchar( #expel2, ch ); send_to_room( #arrives, find_room( 37030 ) ); transfer( ch, find_room( 37030 ) ); } } ~ E arrives~ $n stumbles in from the north. ~ E expel2~ The old farmer shakes his head and pushes $n out of the yard. ~ E expel~ The old farmer shakes his head and bars your entrance to the yard. We don't like your kind 'round here! ~ ! 1 -1 15 76 9 1509949540 3 0 736 9 1509949540 3 0 -1 S #37053 The Cardinal~ You stand inside the spacious central room of a country inn. A blazing hearth dominates the north wall. A door to the left of the hearth leads to a side room. The windows are all closed, with long jagged nails driven into the fine wood window sills. A long bar runs along most of the east wall, and behind it is a small door leading to what you would guess would be the inn's back rooms. Many chairs and tables are scattered about the room, nearly all of them empty, the physical reminders of a bygone, prosperous age. ~ change egrham entering room guard action? ~ 335024133 0 5 0 D0 ~ ~ 0 -1 37249 10 10 5 D1 wooden door~ 'wooden door'~ 391 62 37085 10 10 5 D3 'oak door'~ 'oak door'~ 0 -1 37084 10 10 5 E hearth~ The hearth is made of a rare red-brown stone which reflects the fire's powerful heat back toward the center of the room. ~ E bar long east~ The bar is made out of an exotic silvery-black wood which seems to absorb and bend light in new and strange ways. You are confident that it'd be even more interesting after a few drinks. ~ A ~ ~ if( random( 1, 10 ) < 3 ) send_to_char( #suspicious, ch ); ~ E suspicious~ Few travelers visit the inn nowadays, and the handful of locals gathered at the bar cast furtive glances and dark, suspicious looks at you as you enter. ~ ! 1 -1 8 A ~ ~ i = random( 1, 7 ); if( i == 1 ) send_to_room( #raiders, room ); if( i == 2 ) send_to_room( #grell, room ); if( i == 3 ) act_room( #mercs, ch ); if( i == 4 ) act_room( #mill, ch ); if( i == 5 ) act_room( #hob, ch ); if( i == 6 ) act_room( #book, ch ); if( i == 7 ) act_room( #landslide, ch ); ~ E hob~ "Darn prowlers, closed the Greened Way...ain't n nuthin' getting through now... Bet there's somethin' in them hills..." ~ E mill~ "Hmm...wonder whatever happened to the mill..." ~ E mercs~ "Yeah...saw some strange tracks leading to the ol' cave by the holly..." ~ E grell~ "Floatin' brains....yeah right, Barney, too much ale for you, huh..." ~ E raiders~ You hear a few locals talk about some raiders in hushed tones. ~ E book~ I hear some feller 's gonna be writtin 'bout our fair town in a book called Taverns of the Realm. Sure wish I could get me a copy a that book. ~ E landslide~ Over to the west, down that Greened Way, I saw a gnome get nearly buried by a landslide. ~ ! 2 25 0 A ~ ~ i = random( 1, 2 ); if( i == 1 ) send_to_room( #hills, room ); if( i == 2 ) send_to_room( #cave, room ); ~ E cave~ "...haven't been up there in a while...wonder what ever happened to that ole' place near the hilltop...heard strange things goin' on there again...no way i'm gonna check it out... ~ E hills~ "...yeah, watch out. Something's up there, prowling in the hills. Fadgar found some of his sheep cut to pieces the other day..." ~ ! 2 10 0 A ~ ~ i = random( 1, 2 ); if( i == 1 ) act_room( #gnomes, ch ); if( i == 2 ) send_to_room( #etra, room ); ~ E etra~ You hear someone laugh, "Yeah - Etrahnin does know about that!" ~ E gnomes~ ".... Ya, I saw some short odd people wondering around the road to the north, they didn't look to friendly, And one was even carring a big bag ...." ~ ! 2 5 0 A ~ ~ if( find_stat( ch, level ) < 49 ) { if( !is_player( ch ) ) { send_to_char( #ch, ch ); transfer( ch, find_room( 37084 ) ); } } ~ E ch~ Some type of magic bars entry into the old inn. ~ ! 1 -1 8 714 9 1509949540 3 0 24 17 1509949540 -1 1 23 17 1509949540 -1 1 49 17 1509949490 -1 0 50 16 1509949490 -1 0 53 17 1509949540 -1 0 1014 17 1509949540 -1 0 1204 17 1509949540 -1 0 713 9 1509949540 3 0 24 17 1509949540 -1 1 -1 S #37054 Common Room~ This is the sleeping area for the inn's guests. Many cots of various sizes line the walls in neat rows. The inn's accommodations are simple, clean, and comfortable. A large painting hangs on the north wall, between a lantern and a boarded-up window. ~ safe ~ 301465605 0 5 0 D5 ~ ~ 0 -1 37249 10 10 5 E painting~ The painting is a fine landscape, depicting a large round valley filled with well-tended farms, small cottages, and wide avenues bustling with traffic. ~ -1 S #37055 Weatherworn Barn~ You have entered a small but sturdy barn. It is clear that this building, with its thick stone and oak components, was built to last a long time. A large pile of hay is against the east wall, and there are a few empty stalls available for your use. Some rusty nails have been hammered into the north wall. ~ w secret to 37161 ~ 301465604 0 7 0 D2 barn door~ 'barn door' door~ 131 -1 37052 10 10 5 D3 'board'~ 'board'~ 191 -1 37161 10 10 5 E boards~ You think you might be able to move one of the boards and wriggle through the opening. ~ E oak components~ Looking at the fine oak boards of the barn, you notice one slightly out of place. ~ E nails north~ The nails are pounded into the thick wood in a straight row, perhaps for use in hanging objects on the barn's walls. The nails are hammered firmly into the oaken boards of the barn. ~ E hay pile stack haystack~ The pile of hay is large and soft, a perfect spot for a moment of relaxation. ~ A enter~ opening wall hole~ if( !rflag( reset0, room ) ) { send_to_char( #wriggle, ch ); act_notchar( #wriggle2, ch ); transfer( ch, find_room( 37161 ) ); act_notchar( #arrives, ch ); remove_rflag( reset0, room ); loop( followers ) { ch = rch; acode( room, 1 ); } } else send_to_char( #nogo, ch ); ~ E nogo~ You bang your head against the board. You see no opening. ~ E arrives~ A board slides to one side, and $n squeezes through the opening. ~ E wriggle2~ $n wriggles through the opening between the boards, and disappears from view. ~ E wriggle~ You wriggle through the opening between the boards. ~ ! 0 0 0 A move~ board~ if( rflag( reset0, room ) ) { send_to_char( #moveboard, ch ); act_notchar( #moveboard2, ch ); remove_rflag( reset0, room ); } else send_to_char( #alreadymoved, ch ); ~ E alreadymoved~ The board is not blocking the small opening. ~ E moveboard2~ $n moves a board in the west wall, revealing a small opening. ~ E moveboard~ You move the board, revealing a small opening to the west. ~ ! 0 0 0 A search~ hay haystack~ if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { if( random( 1, 25 ) < 24 ) { send_to_char( #none, ch ); act_notchar( #none2, ch ); remove_rflag( reset0, room ); } else { obj_to_char( oload( 699 ), ch ); send_to_char( #ch, ch ); act_notchar( #ch2, ch ); remove_rflaG( reset0, room ); } } else { send_to_char( #none, ch ); act_notchar( #none2, ch ); } ~ E ch2~ $n looks around in the hay and seems to find something. ~ E ch~ You find a small brass needle in the hay! ~ E none2~ $n looks around in the hay. ~ E none~ You search through the hay and find nothing. ~ E dark~ It is too dark to search anything in here. ~ ! 0 0 0 A get take~ hay~ if( !is_player( ch ) ) end; if( rflag( reset0, room ) ) { if( random( 1, 10 ) < 8 ) { send_to_char( #none, ch ); act_notchar( #none2, ch ); remove_rflag( reset0, room ); } else { obj_to_char( oload( 1599 ), ch ); send_to_char( #ch, ch ); act_notchar( #ch2, ch ); remove_rflaG( reset0, room ); } } else { send_to_char( #none, ch ); act_notchar( #none2, ch ); } ~ E none~ You try, but can not take any of the hay. ~ E none2~ You see $n try to take some hay, but fail. ~ E ch~ You grab a great big bale of the hay. ~ E ch2~ You see $n take a big bale of hay. ~ ! 0 0 0 -1 S #37056 Stone Cottage~ You stand inside a small stone dwelling with simple furnishings and a hearth which shows signs of a recent cleaning. A pantry stands next to a window on the north wall, and in the center of the room a few low stools are arranged around a circular wooden table. A coarse tapestry decorates the west wall, its pastoral settings providing a heavy-handed attempt to lighten up an otherwise drab room. ~ ~ 335020032 0 5 0 D2 door~ 'door'~ 391 62 37024 10 10 5 E tapestry west~ The tapestry depicts an idealized version of Pennan and the surrounding Rua Valley, with well-tended fields and gardens, abundant livestock, and smiling villagers. ~ E hearth~ The hearth is bare but clean, with only a few ashes remaining on the smooth, blackened stone. ~ A lift~ tapestry~ send_to_char( #lift, ch ); ~ E lift~ You lift the tapestry, look behind it, and find a bare, slightly dusty wall. ~ ! 0 0 0 432 17 1509949515 -2 0 432 16 1509949465 -2 0 -1 S #37057 Stone Cottage~ You have entered a small, one-room cottage. The dwelling is furnished with a few chairs gathered around a squat table, a small hearth, and an old bed tucked into a sleepy corner. A few rusty farming implements lean against the east wall. ~ ~ 301465605 0 5 0 D2 thick wooden door~ thick wooden door south~ 131 -1 37025 10 10 5 D3 garden door~ 'garden door'~ 131 -1 37194 10 10 5 E east wall farming tools~ You find nothing of particular interest or value among the rusted trowels, old digging sticks, and worn plows arranged along the wall. ~ E table~ The table is old and wooden, and scored with cuts and gouges in its surface from years of rough use. ~ E hearth~ The hearth is small and clean, with a few logs stacked neatly to one side. ~ E bed~ The bed is old and tattered, but clean. ~ E cuts gouges surface~ The marks seem to be pretty random, except for a series of marks near the center of the table. Perhaps they merit closer inspection. ~ E center marks~ You examine what appears to be a series of marks drawn into the surface with a sharp knife. A sketch of the hills above the Rua Valley and Pennan, you guess, shows several locations in the hills of some apparent significance. ~ 702 9 1509949530 3 0 711 9 1509949500 3 0 -1 S #37058 In a Sturdy Roadside Cottage~ You have entered a humble wood and stone cottage. A few simple furnishings litter the main room, and several cords of firewood are stacked against the west wall. The hearth is large and made of a fine stone which somehow seems out of place in this modest dwelling. ~ [Callum] in look hearth, yerars should be years. [Blorn] in hearth descr years spelled wrong ~ 335020037 0 5 0 D0 'old door'~ 'old door'~ 391 -1 37025 10 10 5 E hearth stone~ The hearth's stone blocks are old and worn. Brushing away the soot and grime built up from yerars of occupancy, you find what remains of fine carvings into the stone. Now damaged beyond repair, you comprehend that once this cottage had better days. ~ E wood firewood~ The wood is placed in careful piles. Strange, to keep one's fuel indoors, but one might surmise that having one's fuel indoors during the long night would mitigate the discomfort to a certain extent. ~ 702 9 1509949510 3 0 711 9 1509949490 3 0 -1 S #37059 Burnt-Out Shell of a Farmhouse~ You stand amid ashes and charred stone, clearly the remains of a recent fire which razed the building which stood here to the ground. To the east, another small farmhouse stands, now looking quite exposed and vulnerable, while to the west and south the rich fields of the Rua Valley open up around you. ~ used to go down to 41001 ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37026 10 10 5 D2 ~ ~ 0 -1 37182 10 10 5 D3 ~ ~ 0 -1 37171 10 10 5 246 17 1509949450 -2 0 -1 S #37060 Sutler's Shop~ The volume of goods crammed into this small shop is astonishing. Every possible surface, not to mention every inch of wallspace, is covered with assorted bric-a-brac. Amidst the piles of junk, you come across a few items of possible interest. ~ ~ 335024135 0 5 0 D2 'heavy door'~ 'heavy door'~ 128 -1 37013 10 10 5 A ~ ~ send_to_Char( #nod, ch ); ~ E nod~ As you enter, the shopkeeper turns and nods in your direction. ~ ! 1 0 4 A 1 order~ ~ act_tochar( #no, ch ); ~ E no~ You can't do that here. ~ ! 0 -1 0 708 9 1509949540 3 0 24 17 1509949442 -1 0 6 17 1509949540 -1 0 743 17 1509949540 -1 0 27 17 1509949490 -1 0 26 17 1509949540 -1 0 5 17 1509949540 -1 0 55 17 1509949455 -1 0 2200 17 1509949441 -1 0 389 17 1509949465 -1 0 230 17 1509949490 -1 0 804 17 1509949442 -1 0 770 17 1509949442 -1 0 3012 17 1509949445 -1 0 949 17 1509949465 -1 0 874 17 1509949465 -1 0 770 17 1509949450 -1 0 1031 17 1509949465 -1 0 904 17 1509949445 -1 0 598 17 1509949465 -1 0 330 17 1509949540 -1 0 1446 17 1509949450 -1 0 1460 17 1509949540 -1 0 1391 17 1509949490 -1 0 474 17 1509949515 -1 0 -1 S #37061 Before a Comfortable Hearth~ Stepping inside, you realize that the interior of the building is somehow larger than what is physically possible. A blazing hearth dominates the west wall, with a few cozy oak chairs gathered by it. You feel at peace here, and somehow sense that little in this room has changed in quite some time. A soft feather bed is tucked into one corner, and an exotic fur rug covers much of the marble floor under your feet. ~ Entering actions are to prevent sheep, chickens, etc. from wandering in. That familiars cannot come in is irrelevant; nothing for them here anyhow. ~ 335024135 0 5 0 D1 carved wooden door~ 'carved wooden door' carved wooden door~ 131 -1 37012 10 10 5 E rug~ The rug is made of a thick blue-grey fur, with a few subtle silver highlights which constantly shift along its surface in a slow, hypnotic dance. After a long moment, you are able to look away. ~ E feather bed~ Large and soft, the bed seems an ideal place to sleep. No surprise there. ~ E chair oak cozy~ Well-crafted with straight, simple lines, the chairs are positioned around the fire in a semicircle. ~ A ~ ~ act_room( #crackle, ch ); ~ E crackle~ @R@bThe fire flares up for a moment, then returns to normal. ~ ! 2 10 0 A ~ ~ wait( 0 ); if( done_quest( ch, 28 ) ) end; if( has_quest( ch, 28 ) ) end; wait( 1 ); if( random( 1, 7 ) == 1 ) act_tochar( #sigh, ch ); ~ E sigh~ @b@BYou hear Etrahnin sigh and mumble something to himself about a Drukkha... ~ ! 1 0 10 A ~ ~ if( find_stat( ch, level ) < 49 ) { if( !is_player( ch ) ) { send_to_char( #ch, ch ); transfer( ch, find_room( 37012 ) ); } } ~ E ch~ A strong magical force prevents you from entering the Sage's home. ~ ! 1 -1 2 710 9 1509949540 3 0 872 17 1509949540 -1 0 873 17 1509949515 -1 0 1021 17 1509949515 -1 0 1008 17 1509949540 -1 0 206 17 1509949465 -1 0 79 17 1509949515 -1 0 1020 17 1509949490 -1 0 1002 17 1509949455 -1 0 78 17 1509949540 -1 0 977 17 1509949490 -1 0 1182 17 1509949540 -1 0 1269 17 1509949515 -1 0 1301 17 1509949490 -1 0 1410 17 1509949540 -1 0 2294 17 1509949445 -1 0 -1 S #37062 Thickly Walled Cottage~ You have entered a sparsely-furnished cottage. Only a crude table stands in the center of the room, breaking up the large empty space. An aged wooden bed is against the north wall and a small hearth dominates the west wall. A large copper pot and a few large pieces of firewood await their use next to the fireplace. ~ no_mob ~ 335020044 0 6 0 D1 door~ 'door'~ 131 62 37046 10 10 5 E fireplace hearth west~ The fireplace is in desperate need of cleaning. It is full of ashes from years of neglect. ~ E pot~ The pot is empty, and heavy. ~ A lift~ pot~ i == random( 1, 10 ); if( find_stat( ch, str ) > random( 10, 31 ) ) { if( rflag( reset0, room ) ) { if( i == 1 ) { remove_rflag( reset0, room ); send_to_char( #lift, ch ); act_notchar( #lift2, ch ); obj_to_room( oload( 1029), room ); end; } if( i > 1 ) { remove_rflag( reset0, room ); send_to_Char( #nada, ch ); act_notchar( #nada2, ch ); end; } } send_to_Char( #already, ch ); send_to_char( #nada2, ch ); end; } send_to_char( #lift3, ch ); act_notchar( #lift4, ch ); ~ E nada2~ $n lifts the pot, revealing nothing. ~ E nada~ You lift the pot, but find nothing underneath. ~ E already~ You lift the pot, but find nothing underneath. ~ E lift4~ $n struggles to lift a pot, but cannot. ~ E lift3~ You struggle but cannot lift the heavy pot. ~ E lift2~ $n lifts a heavy pot, revealing a scroll underneath! ~ E lift~ You lift the pot and find a scroll underneath! ~ ! 0 0 0 702 9 1509949540 3 0 -1 S #37063 Valley Warder's Office~ You have entered a small but sturdy stone building, less of a cottage than a redoubt. Jagged arrow slits leer in the half-light, having supplanted windows in each of the building's four walls. The furnishings of the building are spartan - a few small cots, a large desk, and a small table are the only indications that this building is used for anything but military purposes. Several wooden crates are stacked against the east wall. A large piece of parchment is tacked up on the wall, and several smaller notes are arranged beneath it. ~ ~ 335020069 0 5 0 D0 'oak door'~ 'oak door'~ 0 -1 37011 10 10 5 E parchment piece~ Notice : due to recent events, your safety in and around Pennan can no longer be guaranteed. Please exercise extreme caution and travel in groups. Consider all strangers armed and dangerous. ~ E desk~ The desk is large, and constructed from a deep red wood. A blotter, a few quill pens and a stack of papers are arranged neatly around the workspace. ~ E crate crates stack wood~ Try as you might, you are unable to pry open the heavy crates. ~ E notes smaller~ Many of the notes have to deal with missing livestock, claims against raiders, and the like. After reading for a while, you come across a note which warns about a band of mercenaries operating in the area, apparently having been hired by the raiders. From the tone of the note, it would appear that they are less than friendly. ~ 709 9 1509949540 3 0 -1 S #37064 Armor Smith's Shop~ Several pieces of armor and equipment are laid out for display on a row of benches. The inventory looks very sparse despite the sounds and motions of many people active further inside the building. Massive anvils and trip hammers dominate the lower central portion of the building. ~ continue action going down action designed to keep chickens and such out of building (though elvis would be most welcome). ~ 335024135 0 5 0 D3 door~ door~ 195 -1 37014 10 10 5 D5 ~ ~ 0 -1 37242 10 10 5 A ~ ~ if( find_stat( ch, level ) < 49 ) { if( !is_player( ch ) ) { send_to_char( #ch, ch ); act_notchar( #no, ch ); transfer( ch, find_room( 37014 ) ); } } ~ E ch~ A guard steps out of the shadows and motions for you to remain outside. ~ E no~ ~ ! 1 0 8 A ~ ~ send_to_char( #down, ch ); continue; ~ E down~ You head down into the lower part of the building. ~ ! 3 0 32 A 1 order~ ~ act_tochar( #No, ch ); ~ E No~ You can't do that here. ~ ! 0 -1 0 793 9 1509949540 3 0 2060 17 1509949500 -1 0 2061 17 1509949480 -1 0 2002 17 1509949460 -1 0 2001 17 1509949470 -1 0 2021 17 1509949460 -1 0 2180 17 1509949450 -1 0 2080 17 1509949460 -1 0 2042 17 1509949460 -1 0 2022 17 1509949470 -1 0 2042 17 1509949460 -1 0 2102 17 1509949450 -1 0 2181 17 1509949450 -1 0 2003 17 1509949450 -1 0 2103 17 1509949450 -1 0 2182 17 1509949445 -1 0 186 17 1509949450 -1 0 1077 17 1509949450 -1 0 980 17 1509949450 -1 0 -1 S #37065 In a Humble Cabin~ This wooden cabin has managed, somehow, to avoid the destruction which has ravaged so much of the valley. The building has been stripped to its bare structural elements. The windows have been boarded up and nailed shut, and the floorboards ripped up and stacked uneasily next to a small stone hearth along the north wall. Scores of holes in the walls and ceiling attest to the poverty of the building's owners. ~ ~ 301465604 0 5 0 D3 'wooden door'~ 'wooden door'~ 1 -1 37015 10 10 5 D5 cellar door~ 'cellar door'~ 131 -1 37235 10 10 5 E hole~ The holes in the ceiling and floor are large and gaping, almost as if the chunks of wood had been torn from the building in a single momentary burst of adrenalin. ~ -1 S #37066 In a Small Yard~ You have entered a humble dirt courtyard. An old stone fountain is in the center of the area, empty of water and covered with soot and grime. There is a simple vegetable garden to the north, and a large field to the west. A manor house stands off to the northwest. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37068 10 10 5 D1 ~ ~ 0 -1 37016 10 10 5 D3 ~ ~ 0 -1 37067 10 10 5 E fountain stone~ This fountain was once decorated with elegant carvings cut into the stone, now worn away by the elements. ~ 207 9 1509949490 3 0 -1 S #37067 In a Field~ A waist-high sea of wild grasses billows in the breeze here. This field has been left fallow, so that in time nature may return her blessings to the soil. To the northwest a range of steep, craggy hills looks down on this tranquil spot. A stone building, positioned close by to the north, intrudes upon your reflections. ~ ~ 301465600 3 9 0 D0 door~ north door~ 131 -1 37069 10 10 5 D1 ~ ~ 0 -1 37066 10 10 5 D3 ~ ~ 0 -1 37070 10 10 5 A ~ ~ send_to_char( #grass, ch ); continue; ~ E grass~ You wade through the tall grass and head west. ~ ! 3 0 8 755 9 1509949540 3 0 -1 S #37068 In a Humble Garden~ Plants grow in carefully designed columns in this small vegetable garden. The soil here is strangely harsh and unforgiving, and for all the apparent care given to these plants, little has grown here over the course of the last season. South of here is a small dirt courtyard, and to the west you see a plain but large stone hall. A large stone wall prevents movement to the north. ~ maybe a digging action here ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37017 10 10 5 D2 ~ ~ 0 -1 37066 10 10 5 D3 door~ 'door~ 131 -1 37069 10 10 5 755 9 1509949450 3 0 -1 S #37069 Farmhouse~ You have entered a large stone building in woeful condition. The interior walls have been torn apart, perhaps for use as fuel, and the rest of the building is almost entirely devoid of furnishings. A narrow flight of stairs once climbed the west wall, but little now remains of them save for a few broken, splintered beams. A few tables and bedrolls are huddled against the west wall, opposite the dusty hearth. ~ ~ 301465600 0 5 0 D1 door~ east door~ 131 -1 37068 10 10 5 D2 'door'~ 'door'~ 131 -1 37067 10 10 5 E tables~ Cracked and worn from use, the tables reveal little of interest under your careful scrutiny. ~ E beams~ The beams cling to the wall in an uneasy embrace, seemingly ready to fall at a moment's notice. ~ A ~ ~ send_to_room( #creak, room ); ~ E creak~ The wooden roof creaks softly overhead. ~ ! 2 25 0 A search rifle~ bedrolls blankets~ if( rflag( reset0, room ) ) { if( find_skill( ch, searching ) > random( 1, 3 ) ) { if( random( 1, 3 ) < 2 ) { remove_rflag( reset0, room ); send_to_char( #find, ch ); act_notchar( #find2, ch ); obj_to_char( oload( 905 ), ch ); end; } else { send_to_char( #nada, ch ); remove_rflag( reset0, room ); end; } } send_to_Char( #nada, ch ); end; } send_to_Char( #nada, ch ); ~ E nada~ You search through the bedrolls and find nothing of interest. ~ E find2~ $n rifles through the bedrolls, and pulls out a small cup! ~ E find~ Rifling through the bedrolls, you find a small metal cup! ~ ! 0 0 0 702 9 1509949510 3 0 -1 S #37070 In a Field~ You stand in a verdant green meadow. Thick brush and small, thorny weeds have started to reclaim this area from the plow. To the north, a steep ring of hills rises above your present position on the floor of the Rua Valley. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37067 10 10 5 D3 ~ ~ 0 -1 37195 10 10 5 E north hills ring steep~ The hills rise up steeply here, with only a few small bushes clinging to their inhospitable, sharply-angled slopes. ~ A ~ ~ send_to_char( #grass, ch ); continue; ~ E grass~ You wade through the tall grass and head east. ~ ! 3 0 2 755 9 1509949510 3 0 -1 S #37071 Dusty Yard~ Weatherworn stone statues support opposite sides of a cracked archway leading west. Open fields invite exploration to the north and south, while a red-brown wooden door to the east leads into a large stone building. ~ ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37072 10 10 5 D1 'wooden door'~ 'wooden door'~ 1 -1 37074 10 10 5 D2 ~ ~ 0 -1 37073 10 10 5 D3 ~ ~ 0 -1 37017 10 10 5 E archway statues~ Two statues, one of a tall man holding a scythe and hoe, the other of a tall robed figure holding a rod of office, are carved into the archway. ~ A w~ ~ send_to_char( #arch, ch ); continue; ~ E arch~ You head west through the crumbling archway. ~ ! 0 0 0 -1 S #37072 Fallow Field~ The ground slopes slightly downward to the east, where a brook trickles by, running north and south. Above the stream, a thick dark wood unfolds along the crest of a low-lying valley ridge. Judging from the condition of the ground beneath your feet, this land has not been farmed in quite some time. ~ [Elaria] In the field just north of the Burned Farmhouse of Pennan, the room desc says "the charred husk OFF a farmhouse"...Elaria ~ 301465600 2 9 0 D1 ~ ~ 0 -1 37224 10 10 5 D2 ~ ~ 0 -1 37071 10 10 5 D3 ~ ~ 0 -1 37018 10 10 5 A n no nor nort north~ ~ send_to_char( #north, ch ); end; ~ E north~ A stone wall blocks your way to the north. ~ ! 0 0 0 755 9 1509949490 3 0 755 9 1509949540 3 0 -1 S #37073 Meadow~ Tall grasses billow in the valley's soft breeze. In the distance to the east, you see a thick forest at the top of a slope. Between the wood and the valley, a cold stream flows slowly from north to south. The meadow continues further to the east, curving gently down toward the streambed. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37071 10 10 5 D1 ~ ~ 0 -1 37075 10 10 5 D3 ~ ~ 0 -1 37016 10 10 5 A e~ ~ send_to_char( #grass, ch ); continue; ~ E grass~ You wade through the tall meadow grass and head east. ~ ! 0 0 0 755 9 1509949540 3 0 755 9 1509949540 3 0 -1 S #37074 Farmhouse~ You have entered a large, single-roomed farmhouse filled with many boxes and crates. A great number of cots are lined up in a row against the east wall in dormitory-like fashion. Perhaps the recent troubles in the outlying districts have driven villages to seek out one another for increased security. ~ ~ 335020037 0 5 0 D3 'wooden door'~ 'wooden door'~ 1 -1 37071 10 10 5 E box crate~ Looking at the containers, you find that they are filled with the personal items of the villages - small keepsakes of little or no value. ~ 711 9 1509949510 3 0 702 9 1509949530 3 0 -1 S #37075 In the Tall Grass~ An unplowed field left to nature's devices, bordered on the east and south by a small, slow-moving stream. A tangled wood looms above the stream further to the east. The grass here is tall and thick, the field having long since been abandoned. A hitching post and trough have been placed oddly in the middle of the field while a circle of white lilies surround them. ~ Safe room [Ssleestaq] why is this a sanct?? ~ 301465603 2 9 0 D3 ~ ~ 0 -1 37073 10 10 5 E skeleton corpse~ You have found the corpse of what once was a small human child. Its bones have been crushed, and its rotting flesh savagely torn and slashed. The formidable odor given off by the corpse curls your toes. ~ E grass~ Looking through the wild grass near the stream bank, you discover a small, partially decomposed corpse. ~ A w~ ~ send_to_char( #grass, ch ); continue; ~ E grass~ You wade through the tall meadow grass and head west. ~ ! 0 0 0 A get~ corpse~ send_to_char( #corpse, ch ); ~ E corpse~ There isn't much left of it to get. ~ ! 0 0 0 398 17 1509949540 -2 0 280 17 1509949465 -2 0 -1 S #37076 Burned Farmhouse~ Piles of scorched stones and scattered cinders are all that remain of a large stone cottage. A few small grasses have sprung up among the ashes as nature works to reclaim the blackened ground. To the south, a high stone wall surrounds a farmhouse and its outbuildings. ~ ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37169 10 10 5 D1 ~ ~ 0 -1 37018 10 10 5 E cinders stones~ The debris is still slightly warm to the touch. ~ A w~ ~ send_to_char( #west, ch ); ~ E west~ The craggy hillside prevents your progress to the west. ~ ! 0 0 0 246 17 1509949450 -2 0 -1 S #37077 Courtyard~ You have entered a large, empty dirt courtyard. To the south, the low remnants of a few stone walls indicate a building's former position. The door to the manor house is to the east, and off to the north you spy more open fields stretching back toward thick vegetation. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37079 10 10 5 D1 'door'~ 'door'~ 1 -1 37078 10 10 5 D3 ~ ~ 0 -1 37019 10 10 5 E south stone walls~ Looking through the remains of the stone building, you find a few small pieces of wood and melted metal. It appears that this building was razed not too long ago. ~ E yard courtyard~ The yard is dusty and dirty, with a handful of small stones scattered about the area. ~ A s~ ~ send_to_char( #wall, ch ); end; ~ E wall~ A stone wall prevents your passage to the south. ~ ! 0 0 0 78 17 1509949450 -2 0 -1 S #37078 Stone Farmhouse~ The farmhouse's walls are unusually thick. Small windows and stout shutters add to the impression that this building was constructed to weather a siege. Nonetheless, the farmhouse's central chamber is a comfortable place, possessing a generously-sized hearth and many cooking implements, all neatly arranged along the north wall. A large rectangular table of fine oak sits in the center of the room, surrounded by a half-dozen straight-backed chairs. Several large wooden crates are lined up along the south wall in a neat row. A flight of stairs along the east wall leads upstairs to the sleeping area. ~ no_mob crates action ~ 335020033 0 5 0 D3 'door'~ 'door'~ 1 -1 37077 10 10 5 D4 ~ ~ 0 -1 37237 10 10 5 E crates wooden~ The crates are carefully stacked and nailed shut. ~ E hearth north implements~ All the gear necessary to prepare a decent meal stands arranged on a few low shelves and stools near the hearth on the north wall. ~ E table oak center~ The table is large, and covered in a thin layer of dust. ~ A u up ~ ~ send_to_char( #up, ch ); continue; ~ E up~ You climb up the stairs. ~ ! 0 -1 0 A open~ crate crates~ send_to_char( #cant, ch ); ~ E cant~ You can't get the crate to open. ~ ! 0 0 0 702 9 1509949540 3 0 702 9 1509949540 3 0 -1 S #37079 In a Furrowed Field~ A well-tended field. The crops are planted in carefully plowed furrows which closely mimic the subtle contours of the earth. The rich smell of the earth penetrates your nostrils. For a moment, you can comprehend the valley's past reputation as the "breadbasket of Chiiron." To the east and north is a small shallow stream. ~ ~ 301465600 3 9 0 D2 ~ ~ 0 -1 37077 10 10 5 D3 ~ ~ 0 -1 37020 10 10 5 E stream~ The shallow stream gurgles along the edge of the field, in a low wrininkle along the valley floor. ~ 755 9 1509949540 3 0 398 17 1509949540 -2 0 -1 S #37080 Field~ You are in a large level field, neatly plowed and tended by its owner. Small stone walls mark its borders to the west and north, and a small stream trickles by to the east. Off in the distance to the east, a slope rises up toward a dark, thick forest. Directly to the south of here is a large stone building. ~ write window to s odd that it it is sooooo wide open, but only one room blocked by a building - D it's sooo bad you didn't read about the wall to the south else you would understand the layout [Arban] where's the brook, can't drink from it ~ 301465600 2 9 0 D0 'gate'~ 'gate'~ 131 -1 37010 10 10 5 E large stone building s so sou sout south~ The building appears to be a large farmhouse, constructed on the valley floor alongside a small stream. A stone wall runs around it, bordering the field on the south. ~ A 1 east~ ~ send_to_room( #east, room ); ~ E east~ You look at the cold brook off to the east and decide not to go for a swim. ~ ! 0 0 0 A 1 south~ ~ send_to_Char( #south, ch ); ~ E south~ A stone wall blocks progress to the south. ~ ! 0 0 0 700 9 1509949525 3 0 -1 S #37081 Garden Path~ A small path ambles through a vegetable garden. To the south, it leads toward an open field, while off to the east it approaches the wooden door of a stone farmhouse. A high stone wall borders the garden to the north, with a fine bed of flowers planted at its foot. ~ ~ 301465600 3 9 0 D1 wooden door~ ~ 131 -1 37082 10 10 5 D2 ~ ~ 0 -1 37083 10 10 5 D3 ~ ~ 0 -1 37047 10 10 5 E garden vegetable~ The garden is well-tended and recently weeded and watered. The earth is loose and moist. ~ E stone wall north~ High and well-maintained, the stone wall frames the garden to the north. ~ A dig~ bed flower garden vegetable~ i = random( 1, 25 ); if( !has_obj( 599, ch ) ) { send_to_char( #nada, ch ); end; } if( rflag( reset0, room ) ) { if( i == 1 ) { act_tochar( #dig, ch ); act_notchar( #dig2, ch ); wait( 1 ); obj_to_char( oload( 939 ), ch ); act_tochar( #find, ch ); act_notchar( #find2, ch ); remove_rflag( reset0, room ); end; } if( i > 1 ) { act_tochar( #digs, ch ); act_notchar( #digs2, ch ); remove_Rflag( reset0, room ); end; } } act_tochar( #digs, ch ); act_notchar( #digs2, ch ); ~ E digs2~ $n digs in the flower bed, but doesn't seem to find anything. ~ E digs~ You dig in the flower bed, but find nothing. ~ E find2~ $n cries out, $s digging having uncovered something! ~ E find~ Suddenly, you uncover a small glass phial, buried in the flower bed! ~ E dig2~ $n starts digging using $s digging stick. ~ E dig~ Using your digging stick, you begin to dig in the soft earth. ~ E nada~ You don't have anything to dig with. ~ ! 0 0 0 A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 544 17 1509949540 -2 0 755 9 1509949490 3 0 755 9 1509949540 3 0 -1 S #37082 Stone Cottage~ A long, rectangular-shaped dwelling. Unlike the rest of the houses of Pennan, this building sports rather large windows on all of its four walls. The heavy shutters have been left open, to take advantage of fine view of the brook to the east and south. In the distance, distance, the thickly wooded hills climb high above your present position. ~ add upstairs [Marcellus] 4th line: "In the distance, distance" [Cucho] Fourth line, distance is at the beginning for the second time...Cucho [Nettle] in the distance, distance [Vilnus] 'Distance appears twice in the last two lines. ~ 335020032 3 9 0 D3 wooden door~ ~ 131 -1 37081 10 10 5 707 9 1509949540 3 0 -1 S #37083 Field~ A recently plowed field, bordered on two side of the waters by a wide, deep creek. On the other side of the water, you watch as the grassy fields rise up toward the range of high hills ringing the valley. ~ ~ 301469696 3 9 0 D0 ~ ~ 0 -1 37081 10 10 5 D3 ~ ~ 0 -1 37048 10 10 5 E creek~ The creek bends from east to south here, deep and slow-moving. ~ 599 17 1509949450 -2 0 660 17 1509949540 -2 0 755 9 1509949540 3 0 -1 S #37084 Wooden Porch~ You stand on a large, covered wooden porch. To the east is the door to the inn, while a flight of steps leads west down into the courtyard. A number of comfortable chairs are lined up against the wall of the building, a comfortable spot for quiet contemplation. Wrought iron railings line the edge of the porch, and a string of small brass lanterns twinkle softly in the breeze. ~ ~ 335020032 0 5 0 D1 'oak door'~ 'oak door'~ 0 -1 37053 10 10 5 D3 ~ ~ 0 -1 37052 10 10 5 E porch~ Looking about, you sense that this was once a place filled with crowded tables and laughter. Today, the chair's simple arrangement is mute testament to the valley's long economic and demographic decline. ~ A random~ ~ send_to_room( #creak, room ); ~ E creak~ The aged porch creaks under the strain of your weight. ~ ! 2 50 0 A none~ ~ if( modify_move( ch, -3 ) == 1 ) { modify_move( ch, 3 ); send_to_char( #west, ch ); continue; } else continue; ~ E west~ You climb down the steps and into the yard. ~ ! 3 0 8 -1 S #37085 Storage Room~ You have entered the back storeroom of the inn. The room's walls are obscured by haphazard stacks of boxes, crates and aged wooden barrels - enough supplies to support the inn's operations through several winters. A large cabinet leans against the north wall. A flight of stairs leads up into what must be the inkeeper's private chambers. ~ ~ 301465600 3 5 0 D3 wooden door~ wooden door~ 391 62 37053 10 10 5 D4 ~ ~ 0 -1 37215 10 10 5 E boxes~ The boxes are nailed closed. ~ A u up~ ~ send_to_char( #up, ch ); act_notchar( #up2, ch ); continue; ~ E up2~ $n climbs up the flight of stairs. ~ E up~ You head up the stairs. ~ ! 0 0 0 661 17 1509949540 -2 0 418 49 1509949540 -2 0 2837 81 1509949450 -2 0 23 17 1509949540 -2 0 -1 S #37086 Delving Lane~ Short dense grasses line the edge of the lane as it ascends from the floor of the valley. The road continues to the north where it skirts the higher hills, heading down once again toward a large stone building. To the east of here is a small lake, its cool waters shimmering softly in the light. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37087 10 10 5 D1 ~ ~ 0 -1 37179 10 10 5 D2 ~ ~ 0 -1 37023 10 10 5 E 1 grasses~ Thick, short, and brown, the scrub grasses fill in the chinks and niches between stone, rock, and lane. ~ -1 S #37087 Delving Lane~ The lane continues its progress through the lower reaches of the hills which border the northwestern rim of the vale. The shore of the lake is quite close now, and you can see its clear cool waters ripple softly in the incessant, circular valley wind. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37088 10 10 5 D1 ~ ~ 0 -1 37180 10 10 5 D2 ~ ~ 0 -1 37086 10 10 5 -1 S #37088 Delving Lane~ High rocky hills loom above you to the west of here. The hills rough, stone faces contrast with the lush green hue of the valley floor. Off to the east, the grass grows high and dense near the bank of the mill lake. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37089 10 10 5 D1 ~ ~ 0 -1 37117 10 10 5 D2 ~ ~ 0 -1 37087 10 10 5 84 9 1509949540 3 0 -1 S #37089 Delving Lane~ The lane ambles north and south along the fringes of the hills. You spy a small lake to the east, behind a curtain of cattails. Dozens of boulders of assorted sizes are scattered about there are, with a low scrub grass growing in the cracks between them. ~ boulder ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37090 10 10 5 D1 ~ ~ 0 -1 37092 10 10 5 D2 ~ ~ 0 -1 37088 10 10 5 E boulder rock stone west~ Looking at the rocky hillside to the west, you notice a small track which seems to climb up toward the crest of the hill above you. If only someone would push aside that large boulder which blocks the entrance to the trail. ~ E grass~ The grass is short and scruffy. ~ A move push lift roll~ boulder~ if( rflag( reset0, room ) ) { send_to_char( #moveboulder, ch ); act_notchar( #moveboulder2, ch ); remove_rflag( reset0, room ); } else send_to_char( #movedalready, ch ); ~ E movedalready~ The boulder is not blocking anything right now. ~ E moveboulder2~ $n moves a boulder, revealing a narrow trail which leads up the hill to the west. ~ E moveboulder~ You move the boulder aside, revealing a narrow trail leading up the hill to the west. ~ ! 0 0 0 A climb~ trail boulder west track up~ if( !rflag( reset0, room ) ) { send_to_char( #climb, ch ); act_notchar( #climb2, ch ); transfer( ch, find_room( 37093 ) ); act_notchar( #arrives, ch ); loop( followers ) { act_notchar( #followersgo, rch ); transfer( rch, find_room( 37093 ) ); act_notchar( #followersarrive, rch ); } } else send_to_char( #cantgo, ch ); ~ E cantgo~ A large boulder is blocking the trail up the hillside. ~ E followersarrive~ $n arrives from the east. ~ E followersgo~ $n climbs up the small trail to the west. ~ E arrives~ $n arrives from the trail. ~ E climb2~ $n climbs up the trail to the west. ~ E climb~ You climb up the trail to the west. ~ ! 0 0 0 A look~ rock boulder~ if( find_skill( ch, searching ) > 2 ) { if( random( 1, 10 ) > 5 ) { send_to_char( #findtrail, ch ); act_notchar( #looks, ch ); end; } else send_to_char( #boulders, ch ); end; } else send_to_char( #boulders, ch ); ~ E boulders~ You look at the boulders on either side of the path. ~ E looks~ $n looks at the boulders. ~ E findtrail~ Looking at the boulders, you notice a small track which winds its way up the steep hillside to the west. If only someone would move that boulder, you think you could make it up the track. ~ ! 0 0 0 102 9 1509949540 3 0 -1 S #37090 Delving's End~ Tall hills from the north and west close in on the lane here, bringing the valley walls together in a choked rocky pass. A large earth and stone barricade has been erected here, the local folk desperately seeking a way to prevent additional raiders from entering the valley. The road starts to the north. To the east, you see the remains of the old town mill, now abandoned and in ruins. ~ ~ 301465600 12 9 0 D0 ~ ~ 0 -1 37207 10 10 5 D1 mill door~ 'mill door' door~ 391 1035 37091 10 10 5 D2 ~ ~ 0 -1 37089 10 10 5 A n no nor nort north~ ~ send_to_char( #north, ch ); continue; ~ E north~ You climb up the barricade and head north. ~ ! 0 -1 0 76 9 1509949540 3 0 734 9 1509949540 3 0 -1 S #37091 The Ruined Mill~ High stone walls rise above you, toward a roof riddled with holes. You stand inside an old mill, now damaged beyond hope of repair. A great deal of rubble lies strewn about the room, including what appears to be the remains of the millstone itself, cleaved in two by a single monumental blow. You sense movement overhead, amongst the weathered beams and broken remains of the mill's towering roof. ~ recently razed by fire down is 39301 hatch ~ 301465604 0 7 0 D2 'side door'~ 'side door'~ 391 62 37092 10 10 5 D3 'mill door'~ 'mill door'~ 391 1035 37090 10 10 5 D5 'hatch'~ 'hatch'~ 391 1035 39301 10 10 5 E 4 rubble~ The rubble is everywhere; this place is a mess. ~ A ~ ~ send_to_room( #creak, room ); ~ E creak~ You sense movement somewhere in the darkness around you. ~ ! 2 25 0 -1 S #37092 West of a Fishing Dock~ A curtain of cattails and lush vegetation rings the shore of the mill lake to the east. Far across the lake flows the Elhanni River, feeding the soggy marshland. A few rickety wooden planks extend eastward toward a collapsing boathouse and decaying dock. To the north stands the old mill, while Delving Lane is off to the west at the foot of the hills. ~ climb planks - go to dock to east Leads to room 46530 Will change commands to 'climb cross walk' when gremlins are opened. [Xadzia] ok the sex in flirt (player) (object) isn't correct ~ 301465600 2 9 0 D0 side door~ 'side door'~ 391 62 37091 10 10 5 D2 ~ ~ 0 -1 37117 10 10 5 D3 ~ ~ 0 -1 37089 10 10 5 A climb cross walk~ east planks boards~ send_to_char( #cross, ch ); act_notchar( #rcross, ch ); transfer( ch, find_room( 46530 ) ); act_notchar( #arrive, ch ); ~ E cross~ The boards bend and creak as you cross eastward toward the docks. ~ E rcross~ $n crosses the warped planks, heading toward the docks to the east. ~ E arrive~ $n crosses over from the warped planks to the west. ~ ! 0 0 0 -1 S #37093 A Steep Hillside~ You stand unsteadily on a steep, rocky hillside. A sheer cliff to the north and several large boulders to the south and east prevent you from straying too far. Small, scraggly weeds grow among the rocks, their forms stunted by the thin soil. A path leads up the hillside to the west. ~ no_mob ~ 301465608 4 6 0 D3 ~ ~ 0 -1 37094 10 10 5 E boulders boulder~ Large boulders burrow into the earth of this precarious hillside. Lying in heavy piles, they prevent movement to the east. A large boulder to the south blocks a path down the hill. ~ A move push lift~ boulder rock stone east~ room = find_room( 37089 ); if( rflag( reset0, room ) ) { send_to_char( #moveboulder, ch ); act_notchar( #moveboulder2, ch ); remove_rflag( reset0, room ); } else send_to_char( #alreadymoved, ch ); ~ E alreadymoved~ The boulder is not blocking the path. ~ E moveboulder2~ $n moves the boulder aside. ~ E moveboulder~ You move the boulder aside. ~ ! 0 0 0 A climb~ 1 down trail 1 east~ if( !rflag( reset0, find_room( 37089 ) ) ) { send_to_char( #goeast, ch ); act_notchar( #goeast2, ch ); transfer( ch, find_room( 37089 ) ); act_notchar( #arrive, ch ); loop( followers ) { act_notchar( #folleave, rch ); transfer( rch, find_room( 37089 ) ); act_notchar( #folarrive, rch ); } } else send_to_char( #blocking, ch ); ~ E blocking~ You need to move the boulder out of the way. ~ E folarrive~ $n arrives. ~ E folleave~ $n leaves. ~ E arrive~ $n arrives. ~ E goeast2~ $n climbs down the rocky trail. ~ E goeast~ You climb down the rocky trail. ~ ! 0 0 0 A look~ rock, boulder~ act_tochar( #trail, ch ); ~ E trail~ Looking at the boulders, you notice a small track which winds its way down the steep hillside to the east. If only someone would move that boulder, you think you could make it up the track. ~ ! 0 0 0 -1 S #37094 Rocky Hillside Track~ The trail continues up to the west here, finding shelter between two large and craggy hills. Sharp rocks jut out from the ground, and force you to procede with care lest you stumble. The landscape is marked by only a few bushes, the most notable pair of large holly bushes to the south. ~ 37111 to south; enter holly to get there ~ 301465600 4 6 0 D1 ~ ~ 0 -1 37093 10 10 5 D3 ~ ~ 0 -1 37095 10 10 5 E holly bush bushes~ The two holly bushes grow close to one another, their spiny leaves intermingling in an almost sentient embrace of their neighbor. You think you see something behind the bushes, but are not sure. ~ E plants~ The trail continues up to the west here, finding shelter sufficient water and nutrients in the rocky soil. Looking between their shriveled leaves and dry bark, you notice a small path leading off to the south. ~ E grass~ The grass here is short and dry, unable to get enough water and nutrients from the thin, rocky soil. ~ A enter~ south holly bushes plants~ i = 1d5; send_to_char( #enterplants, ch ); act_notchar( #enterplants2, ch ); dam_message( ch, i, "the holly" ); inflict( ch, mob, i, "the holly" ); transfer( ch, find_room( 37111 ) ); act_notchar( #arr, ch ); ~ E enterplants2~ $n pushes through the holly and heads south. ~ E enterplants~ You push through the holly and head south. ~ E arr~ $n pushes through the holly from the north. ~ ! 0 0 0 -1 S #37095 Rocky Hillside Track~ The track continues to climb up the hillside, weaving its way between giant boulders and drops. The wind whistles at you, following the course of the trail between the hills, and you look forward to finding some less exposed ground soon. To the west, the trail continues up into the hills, and down to the east the trail zigzags back toward Delving Lane. ~ ~ 301465600 4 6 0 D1 ~ ~ 0 -1 37094 10 10 5 D3 ~ ~ 0 -1 37096 10 10 5 766 9 1509949465 3 0 -1 S #37096 Narrow Hillside Track~ The narrow track emerges from the boulder-ridden hollow, and begins an ascent of a final, steep slope to the west of here. Some short, dense grass clings to the earth along the edges of the path. Up above you, the vegetation thickens. To the east, the track leads back down toward the valley floor. ~ ~ 301465600 4 6 0 D1 ~ ~ 0 -1 37095 10 10 5 D3 ~ ~ 0 -1 37097 10 10 5 -1 S #37097 In the Hills~ You stand atop a hill overlooking the Rua Valley to the east and south. To the north and west, the hills continue and rise far above your head. You cannot help but marvel at their craggy heights and wonder whether this range would more aptly be described as mountains. The path leads back down into the rocky hollow to the east, and into a hilly, grassy meadow to the south. ~ ~ 301465600 4 7 0 D1 ~ ~ 0 -1 37096 10 10 5 D2 ~ ~ 0 -1 37098 10 10 5 -1 S #37098 Trail in the Hills~ The trail continues, weaving its way between tall stands of meadow grasses. A few boulders lie scattered about the area like grey islands in a sea of billowing, verdant green. To the east, the grass gives way as more and more boulders begin to litter the meadowy clearing. You spy an opening between two boulders in that direction; the narrow track continues on west into a stand of birch trees. An immense boulder precludes movement to the south. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37097 10 10 5 D1 ~ ~ 0 -1 37099 10 10 5 D3 ~ ~ 0 -1 37110 10 10 5 A e ea eas east~ ~ send_to_char( #gap, ch ); continue; ~ E gap~ You clamber through the opening between the boulders. ~ ! 0 -1 0 -1 S #37099 In a Rocky Cleft~ You stand in a rocky area in the shadow of a large hill. The wind howls around you, yet you find shelter in the generous curve of the hillside. Small dry clumps of listless grass and yellowed shrubs cling to the crumbly, rocky ground beneath your feet. ~ how bout dell for area or bowl ~ 301465600 4 5 0 D2 ~ ~ 0 -1 37100 10 10 5 D3 ~ ~ 0 -1 37098 10 10 5 A w we west wes~ ~ send_to_char( #west, ch ); continue; ~ E west~ You climb between two boulders and head west. ~ ! 0 0 0 -1 S #37100 Hilly Slope~ You stand on a sharply-angled slope in the hills northwest of Pennan. To the north, you spy a rocky cleft, and to your south a ragged curtain of trees cover the hillside. A rock wall to the west looms high above your present position. An additional drop is to your east, at the foot of which the rocky hills recede. Further off, the low silver form of the mill lake hugs the valley floor. ~ ~ 301465600 4 7 0 D0 ~ ~ 0 -1 37099 10 10 5 D2 ~ ~ 0 -1 37101 10 10 5 2509 9 1509949540 3 0 832 17 1509949540 -2 0 -1 S #37101 Lightly Wooded Slope~ Small birch trees grow along the side of the hill. To the south, the trees thicken, their trunks dotting the sloped hillsides. A rocky rise prevents movement to the west, while to the east the woods continue, gradually sloping downward. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37100 10 10 5 D1 ~ ~ 0 -1 37102 10 10 5 D2 ~ ~ 0 -1 37104 10 10 5 726 9 1509949540 3 0 -1 S #37102 Thicky Wooded Hillside~ A thick canopy of trees obscures the sky as you examine your surroundings. To the east and north, the ground falls away at a steep angle toward the valley floor far below. The woods continue to the west and south in a tangle of vegetation. ~ ~ 301465600 4 9 0 D2 ~ ~ 0 -1 37103 10 10 5 D3 ~ ~ 0 -1 37101 10 10 5 2509 9 1509949540 3 0 368 9 1509949540 3 0 2509 9 1509949490 3 0 2508 9 1509949490 3 0 -1 S #37103 Thickly Wooded Hillside~ Dense woods blanket your hilly surroundings, the thick trunks of nearby oaks, elms, and a few birches limit your vision to only a few feet in each direction. Light penetrates the forest canopy to the east of here, and you surmise that the woods must thin out in that direction. The trees continues to the north, while south of you an extremely steep slope of bare rock and dirt leads up toward the crest of the hill. ~ climb slope to get to room 37118 ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37102 10 10 5 D3 ~ ~ 0 -1 37104 10 10 5 E rise incline slope south~ On second glance, you once again notice the extremely steep angle of the incline. The ground is rocky and the dirt loose - the footing, very likely, treacherous. ~ A scale climb~ slope incline south path up~ i = 1d10; if( can_fly( ch ) ) { send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #arrives, find_room( 37118 ) ); transfer( ch, find_room( 37118 ) ); end; } else if( is_mounted( ch ) ) { send_to_char( #nogo, ch ); end; } else if( find_stat( ch, dex ) < 11 ) { if( random( 1, 10 ) < 8 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else { send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } } else if( find_skill( ch, climb ) < 10 ) { if( random( 1, 10 ) < 8 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else { send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } } else if( random( 1, 10 ) < 6 ) { send_to_char( #stumbletoo, ch ); end; } send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #arrives, find_room( 37118 ) ); transfer( ch, find_room( 37118 ) ); ~ E getdown2~ $n stumbles haflway up the slope, but gets back down safely. ~ E stumble2~ $n makes it part of the way up the slope, but slips and falls back down! ~ E stumbletoo~ Nearly at the top, you slip and slide back down to the bottom of the slope. ~ E getdown~ You stumble halfway up the slope, but get back down safely. ~ E stumble~ Halfway up the slope, you slip and fall back down! ~ E nogo~ You will have to dismount if you want to make it up the slope. ~ E arrives~ $n arrives from below. ~ E success2~ $n makes it up the slope. ~ E success~ You make it up the slope. ~ ! 0 0 0 28 9 100 3 0 -1 S #37104 Between Wood and Meadow~ You stand in an area which is neither forest nor meadow. Tall grasses vie with small, young trees for space and sunlight. A stand of birch trees grows off to the east, while to the south is a rock wall, the bottom of a cliff which reaches high above you. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37101 10 10 5 D1 ~ ~ 0 -1 37103 10 10 5 D3 ~ ~ 0 -1 37105 10 10 5 E prints~ Aside from the various small animal prints you see the faint outline of larger, mansized creatures. The footprints reveal that someone has been here in the not too distant past. ~ -1 S #37105 Hill Meadow~ You stand in a meadow in the hills above the Rua Valley. The grass grows high here, its blades thick and green from the abundant rainfall and fertile soil. You notice a small, dark opening in the hillside to the north. ~ [Fraelith] i get a message that i squeeze in before i get one that i don't fit ;) ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37106 10 10 5 D1 ~ ~ 0 -1 37104 10 10 5 D2 ~ ~ 0 -1 37162 10 10 5 D3 ~ ~ 0 -1 37107 10 10 5 E white~ Making your way through the grass you arrive at the remains of a large farm animal, possibly a cow. The bones have been picked clean long ago by scavengers of all sorts. The meadow must have been used for livestock. ~ A ~ ~ send_to_char( #opening, ch ); continue; ~ E opening~ You squeeze through the opening and head north. ~ ! 0 0 0 A n~ ~ send_to_char( #opening, ch ); continue; ~ E opening~ You squeeze through the dark opening. ~ ! 0 0 0 302 41 1509949540 3 0 161 73 100 3 0 161 73 100 3 0 161 73 100 3 0 2693 17 1509949540 -2 0 -1 S #37106 Hillside Shelter~ Initial impressions of a natural cave give way to the realization that you have entered a small shelter dug out of the hillside. Sheltered from the harsh valley wind, the little hovel is a comfortable enough spot, with a small firepit cut into the floor near the doorway. Small wood chips and assorted debris lie scattered across the uneven dirt floor. ~ no mob so no wandering mobs come in here ~ 301465612 0 4 0 D2 ~ ~ 0 -1 37105 10 10 5 762 9 1509949515 3 0 -1 S #37107 Faint Track~ The trail becomes faint here as it enters an area covered with waist-high grass. To the north, the trail leads into a rocky section of the hills. South of here, your eye follows the faint track deeper into the hilltop meadow. The grassy area continues to the east, while a steep rocky rise to the west leads toward a wooded area. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37108 10 10 5 D1 ~ ~ 0 -1 37105 10 10 5 D2 ~ ~ 0 -1 37126 10 10 5 D3 ~ ~ 0 -1 37159 10 10 5 A w we wes west~ ~ send_to_char( #rise, ch ); continue; ~ E rise~ You head up the rocky rise to the west. ~ ! 0 0 0 -1 S #37108 Trail through Rocky Hills~ The ground rises here, and bare rock walls to the east and west force you north and south. Small lichens and weeds litter the rocky trailside, their growth stunted by the poor soil. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37109 10 10 5 D2 ~ ~ 0 -1 37107 10 10 5 A n~ ~ send_to_char( #north, ch ); continue; ~ E north~ You head north into the small hollow. ~ ! 0 0 0 -1 S #37109 Trail Through a Small Hollow~ You have entered a small hollow between two large hills. Only a few older trees grow here, their great branches spreading out to dominate the sheltered space in the lee of the hill. Giant slabs of exposed rock jut out of the sides of the hill, exposed by the incessant erosion of wind and rain. The path leads north and south. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37110 10 10 5 D2 ~ ~ 0 -1 37108 10 10 5 A n~ ~ send_to_char( #hilltop, ch ); continue; ~ E hilltop~ You head up the slight rise and out of the hollow. ~ ! 0 0 2 A s~ ~ send_to_char( #south, ch ); continue; ~ E south~ You follow the trail south and out of the hollow. ~ ! 0 0 0 -1 S #37110 Trail on a Wooded Hilltop~ You have entered a small copse of oaks and elms atop a round hill. To your north and west is a steep cliff, the ground dropping away to reveal a gaping chasm opening up below you. On the far side of the chasm, the hills rise once again, this time far above you until they blanket the horizon and disappear into the clouds. The small trail continues east into more open terrain, and down a slight slope into a gulley between some hills. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37098 10 10 5 D2 ~ ~ 0 -1 37109 10 10 5 A s~ ~ send_to_char( #gulley, ch ); continue; ~ E gulley~ You follow the trail down into a small hollow. ~ ! 0 0 2 A ~ ~ send_to_room( #wind, room ); ~ E wind~ A strong gust of wind whistles between the trees. ~ ! 2 25 0 415 17 1509949515 -2 0 -1 S #37111 Behind the Holly~ This narrow path is littered with chunks of dead wood and charred rocks. No vegetation grows here, save for the pair of giant holly bushes to the north. The hillside rises high above you to the west, while to the east the ground drops off toward the valley floor. Two large rocks block off the western exit, though it looks possible to squeeze between them. A small path runs off to the south. ~ [Orb] Done ~ 301465600 4 5 0 D2 ~ ~ 0 -1 37113 10 10 5 D3 ~ ~ 0 -1 37112 10 10 5 E bush plants~ The lush bushes are laden with shiny red holly berries. The healthy green of the leaves is rather surprising, given the lack of any other vegetation in the surrounding area. The branches are carefully trimmed and pruned; excellent care has been taken of these large bushes. Beyond the bushes is a faint trail, though you would have to pass through the holly to reach it. ~ A enter~ bush plant holly bushes plants~ i = 1d3; send_to_char( #enterplant, ch ); act_notchar( #enterplant2, ch ); dam_message( ch, i, "the holly" ); inflict( ch, mob, i, "the holly" ); transfer( ch, find_room( 37094 ) ); act_notchar( #arr, ch ); ~ E enterplant2~ $n pushes through the holly and heads north. ~ E enterplant~ You push through the holly and head north. ~ E arr~ $n pushes through the holly from the south. ~ ! 0 0 0 851 9 1509949540 3 0 -1 S #37112 Sheltered Hillside Alcove~ You stand inside a rocky alcove, surrounded on three sides by nearly vertical rock walls which reach far above your head. The hills continue to rise above you to the north and west. Hundreds of stones clatter about your feet as you walk here, the stone of the hills worn and broken down here by the ages. Two large rocks block your exit to the east, though perhaps it would be possible to squeeze between them. ~ [Orb] done ~ 301465600 3 5 0 D1 ~ ~ 0 -1 37111 10 10 5 E stones~ Many small stones lie on the ground here, presumably having fallen from higher up the hillside. ~ 726 9 1509949540 3 0 851 9 1509949540 3 0 -1 S #37113 A Narrow Gap~ The path continues to the south along the edge of a steep incline. A slow trickle of water drips slowly off the rock wall which rises above you to the west. To the east, the small flow of water drips off the edge of the rocky path and down toward the valley floor below to the east. Below you to the east, the valley floor opens up and in the distance to the east you see the mill lake and the abandoned mill next to it. ~ ~ 301465600 4 5 0 D0 ~ ~ 0 -1 37111 10 10 5 D2 ~ ~ 0 -1 37114 10 10 5 -1 S #37114 Rocky Hillside~ More water drips off the rocky mountain walls onto the ground in front of you. Directly above you, an ancient tree leans out from the hillside at an odd angle, its roots digging into the steep hillside. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37113 10 10 5 D1 ~ ~ 0 -1 37115 10 10 5 D2 ~ ~ 0 -1 37116 10 10 5 E stream~ none This tiny stream is really nothing more than ground water running off to a nearby river or lake. The dark line it traces now may one day become a mighty river. Only time will tell. ~ E old tree~ This tree has obviously seen better days yet in its age you feel a foreboding as if the tree were a sentinel of ages past. But what secret the tree guards will soon die with its passing. ~ 872 17 1509949450 -2 0 -1 S #37115 At the Edge of A Steep Drop~ The valley wind rushes up the side of the hill and crashes hard into your body, forcing you to steady yourself by leaning on a nearby boulder. Far below you, you can make out people and animals traveling along Delving lane. To the south, you spy a narrow goat track cutting across a steep, rocky hillside. ~ ~ 301465600 4 9 0 D3 ~ ~ 0 -1 37114 10 10 5 -1 S #37116 A Craggy Promontory~ The hills rise far above your head to the west, in a single, monumental stone leap. To the east and south, the ground falls away quite suddenly, leading down toward the floor of the valley. Below you to the east you spy an extremely narrow goat path cut into the side of the hill, and even further below the path you spy the village proper, shrouded in a fine mist typical of the valley's clime. Several immense stone slabs lie on the rocky ground here. ~ r/w cave entirely open slab no mob [Endymion] There are quotation marks by stone slab during room descs. ~ 301465608 4 9 0 D0 ~ ~ 0 -1 37114 10 10 5 D5 stone slab~ stone slab~ 131 -1 37163 10 10 5 E stone slabs~ The slabs, gigantic pieces of cut stone, have regular faces and squared corners. Fashioned for some unknown purpose, they now lie crumpled and scattered on the ground like many giant, discarded playing cards. ~ -1 S #37117 Among the Cattails~ You stand at the edge of a small lake, its cool air and willowy mist at once penetrating your lungs and envigorating your travelworn frame. A carpet of dense grasses leads down to the lakeside, where thick cattails and aquatic plants choke the water's edge. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37092 10 10 5 D2 ~ ~ 0 -1 37180 10 10 5 D3 ~ ~ 0 -1 37088 10 10 5 E grasses~ Thick and low, the grass covers the ground here. ~ 217 9 1509949540 3 0 -1 S #37118 Faint Track through Lightly Wooded Hills~ The track crosses a clearing here, leading west and south. Tall elm trees border the clearing, their stout limbs rising high above the ground. To the north, a steep slope gives you pause. Looking downward from its edge, you notice a small dirt path running down the steep incline. With some luck, you think you might be able to make it down. ~ climb down to get to room 37103 ~ 301465600 3 9 0 D2 ~ ~ 0 -1 37120 10 10 5 D3 ~ ~ 0 -1 37119 10 10 5 A 2 climb go 3 descend~ slope path cliff north down~ i = 1d10; if( can_fly( ch ) ) { send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #succarrive, find_room( 37103 ) ); transfer( ch, find_room( 37103 ) ); end; } else if( find_stat( ch, dex ) < 11 ) { send_to_char( #wipeout, ch ); act_notchar( #wipeout2, ch ); send_to_room( #wipearrive, find_room( 37103 ) ); transfer( ch, find_room( 37103 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else if( random( 1, 10 ) < 6 ) { send_to_char( #wipeout, ch ); act_notchar( #wipeout2, ch ); send_to_room( #wipearrive, find_room( 37103 ) ); transfer( ch, find_room( 37103 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #succarrive, find_room( 37103 ) ); transfer( ch, find_room( 37103 ) ); ~ E succarrive~ $n somehow makes it down the treacherous slope from above. ~ E wipearrive~ $n comes tumbling down the slope from above! ~ E wipeout2~ $n falls head over heels down the treacherous slope! ~ E wipeout~ You fall head over heels down the treacherous slope! ~ E success2~ $n makes it down the treacherous slope. ~ E success~ You make your way down the treacherous slope. ~ ! 0 0 0 -1 S #37119 Summit~ You stand at the summit of a hill, among thickly twisted trees and jagged greyish slabs of rock. All about you, the wooded hills drop below your line of sight. You spy Pennan and the bottomlands of the Rua Valley below you to the southeast, while the deep gaps and steep curves of the hills continue off toward the horizon in all other directions. ~ no_mob [Lansharra] how do you know it's enter opening? ~ 301465608 4 5 0 D1 ~ ~ 0 -1 37118 10 10 5 E trees~ The trees' trunks are weathered from the constant wind which whips up the hillside here, the bark stripped and almost worn away. ~ E slab slabs rock~ Immense slabs of rock lie embedded in the hilltop here, with the roots of trees woven between them. Most are smooth, their rough edges worn away from ages of exposure to the harsh wind. ~ E trunk~ Their trunks are thick, needing great strength to withstand the strong gusts of wind which frequently whip across the hill. ~ A enter~ opening~ send_to_char( #enter, ch ); act_notchar( #enters ); transfer( ch, find_room( 37225 ) ); act_notchar( #arrives, ch ); ~ E arrives~ $n arrives from above. ~ E enters~ $n steps behind a tree, and disappears from view. ~ E enter~ You squeeze into the opening between the tree root and rock slab. ~ ! 0 0 0 A ~ ~ send_to_char( #wind, ch ); ~ E wind~ A fierce blast of wind comes whipping through the trees, sending chills up your spine. ~ ! 2 50 0 A l lo loo look~ bark~ if( find_skill( ch, searching ) > 1 ) { if( random( 1, 10 ) < 6 ) { send_to_char( #eureka, ch ); end; } else { send_to_char( #nope, ch ); end; } } send_to_char( #nope, ch ); ~ E nope~ The trees' bark reflects years of exposure to the elements. ~ E eureka~ Looking at the worn trees a bit more carefully, you notice a small dark opening between a gnarled tree root and a giant slab of rock. ~ ! 0 0 0 755 17 1509949540 -2 0 -1 S #37120 Faint Meadow Track Bend~ A steep rise to the east and a vertical drop to the south turn the trail to the north and west. A few patches of clover and tufts of a shorter, brown grass grow in the rocky clefts near the edge of the cliff. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37118 10 10 5 D3 ~ ~ 0 -1 37121 10 10 5 755 9 1509949490 3 0 415 17 1509949540 -2 0 -1 S #37121 Small Grove~ You stand inside a small grove of birch trees. A faint path winds between their thin trunks, leading roughly east and west. A rocky ridge rises up to the north to prevent your passage, while to the south the ground leads downward, toward a hedge of thorny bushes. ~ write hedge/bushes/enter bushes ground rises to e here [Florian] Thorn bush damage prog. ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37120 10 10 5 D2 hedge~ hedge~ 232 -1 37133 10 10 5 D3 ~ ~ 0 -1 37122 10 10 5 E ridge~ It is quite steep, making for a very treacherous climb. ~ E bush thorny hedges~ The thorny hedge is tall and thick, but not quite impermeable. A scrap of cloth, evidence of someone's passage past the hedge, is caught on one of its vicious thorns. ~ A move push nudge~ bush hedge thorny~ if( !is_open( room, south ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, south ); } else { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( room, south ); } acode( find_room( 37121 ), 2 ); ~ E open~ Heedless of the thorns, you move aside the hedge to the south. ~ E ropen~ Heedless of the thorns, $n moves aside the hedge to the south. ~ E close~ Ignoring its thorns, you move the hedge to conceal what lies south. ~ E rclose~ Ignoring its thorns, $n moves the hedge to conceal what lies south. ~ ! 0 0 0 A ~ ~ act_tochar( #thorn, ch ); act_notchar( #rthorn, ch ); dam_message( ch, 2d4, "One of the bush's prickly thorns" ); inflict( ch, mob, 2d4, "a thorn prick" ); wait( 2 ); if( is_player( ch ) ) if( rflag( reset0, room ) ) if( random( 1, 10 ) == 1 ) { act_tochar( #stick, ch ); act_notchar( #rstick, ch ); obj_to_char( oload( 2376 ), ch ); remove_rflag( reset0, room ); } ~ E thorn~ @gAs you touch the bush, you snag yourself on one of its thorns.@n ~ E rthorn~ @gAs $n touches the bush, $e snags $mself on one of its thorns.@n ~ E stick~ @GAfter extricating yourself from the bush, you pluck out an offending thorn.@n ~ E rstick~ @GAfter extricating $mself from the bush, $n plucks out an offending thorn.@n ~ ! 0 0 0 -1 S #37122 Faint Meadow Track~ A narrow path runs from a birch grove to the east through the meadow and off to the west, following the rim of the southern edge of the hill. Looking south, the hills tumble down toward the valley floor in a mass of rocks and choked vegetation. A single dead tree rises above the tall grass of the meadow. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37162 10 10 5 D1 ~ ~ 0 -1 37121 10 10 5 D3 ~ ~ 0 -1 37123 10 10 5 E tree dead~ The tree leans slightly to one side, in a futile struggle against the inevitable. ~ 161 9 1509949540 3 0 256 9 1509949540 3 0 161 9 1509949540 3 0 161 9 1509949490 3 0 -1 S #37123 Meadow Fork~ The tall grasses thin out to the south here, near the rim of a periously steep drop to the south. Below you, the slope descends in a headlong rush toward the valley floor. Small dirt paths lead north, east and west through the grass. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37126 10 10 5 D1 ~ ~ 0 -1 37122 10 10 5 D3 ~ ~ 0 -1 37124 10 10 5 E south down slope~ Looking down the incline, you observe many small intermediate ridges and crags between your present hilltop position and the floor of the Rua Valley. ~ -1 S #37124 Faint Meadow Track~ The trail follows the soft earth into a grassy meadow. A steep, rocky rise prevents movement to the south, while the tall grasses continue to the north and east. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37125 10 10 5 D1 ~ ~ 0 -1 37123 10 10 5 D3 ~ ~ 0 -1 37135 10 10 5 358 17 1509949540 -2 0 -1 S #37125 Meadow~ The grass continues here, growing right up to the foot of a rocky rise to the north. A few ferns and low-growing bushes cover a slope which rises up to the west. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37159 10 10 5 D1 ~ ~ 0 -1 37126 10 10 5 D2 ~ ~ 0 -1 37124 10 10 5 D3 ~ ~ 0 -1 37139 10 10 5 161 9 1509949540 3 0 256 9 1509949540 3 0 -1 S #37126 Faint Track~ A quivering green sea of tall, lush grass surrounds you. A faint dirt track winds through the meadow, heading north and south. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37107 10 10 5 D1 ~ ~ 0 -1 37162 10 10 5 D2 ~ ~ 0 -1 37123 10 10 5 D3 ~ ~ 0 -1 37125 10 10 5 755 9 1509949540 3 0 -1 S #37127 Very Narrow Path~ A narrow goat path follows a precarious line across the rocky slope, coming to an by a moss-covered rise to the east. To the southeast, the rough hillside plummets toward the green fields and small farms on the valley floor. The path continues to the south, while sheer rock walls loom overhead to the north and west. ~ [Lansharra] what is this opening i keep seeing between two rocks? [Lansharra] ok. just found out it's moss, not rocks. boulders, or anything like that :P ~ 301465600 4 4 0 D2 ~ ~ 0 -1 37128 10 10 5 E moss rise~ The mossy rise blocks further progress to the east. You think you see a small opening between two large rocks. ~ A enter~ moss~ send_to_char( #moss, ch ); act_notchar( #moss2, ch ); transfer( ch, find_room( 37023 ) ); act_notchar( #arrives, ch ); ~ E arrives~ $n arrives from nowhere. ~ E moss2~ $n squeezes through the mossy opening and heads east. ~ E moss~ You squeeze through the mossy opening and head east. ~ ! 0 0 0 -1 S #37128 Very Narrow Path~ The path continues north and south along the edge of the steep hillside. Small scrub grows in the chinks between the rocks here. To the east, the hills fall away toward the valley floor far below you. You see Delving Lane winding its way between a few farms, and the shimmering waters of the mill lake in the distance to the northeast. ~ [Lansharra] shrub ~ 301465600 4 4 0 D0 ~ ~ 0 -1 37127 10 10 5 D2 ~ ~ 0 -1 37129 10 10 5 205 9 1509949540 3 0 -1 S #37129 Very Narrow Path~ A rocky overhang juts out here, nearly preventing your continued progress along the goat path. The trail, only a foot or so wide at best, winds its way around the rocky shelf in a scissor-like motion. To the east you see the fields and farms of the Rua Valley spread out beneath you. ~ ~ 301465600 4 4 0 D0 ~ ~ 0 -1 37128 10 10 5 D2 ~ ~ 0 -1 37130 10 10 5 -1 S #37130 On a Small Ledge~ Two narrow paths converge at a rough stone ledge. The rocky floor is covered with small twigs and stones. It appears that someone has made a recent - and unsuccessful - attempt at a fire here. Looking off to the southeast, you see a small cluster of houses gathered around a small square. Rising high above you to the northwest, the rough walls of the cliff tower above your position. ~ ~ 301465600 4 4 0 D0 ~ ~ 0 -1 37129 10 10 5 D3 ~ ~ 0 -1 37131 10 10 5 E north west walls cliff~ The cliff here seems steep, but several openings in the weathered face of the rock make you think you might be able to climb it. ~ A climb~ cliff up face north west~ if( find_stat( ch, level, ) < random( 5, 15 ) ) { send_to_char( #scared, ch ); end; } send_to_char( #climb, ch ); act_notchar( #climb2, ch ); transfer( ch, find_room( 37236 ) ); act_notchar( #arrives, ch ); ~ E scared~ A chill sensation overcomes you as you begin your climb, and you find yourself unable to proceed up the rocky face of the cliff. ~ E arrives~ $n arrives from below. ~ E climb2~ $n climbs up and disappears from view. ~ E climb~ You climb up the cliff face. ~ ! 0 0 0 496 9 1509949515 3 0 -1 S #37131 Very Narrow Path~ The narrow path traverses the rocky hillside, high above the thatched rooftops of Pennan. A few modest tufts of grass cling to small niches between the rocks, their existence precarious at best. ~ ~ 301465600 4 4 0 D1 ~ ~ 0 -1 37130 10 10 5 D3 ~ ~ 0 -1 37132 10 10 5 -1 S #37132 Very Narrow Path~ The small track continues here, clawing its way east and west along a rocky, barren hillside. Above you, a steep cliff rises to the north, while scant inches away to the south the ground drops almost straight down toward the emerald green valley floor. ~ ~ 301465600 4 4 0 D1 ~ ~ 0 -1 37131 10 10 5 D3 ~ ~ 0 -1 37133 10 10 5 205 9 1509949540 3 0 -1 S #37133 Very Narrow Track~ The track follows along a narrow ledge cut into the side of a steep, rocky incline. A few dense bushes grow along the path to the north, where the curve of the hill is much less severe. ~ ~ 301465600 4 4 0 D0 hedge~ hedge~ 232 -1 37121 10 10 5 D1 ~ ~ 0 -1 37132 10 10 5 D3 ~ ~ 0 -1 37134 10 10 5 E hedge bushes north thorny~ The bushes to the north seem to form a rough hedge. After a moment's reflection, you think you might be able to make it through them and up the hills to the north if you could somehow move them. The bushes, though, look fairly wicked with their inch long thorns protruding from their masses. ~ A move part nudge budge~ bushes hedges thorny~ if( !is_open( room, north ) ) { act_tochar( #open, ch ); act_notchar( #ropen, ch ); open( room, north ); } else { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( room, north ); } acode( find_room( 37121 ), 2 ); ~ E open~ Ignorning the wicked thorns, you tug at and move one of the hedges. ~ E ropen~ Ignorning the wicked thorns, $n tugs at and moves one of the hedges. ~ E close~ You move one of the hedges aside, hiding the route to the northern hills. ~ E rclose~ $n moves one of the hedges, hiding the route to the northern hills. ~ ! 0 0 0 -1 S #37134 On a Ledge in the Hills~ You stand upon a ledge overlooking the Rua Valley to the south. The wall behind you rises nearly straight up to a height far above your head, its rough cracked walls marked by only a few patches of scrubby brown grass. ~ ~ 301465600 4 4 0 D1 ~ ~ 0 -1 37133 10 10 5 E s~ Looking off the ledge to your south, you see the valley open up underneath you, the small houses and farms small and distant. ~ 205 9 1509949540 3 0 -1 S #37135 Rocky Trail~ The trail leads east and south here, making its way slowly through the rough, rocky terrain. A sheer drop to the west reveals a small spring at the base of the cliff. To your north, another rock wall rises high above your head; at its top you see a canopy of green. A small path winds its way up between the rocks to the north. ~ spring/below cliff to w. ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37139 10 10 5 D1 ~ ~ 0 -1 37124 10 10 5 D2 ~ ~ 0 -1 37136 10 10 5 725 9 1509949540 3 0 -1 S #37136 Rocky Trail~ Turning away from a sheer cliff to the south, the trail runs north to west here. The view of the Rua Valley to the south is stunning, with small fields and farms gathered in a tight circle, surrounded on all sides by the emerald wilderness. Peeking around a slate-grey boulder, you follow the course of the Greened Way as it winds its way between the steep ridges and hillsides west of Pennan. ~ secret entrance to e to 37160 no_mob write wall action [Bliss] secret boulder/crack opening in pennan hills - message for "look crack" fiishes halfway thru sentence ~ 301465608 4 5 0 D0 ~ ~ 0 -1 37135 10 10 5 D1 crack~ ~ 235 -1 37160 10 10 5 D3 ~ ~ 0 -1 37137 10 10 5 E crack~ You notice a single long crack running the ~ E smooth~ The boulder is quite smooth, having very few cracks in its nearly uniform surface. It has been here a long time. ~ E boulder slate grey~ A very large, very old, very smooth boulder. ~ A climb~ boulder~ if( random( 1, 10 ) < 3 ) { send_to_char( #climb, ch ); end; } else send_to_char( #climb2, ch ); ~ E climb2~ You nearly make it up the boulder, but slip and fall back down. ~ E climb~ You try to climb the boulder, but it is too slippery. ~ ! 0 0 0 A open~ crack~ if( is_open( room, east ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); send_to_room( #to_all, find_room( 37160 ) ); open( room, east ); }; ~ E to_all~ An opening appears to the west. ~ E to_room~ $n manipulates something on the face of the boulder and a hidden door appears from nowhere. ~ E to_char~ You open the crack and find a hidden door concealed in the boulder's face. ~ E nothing~ The crack is already open. ~ ! 0 0 0 A close~ crack~ if( !is_open( room, east ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); send_to_room( #to_all, find_room( 37160 ) ); close( room, east ); }; ~ E to_all~ The door to the west closes. ~ E to_room~ $n manipulates the boulder and the hidden door disappears. ~ E to_char~ You manipulate the crack and the hidden door disappears. ~ E nothing~ It is already closed. ~ ! 0 0 0 -1 S #37137 Rocky Trail~ A narrow, rocky trail leads down a steep slope to the east, and climbs up it toward a high outcropping to the west. The passage of many feet has worn a deep groove into the rock underfoot. At the bottom of a steep drop to the south, the narrow stone ribbon of the Greened Way moves east and west along the valley floor. ~ ~ 301465600 4 5 0 D1 ~ ~ 0 -1 37136 10 10 5 D3 ~ ~ 0 -1 37138 10 10 5 -1 S #37138 Overlooking the Greened Way~ You stand on a rocky outcropping, high in the hills. On three sides of you, the craggy rock drops down and away from you toward the valley floor and certain death. Far below you to the south, the worn stones of the Greened Way process by in silence. ~ actions here will a) allow players to look into room 37036; and b) start a minor ( 1d10 or so ) landslide in that room ~ 301465600 4 5 0 D1 ~ ~ 0 -1 37137 10 10 5 205 9 1509949540 3 0 -1 S #37139 Edge of a Gorge~ A stand of regal oaks cling to the edge of a steep gorge. Their gnarled roots dig into the rocky soil along the lip of the chasm, the ground suddenly plunging downward toward the rocky floor far below. A single tree has fallen, the victim of a recent valley storm, and now lies nearly horizontal, spanning the gorge. The trunk itself is wide, and you think that an agile person could make it across. A deep, gaping hole signals where the tree once stood. ~ climb trunk to go to 37140 west ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37125 10 10 5 D2 ~ ~ 0 -1 37135 10 10 5 E hole~ Loose, dark soil partially fills the gaping hole in the earth where the tree's roots once stood. ~ A climb~ trunk tree~ i = 3d25+25; if( cflag( 25, ch ) ) { if( can_fly( ch ) ) { send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #arrives, find_room( 37140 ) ); transfer( ch, find_room( 37140 ) ); end; } else if( is_mounted( ch ) ) { send_to_char( #nogo, ch ); end; } else if( find_stat( ch, dex ) < 11 ) { if( random( 1, 10 ) < 8 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); transfer( ch, find_room( 37178 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else { send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } } else if( find_skill( ch, climb ) < 5 ) { if( random( 1, 10 ) < 8 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); transfer( ch, find_Room( 37178 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else { send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } } else if( random( 1, 10 ) < 6 ) { send_to_char( #stumbletoo, ch ); end; } send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #arrives, find_room( 37140 ) ); transfer( ch, find_room( 37140 ) ); end; } else set_cflag( 25, ch ); send_to_char( #warning, ch ); ~ E warning~ As you step toward the tree trunk, you realize that what you are about to attempt could very likely result in death for all but the most agile. It is a long way down to the bottom of the gorge from here. ~ E getdown2~ $n stumbles trying to climb onto the tree trunk. ~ E stumble2~ $n tries to climb onto the tree trunk, but slips and falls into the gorge! ~ E stumbletoo~ Just as you think you make it, you slip and fall down! ~ E getdown~ You stumble as you climb the tree, but remain unhurt. ~ E stumble~ As you climb the tree, you slip and fall off it and into the gorge! ~ E nogo~ You will have to dismount if you want to try climbing up onto the tree trunk. ~ E arrives~ $n arrives from below. ~ E success2~ $n climbs up onto the tree trunk. ~ E success~ You climb up onto the tree trunk. ~ ! 0 0 0 A [backup of action 1]~ ~ i = 3d25+25; if( cflag( 25, ch ) ) { if( can_fly( ch ) ) { send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #arrives, find_room( 37140 ) ); transfer( ch, find_room( 37140 ) ); end; } else if( is_mounted( ch ) ) { send_to_char( #nogo, ch ); end; } else if( find_stat( ch, dex ) < 11 ) { if( random( 1, 10 ) < 8 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); transfer( ch, find_room( 37178 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else { send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } } else if( find_skill( ch, climb ) < 5 ) { if( random( 1, 10 ) < 8 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); transfer( ch, find_Room( 37178 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } else { send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } } else if( random( 1, 10 ) < 6 ) { send_to_char( #stumbletoo, ch ); end; } send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #arrives, find_room( 37140 ) ); transfer( ch, find_room( 37140 ) ); end; } else set_cflag( 25, ch ); send_to_char( #warning, ch ); ~ E warning~ As you step toward the tree trunk, you realize that what you are about to attempt could very likely result in death for all but the most agile. It is a long way down to the bottom of the gorge from here. ~ E getdown2~ $n stumbles trying to climb onto the tree trunk. ~ E stumble2~ $n tries to climb onto the tree trunk, but slips and falls into the gorge! ~ E stumbletoo~ Just as you think you make it, you slip and fall down! ~ E getdown~ You stumble as you climb the tree, but remain unhurt. ~ E stumble~ As you climb the tree, you slip and fall off it and into the gorge! ~ E nogo~ You will have to dismount if you want to try climbing up onto the tree trunk. ~ E arrives~ $n arrives from below. ~ E success2~ $n climbs up onto the tree trunk. ~ E success~ You climb up onto the tree trunk. ~ ! 0 0 0 -1 S #37140 A Trunk Spanning a Deep Gorge~ You stand on a long, tree trunk which bridges a deep gorge. To the east, you see the tree's roots sticking up out of the ground, while to the west the tree's branches have found support in the rocky ground on that side of the gorge. Below you, you see rocky ground covered with dark, scrubby bushes and jagged stones. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37139 10 10 5 D3 ~ ~ 0 -1 37141 10 10 5 E chasm down d do dow gorge~ The chasm plunges downward below the tree trunk, its depth at once dizzying and exhilarating. Far below you, you see a thick green carpet of vegitation grow along the floor of the gorge. Falling from here could very well result in death. ~ E tree brigde oak~ Once a massive oak, this tree has fallen to some great force. Its massive trunk and branches somehow manage to span the gorge, and although not very wide, it seems fairly stable in its present horizontal position. ~ A ~ ~ continue; ~ E to_char~ You climb down off the tree trunk. ~ ! 3 -1 10 A ~ ~ if( mob_in_room( 727, room ) ) { send_to_room( #message, room ); send_to_char( #message2, rand_char( room ) ); } ~ E message2~ The elf looks at you for a moment and says, "I'm ready for some fun, if you are." He straightens up and smiles expectantly. ~ E message~ As you climb up onto the tree trunk, you are startled to see a tall, sunburned elf leaning casually on a staff at the exact midpoint of the tree trunk. As you arrive, his eyes twinkle mischeviously. ~ ! 1 -1 10 A ~ ~ act_notchar( #enter, ch ); ~ E enter~ $n climbs up the tree to join you. ~ ! 1 -1 10 727 9 1509949540 3 0 -1 S #37141 Edge of a Gorge~ You stand in a clearing in the hills above Pennan. A tree has fallen here, its thick branches and lush green leaves lying on the ground in a cloud of brown and green. To the east, you see a profound gorge open up, and realize that the great tree has fallen across the open maw of the gorge. The very agile might find it a convenient but perilous bridge. ~ tree trunk over gorge 37140 to east of here ~ 301465600 4 9 0 D3 ~ ~ 0 -1 37142 10 10 5 A climb ~ tree trunk ~ i = 3d25+25; if( !cflag( 25, ch ) ) { set_cflag( 25, ch ); send_to_char( #warning, ch ); end; } if( can_fly( ch ) ) { send_to_char( #success, ch ); act_notchar( #success2, ch ); send_to_room( #arrives, find_room( 37140 ) ); transfer( ch, find_room( 37140 ) ); end; } if( find_stat( ch, dex ) < 11 ) { if( random( 1, 10 ) < 3 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); transfer( ch, find_room( 37178 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } if( find_skill( ch, climb ) < 5 ) { if( random( 1, 10 ) < 3 ) { send_to_char( #stumble, ch ); act_notchar( #stumble2, ch ); transfer( ch, find_room( 37178 ) ); dam_message( ch, i, "the fall" ); inflict( ch, mob, i, "the fall" ); end; } send_to_char( #getdown, ch ); act_notchar( #getdown2, ch ); end; } if( random( 1, 10 ) < 3 ) { send_to_char( #stumbletoo, ch ); end; } send_to_char( #success, ch ); act_notchar( #success2, ch ); transfer( ch, find_room( 37140 ) ); act_notchar( #arrives, ch ); ~ E warning~ As you step toward the tree trunk, you realize that what you are about to attempt could very likely result in death for all but the most agile. It is a long way down to the bottom of the gorge from here. ~ E getdown2~ $n stumbles trying to climb onto the tree trunk. ~ E stumble2~ $n tries to climb onto the tree trunk, but slips and falls into the gorge! ~ E stumbletoo~ You slip as you climb the tree. ~ E getdown~ You stumble as you climb the tree, but remain unhurt. ~ E stumble~ As you climb the tree, you slip and fall off it and into the gorge! ~ E arrives~ $n arrives from below. ~ E success2~ $n climbs up onto the tree trunk. ~ E success~ You climb up onto the tree trunk. ~ ! 0 0 0 130 9 1509949490 3 0 755 17 1509949540 -2 0 -1 S #37142 Lightly Wooded Hills~ Rocky ground to the east of here gives way to a stand of old oak and elm trees. A few low bushes grow where enough light penetrates the elms' branches, and a thick mass of thorny bushes prevents your passage to the south. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37150 10 10 5 D1 ~ ~ 0 -1 37141 10 10 5 D3 ~ ~ 0 -1 37143 10 10 5 A s~ ~ i = 1d5; send_to_char( #south, ch ); act_notchar( #south2, ch ); dam_message( ch, i, "the wall of thorns" ); inflict( ch, mob, i, "the wall of thorns" ); ~ E south2~ $n tries to go south, but is prevented by the thick thorn bushes. ~ E south~ You try to go south, but are prevented by the wall of thorns. ~ ! 0 0 0 2509 9 1509949540 3 0 122 9 1509949540 3 0 2694 17 1509949457 -2 0 -1 S #37143 Wooded Hollow~ You stand in a wooded area sheltered from the wind. To the south, a small path cuts down a rocky slope, while to the north the slope continues to rise toward a rocky hilltop. To the east you spy a stand of of trees, while to the west several boulders are visible through a screen of oaks and elms. ~ [Zot] mentions nothing about down. ~ 301465600 4 7 0 D0 ~ ~ 0 -1 37149 10 10 5 D1 ~ ~ 0 -1 37142 10 10 5 D3 ~ ~ 0 -1 37148 10 10 5 D5 ~ ~ 0 -1 37144 10 10 5 A ~ ~ send_to_char( #north, ch ); continue; ~ E north~ You head up toward the summit of the hill. ~ ! 3 0 1 A ~ ~ send_to_char( #slope, ch ); continue; ~ E slope~ You head down the rocky slope to the south. ~ ! 3 0 36 A ~ ~ send_to_char( #boulders, ch ); continue; ~ E boulders~ You pick your way between the boulders and head west. ~ ! 3 0 8 659 9 1509949445 3 0 28 9 1509949540 3 0 813 17 1509949540 -2 0 -1 S #37144 On a Rocky Slope~ Immense masses of exposed rock surround you on three sides. To the north, a small footpath climbs a rock slope in a careful, switchback motion which avoids the largest of hazards. South of here, another rocky rises sharply above you. To the east, the rough ground ends at a jagged drop down to the floor of a deep gorge. A few small rocks and patches of moss grow underfoot, and you spy a thick stand of trees growing high up the hillside to the north. ~ ~ 301465600 4 7 0 D3 ~ ~ 0 -1 37145 10 10 5 D4 ~ ~ 0 -1 37143 10 10 5 E east down~ You look into the gorge below you to the east, and see sheer rock walls drop down a hundred feet or more toward a thick carpet of green grasses and bushes. ~ A ~ ~ send_to_char( #up, ch ); continue; ~ E up~ You head up the rocky slope to the north. ~ ! 3 0 16 -1 S #37145 A Narrow Cut in the Hills~ You stand in the midst of thick bushes and trees which climb the steep hillsides and narrow valleys west of Pennan. The faint remains of a small footpath lead east and west here, a few cobblestones visible between blades of grass and snarled weeds. Rock walls to the north and south prevent passage. ~ ~ 301465600 4 7 0 D1 ~ ~ 0 -1 37144 10 10 5 D3 ~ ~ 0 -1 37146 10 10 5 755 9 1509949540 3 0 -1 S #37146 Stone Path into the Hills~ You stand in the lower reaches of the hills outside Pennan, with slate grey rises to the north and west towering over you, their weathered faces pock-marked with age and exposure. Thick grass and bushes line the edges of the path, which leads east into a narrow furrow between some rocky areas, and down an incline to the south. ~ ~ 301465600 4 7 0 D1 ~ ~ 0 -1 37145 10 10 5 D2 ~ ~ 0 -1 37147 10 10 5 -1 S #37147 Narrow Stone Path ~ A few cracked stones follow the gradual grade up into the hills here. Thick tufts of grass and small patches of moss grow in between them, with the stones of the path almost entirely obscured by the grass. A single immense craggy rise blocks your view to the west. In all other directions, you follow the steep curves of the hills around you as they climb toward the horizon. ~ no_mob ~ 301465608 4 7 0 D0 ~ ~ 0 -1 37146 10 10 5 D2 ~ ~ 0 -1 37040 10 10 5 -1 S #37148 Rocky Outcropping~ You stand on an exposed portion of the hills, with little around to shield you from the elements. The ground here is rocky and rough, with many small stones scattered about the area, and many small patches of scraggly weeds growing in between them. To the east, you see several large boulders and, further off, a stand of trees. ~ ~ 301465600 5 9 0 D1 ~ ~ 0 -1 37143 10 10 5 E stones~ Unremarkable flat grey rocks. ~ 78 17 1509949540 -2 0 -1 S #37149 Rocky Hilltop~ You stand near the summit of a rocky hill, its weathered grey slabs of stone exposed to a constant, sharp wind. A few small bushes and tufts of grass grow here between the slabs, while to the north and west, the ground falls away steeply toward the bottom of a dark gorge. Obscured by the ragged line of the hill, you cannot see its bottom. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37150 10 10 5 D2 ~ ~ 0 -1 37143 10 10 5 A ~ ~ send_to_room( #water, room ); ~ E water~ You the faint sounds of rushing water. ~ ! 2 25 0 -1 S #37150 Wooded Hills~ The woods here are thick and tangled with dark vines and underbrush. The everpresent boulders and exposed rock faces are absent here, replaced by rough vegetation which slows your step. A pair of holly bushes bars movement to the east. ~ action [Mali] Funny symbols when I type open holly ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37151 10 10 5 D2 ~ ~ 0 -1 37142 10 10 5 D3 ~ ~ 0 -1 37149 10 10 5 A ~ ~ i = random( 1, 10 ); if( rflag( reset0, room ) ) { if( random( 1, 10 ) < 3 ) { wait( i ); send_to_room( #falls, room ); obj_to_room( oload( 663 ), room ); end; } } else remove_rflag( reset0, room ); ~ E falls~ A small holly berry falls to the ground. ~ ! 1 1000 9 A e ea eas east~ ~ send_to_char( #holly, ch ); end; ~ E holly~ The holly bushes are too thick to pass through. ~ ! 0 0 0 663 17 1509949540 -2 0 2509 9 1509949490 3 0 2508 9 1509949465 3 0 -1 S #37151 Lightly Wooded Hillside~ A few elms and young oaks dot the hillside here, growing in small clusters amidst large slabs of exposed rock. To the north, a cliff drops hundreds of feet down to a small stream flowing along the bottom of a stone gorge. ~ search elm garnet changed to agate --kiian ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37152 10 10 5 D2 ~ ~ 0 -1 37150 10 10 5 E elm~ You look at the elms scattered about the area and notice one with a particlarly large, wrinkled root. ~ E trees elms oaks~ The trees seem particularly old and weathered here, for some unknown reason. ~ A search~ elm root~ if( !rflag( reset0, room ) ) { send_to_char( #nothing, ch ); end; } else if( random( 1, 5 ) < 2 ) { remove_rflag( reset0, room ); obj_to_char( oload( 632 ), ch ); send_to_char( #garnet, ch ); act_notchar( #garnet2, ch ); end; } else send_to_char( #nothing, ch ); ~ E garnet2~ $n looks around and seems to find something! ~ E garnet~ Looking under a gnarled root, you find a small gem! ~ E nothing~ You look around and find nothing. ~ ! 0 0 0 2509 9 1509949540 3 0 -1 S #37152 A Rocky Cliff in the Hills~ The hill drops away to the north, where a rushing stream plummets down a deep rocky chute between hills. On the other side, you spy a narrow trail wind its way across the steep hillside, zigzagging between large boulders and the thick trunks of pine trees. To the south of you, a thick wall of vegetation bars passage. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37153 10 10 5 D3 ~ ~ 0 -1 37151 10 10 5 840 17 1509949540 -2 0 -1 S #37153 Clearing in the Hills~ You stand in a rocky cliffside clearing. Many large boulders lie scattered about the area, the rocky soil inhibiting the growth of anything larger than a few tufts of sallow hill grass. Near the edge of the precipice to the north you spy several large iron rings which have been driven into the stone ground. A few old trees, their trunks covered by creepers and vines, grow along the southern edge of the clearing. ~ to card magic tower cli down/n 39278 [Mantispid] Might need more keywords.. can't seem to find anything that opens the area to the north. [Thyme] should you be able to go north? ~ 301465600 4 9 0 D0 ~ ~ 234 -1 39278 10 10 5 D2 ~ ~ 0 -1 37154 10 10 5 D3 ~ ~ 0 -1 37152 10 10 5 E trees trunks~ The trees seem old here, almost dying from the vine and tangled growth which climbs their trunks from the ground. ~ E boulders~ The boulders are big, really big, and heavy. Really heavy. ~ E rings iron ground~ The iron rings are firmly anchored to the rock beneath your feet. Looking closely, you see a few strands of aged rope tied to several of the rings. You realize that once, long ago, a rope bridge spanned the chasm to the north. ~ A ~ ~ send_to_char( #wind, ch ); continue; ~ E wind~ A sharp gust of wind blows across the open hillside. ~ ! 2 25 0 872 17 1509949455 -2 0 2693 17 1509949460 -2 0 -1 S #37154 Thickly Wooded Hillside~ You stand in an almost impenetrable tangle of vegetation - thick trees covered with dark, creeping vines and dense, thorny underbrush. Dark brambles and several large boulders bar passage to the south and west. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37153 10 10 5 D1 ~ ~ 0 -1 37156 10 10 5 E vines~ The vines hang from the trees. They are dark and thick. ~ A ~ ~ send_to_char( #tangle, ch ); continue; ~ E tangle~ You make your way through the thick vegetation. ~ ! 3 -1 3 A climb~ boulder boulders~ send_to_char( #vine, ch ); act_notchar( #vine2, ch ); transfer( ch, find_room( 37155 ) ); act_notchar( #arrive, ch ); ~ E arrive~ $n arrives from a mass of tangled vines. ~ E vine2~ $n pushes $e way between some vines and climbs up onto a large boulder, disappearing from view. ~ E vine~ You climb up between the vines and onto the boulder, then slip down the other side. ~ ! 0 0 0 A s so sou sout south w we wes west~ ~ send_to_char( #south, ch ); ~ E south~ The dark brambles prevent movement in that direction. ~ ! 0 0 0 2509 9 1509949540 3 0 -1 S #37155 Stone Cairn~ A high stone cairn has been constructed inside a ring of giant boulders. Outside the stone ring, dark creeping vines and the thick trunks of aged trees push toward the small clearing and the stones inside of it. ~ mistletoe here [Monica] in the stone cairn by pennan when you look vine, it says vegitation ~ 301465600 3 4 0 E cairn~ Several large stones, stacked one on top of another, placed here as a marker. ~ E trees~ The trees seem ancient here, their branches intertwined with one another to form a thick canopy of green above your head. ~ E vines~ The vines crawl between the boulders and trees here, joining with the bushes and trees here to form an almost impermeable wall of vegitation. ~ A climb~ boulder boulders~ send_to_char( #vine, ch ); act_notchar( #vine2, ch ); transfer( ch, find_room( 37154 ) ); act_notchar( #arrive, ch ); ~ E arrive~ $n climbs down from the top of a boulder. ~ E vine2~ $n climbs up onto a boulder and disappears from view. ~ E vine~ You climb up onto a boulder. ~ ! 0 0 0 A ~ ~ send_to_room( #wind, room ); ~ E wind~ A soft wind rustles through the trees. ~ ! 2 10 0 A pray reflect~ ~ i = random( 1, 10 ); j = random( 1, 2 ); if( j == 1 ) { if( !rflag( reset1, room ) ) { act_room( #appears, ch ); set_rflag( reset1, room ); wait( i ); obj_to_room( oload( 667 ), room ); end; } send_to_char( #peace, ch ); end; } send_to_char( #peace, ch ); ~ E peace~ You feel at peace and in harmony with your natural surroundings. ~ E appears~ @b@GA soft wind rushes through the trees, leaving a small sprig of mistletoe on top of the cairn where there was none just a moment before. ~ ! 0 0 0 A stand enter go~ circle inside stones~ send_to_char( #stand, ch ); if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); remove_rflag( reset1, room ); } ~ E stand~ You step inside the circle of ancient stones with a measured reverence. ~ ! 0 0 0 -1 S #37156 Wooded Hills~ You see a rocky clifftop clearing to the north. To the east and west, the hillside is covered by thick forest, while a wall of dense brambles prevents movement to the south. The trees here are large, and quite old, their limbs reaching far above your head. A few toadstools grow on the ground here, in the dark shadows between the trees. ~ other side toadstools/mushrooms for ranger herbalism skill? ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37157 10 10 5 D1 ~ ~ 0 -1 37159 10 10 5 D3 ~ ~ 0 -1 37154 10 10 5 A s~ ~ i = 1d5; send_to_char( #brambles, ch ); dam_message( ch, i, "the wall of brambles" ); inflict( ch, mob, i, "the wall of brambles" ); ~ E brambles~ The wall of brambles are too dense to pass through. ~ ! 0 0 0 134 9 1509949540 3 0 -1 S #37157 Rocky Cliff~ A deep crevasse prevents your passage to the north and west. Dark, wooded hills on the far side of the chasm rise above your present position, obscuring the horizon behind their rough curves. To the south and east, the woods follow the curve of the hill. ~ r/w ~ 301465600 4 9 0 D1 ~ ~ 0 -1 37158 10 10 5 D2 ~ ~ 0 -1 37156 10 10 5 A ~ ~ send_to_char( #wind, ch ); continue; ~ E wind~ A gust of wind blows in your face. ~ ! 2 25 0 -1 S #37158 Atop a Cliff~ The ground tumbles down into a jagged crevasse to the north here, the harsh, angular lines along its sides leading downward toward a small stream, hundreds of feet below you. On the far side, the hills resume their climb up toward the horizon, thick woods covering the steep inclines under an olive canopy. To the west, the trees stop abruptly; you see an open area at the top of a cliff. ~ ~ 301465600 4 9 0 D2 ~ ~ 0 -1 37159 10 10 5 D3 ~ ~ 0 -1 37157 10 10 5 A n~ ~ send_to_char( #north, ch ); ~ E north~ You decide not to head north, not wanting to plummet toward certain doom. ~ ! 0 0 0 -1 S #37159 Wooded Hills~ You stand in a rocky section of the hills. To the east, a small gap between a rough outcropping leads downward toward a grassy meadow. You see more open space to the south, while to the north and west thick woods cover the hillside. ~ no_mob ~ 301465608 4 9 0 D0 ~ ~ 0 -1 37158 10 10 5 D1 ~ ~ 0 -1 37107 10 10 5 D2 ~ ~ 0 -1 37125 10 10 5 D3 ~ ~ 0 -1 37156 10 10 5 -1 S #37160 In a Small Cave~ You stand inside a rough-hewn chamber cored out of bedrock. The air is stale and dry, the ground covered with a thick layer of dust. A flight of narrow, roughly-hewn stairs goes down into the darkness. The bedrock looks bumpy, the small protrusions looking much like knobs. ~ secret door w to 37136 no_mob, here and below ~ 301465612 0 5 0 D3 hidden passage~ hidden passage~ 235 -1 37136 10 10 5 D5 ~ ~ 0 -1 37161 10 10 5 E bedrock~ The rough walls are dusty and uneven, with many dark protrusions and bumps jutting out toward you. ~ E chamber rock walls~ The walls are rough and unfinished. You sense that this is an old place, cored from the earth long, long ago. ~ E stairs~ The stairs are long and narrow, and seem less a creation of artifice than the natural shape of the cave. ~ A d do dow down~ ~ send_to_char( #down, ch ); continue; ~ E down~ You head down the narrow stone stairs. ~ ! 0 0 0 A twist~ bump knob~ if( is_open( room, west ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); send_to_room( #to_all, find_room( 37136 ) ); open( room, west ); }; ~ E to_all~ A door appears out of nowhere in the face of the boulder to the east. ~ E to_room~ $n touches the wall, and a door appears out of nowhere along the west wall. ~ E to_char~ You twist a small rocky bump on the wall, and a door appears in the west wall where there was none before. ~ E nothing~ The hidden door is already open. ~ ! 0 0 0 A turn~ bump knob~ if( !is_open( room, west ) ) { send_to_char( #nothing, ch ); }; else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); send_to_room( #to_all, find_room( 37136 ) ); close( room, west ); }; ~ E to_all~ A small door in the boulder to the east suddenly disappears. ~ E to_room~ $n touches something on the wall, and the door along the west wall suddenly disappears. ~ E to_char~ You turn a small knob in the wall, and the door in the west wall suddenly disappears. ~ E nothing~ The hidden door is already closed. ~ ! 0 0 0 A 1 look~ bump protrusions knobs~ if( is_open( room, west ) ) act_tochar( #twist, ch ); else act_tochar( #turn, ch ); ~ E twist~ Some of the protrusions look very much like knobs. One in particular seems to be smoother and more worn than the others. It looks as if one of the protrusions can be turned. ~ E turn~ Some of the protrusions look very much like knobs. One in particular seems to be smoother and more worn than the others. It looks as if one of them can be twisted. ~ ! 0 0 0 -1 S #37161 Hidden Room~ You stand in a small, dark room. Rock walls surround you on three sides; the east wall is made entirely out of aged oak wood. A narrow set of steps climb along the west wall at a steep angle. Under the stairs, a large circular symbol is carved into the stone wall. ~ secret tunnel entrance to 37160 leads back to barn in 37055 reds for actions extra for symbol close board [Greyclaw] the symbol needs an extra [Greyclaw] which describes it more than 4 words [Florian] *redid symbol, added wood and boards. ~ 301465612 0 5 0 D1 'board'~ 'board'~ 191 -1 37055 10 10 5 D3 secret doorway~ secret doorway~ 235 -1 37217 10 10 5 D4 ~ ~ 0 -1 37160 10 10 5 E symbol wall~ Carved into the wall is a immense, circular symbol. The shading and depth of the carving is such that it takes on the dimensions of a sphere. In the sphere's heart are three shapes and below them is a triangular button. ~ E 1 east oak wood boards~ The eastern wall of this chamber is made from several boards of oak that have been nailed into place. One of the boards, though, appears a bit loose. ~ E button~ The triangular button within the sphere is divided into three equal parts. One section is inlaid with ruby, one with emerald, and the third with topaz gemstones. ~ E shapes three~ The three shapes within the sphere look like runes or etchings. The first is a stylized lightning bolt, that is crisp and jagged. The second symbol is a perfect raindrop. The third symbol is a brilliant ball of flame. ~ A enter~ opening dark gap hole~ if( !rflag( reset0, room ) ) { send_to_char( #wriggle, ch ); act_notchar( #wriggle2, ch ); transfer( ch, find_room( 37055 ) ); act_notchar( #arrives, ch ); remove_rflag( reset0, room ); loop( followers ) { ch = rch; acode( room, 1 ); } } else send_to_char( #nogo, ch ); ~ E nogo~ You bang your head against the board. You see no opening. ~ E arrives~ A board slides to one side, and $n squeezes through the opening. ~ E wriggle2~ $n wriggles through the opening between the boards, and disappears from view. ~ E wriggle~ You wriggle through the opening between the boards. ~ ! 0 0 0 A move lift push~ board boards wood~ if( rflag( reset0, room ) ) { send_to_char( #moveboard, ch ); act_notchar( #moveboard2, ch ); remove_rflag( reset0, room ); } else send_to_char( #alreadymoved, ch ); ~ E alreadymoved~ The board is not blocking the small opening. ~ E moveboard2~ $n moves a board in the east wall, revealing a small opening. the east. ~ E moveboard~ You move the board, revealing a small opening to the east. ~ ! 0 0 0 A u up~ ~ send_to_char( #stairs, ch ); continue; ~ E stairs~ You carefully climb the narrow stone stairway. ~ ! 0 0 0 A press push touch~ button~ if( rflag( reset1, room ) ) { if( !rflag( reset0, room ) ) { if( !rflag( reset2, room ) ) { act_room( #shimmer, ch ); wait( 1 ); act_room( #pulse, ch ); wait( 2 ); act_room( #outline, ch ); open( room, west ); } else acode( room, 5 ); } else acode( room, 6 ); } else acode( room, 7 ); ~ E shimmer~ The symbol beneath the stairs begins to shimmer with a radiant white light. ~ E pulse~ @BThe symbol then begins to pulse and throb with power!@n ~ E outline~ As the symbol's glare dies down, you can see the glowing outline of a door appear in the west wall. The outline becomes brighter until at last there is a passage west. ~ ! 0 0 0 A ~ ~ act_room( #lightning, ch ); mob = mob_in_room( 2060, find_room( 85 ) ); do_spell( lightning bolt, mob, ch ); set_rflag( reset0, room ); set_rflag( reset1, room ); set_rflag( reset2, room ); ~ E lightning~ @YA blast of lightning shoots from the first symbol.@n ~ ! 0 0 0 A ~ ~ act_room( #acid, ch ); mob = mob_in_room( 2060, find_room( 85 ) ); do_spell( acid blast, mob, ch ); set_rflag( reset0, room ); set_rflag( reset1, room ); set_rflag( reset2, room ); ~ E acid~ @GA globule of acid jetisons from the second symbol!@n ~ ! 0 0 0 A ~ ~ act_room( #fire, ch ); mob = mob_in_room( 2060, find_room( 85 ) ); do_spell( fireball, mob, ch ); set_rflag( reset0, room ); set_rflag( reset1, room ); set_rflag( reset2, room ); ~ E fire~ @RA ball of fire shoots from the third symbol.@n ~ ! 0 0 0 A lightning bolt runic rune 4 first~ lightning bolt runic rune~ if( rflag( reset0, room ) ) act_tochar( #up, ch ); else act_tochar( #down, ch ); ~ E up~ The first symbol, that of a runic lightning bolt, glows with a soft yellow light. ~ E down~ The first symbol, that of a runic lightning bolt, glows with the darkness of night. ~ ! 0 0 0 A 1 look~ second raindrop green acid~ if( rflag( reset1, room ) ) act_tochar( #up, ch ); else act_tochar( #down, ch ); ~ E up~ The second symbol, that of a green raindrop, glows with the darkness of night. ~ E down~ The second symbol, that of a green raindrop, glows with a soft green light. ~ ! 0 0 0 A 1 look~ third fireball brilliant red~ if( rflag( reset2, room ) ) act_tochar( #up, ch ); else act_tochar( #down, ch ); ~ E up~ The third symbol, that of a ball of flame, glows with the darkness of night. ~ E down~ The third symbol, that of a ball of flame, glows with a brilliant red light. ~ ! 0 0 0 A touch press push~ first lightning bolt runic~ if( rflag( reset0, room ) ) { act_tochar( #press, ch ); act_notchar( #rpress, ch ); wait( 1 ); remove_rflag( reset0, room ); act_room( #dark, ch ); } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); set_rflag( reset0, room ); wait( 1 ); act_room( #light, ch ); } ~ E press~ You reach out and touch the runic lightning bolt symbol. ~ E rpress~ $n reaches out and touches the runic lightning bolt symbol. ~ E dark~ The first symbol within the sphere is overwhelmed with the darkness of night. ~ E light~ The first symbol within the sphere is overwhelmed with a soft yellow glow. ~ ! 0 0 0 A press touch push~ raindrop green acid second~ if( !rflag( reset1, room ) ) { act_tochar( #press, ch ); act_notchar( #rpress, ch ); wait( 1 ); set_rflag( reset1, room ); act_room( #dark, ch ); } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); remove_rflag( reset1, room ); wait( 1 ); act_room( #light, ch ); } ~ E press~ Reaching out, you press the second symbol within the sphere. ~ E rpress~ Reaching out, $n presses the second symbol within the sphere. ~ E dark~ The symbol of the green raindrop is overwhelmed by darkness. ~ E light~ The symbol of the green raindrop is overwhelmed by a gentle green light. ~ ! 0 0 0 A press touch push~ fireball red ball brilliant third~ if( !rflag( reset2, room ) ) { act_tochar( #press, ch ); act_notchar( #rpress, ch ); wait( 1 ); set_rflag( reset2, room ); act_room( #dark, ch ); } else { act_tochar( #press, ch ); act_notchar( #rpress, ch ); remove_rflag( reset2, room ); wait( 1 ); act_room( #light, ch ); } ~ E press~ You touch your hand to the third symbol within the sphere. ~ E rpress~ $n touches $s hand to the third symbol within the sphere. ~ E dark~ The symbol of the fireball is overwhelmed with the darkness of night. ~ E light~ The symbol of the fireball is overwhelmed with a brilliant red glow. ~ ! 0 0 0 A ~ ~ wait( 3 ); if( !is_follower( ch ) ) { act_room( #close, ch ); close( room, west ); } ~ E close~ The way west seals up as if the passage had never been. ~ ! 1 0 8 -1 S #37162 Meadow~ The sea of meadow grass continues in all directions save east. In that direction, a jagged cliff rises up above the meadow, its steep slopes covered with a thick tangle of dark brush and weatherworn trees. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37105 10 10 5 D2 ~ ~ 0 -1 37122 10 10 5 D3 ~ ~ 0 -1 37126 10 10 5 E 1 east ~ The cliff is far too steep to climb. ~ 161 9 1509949540 3 0 161 9 1509949540 3 0 161 9 1509949540 3 0 161 9 1509949540 3 0 161 9 1509949540 3 0 302 9 1509949540 3 0 256 9 1509949540 3 0 755 9 1509949490 3 0 -1 S #37163 Limestone Cave~ You stand in a large natural cave, its jagged white limestone walls slick and damp. Small pools of fetid water have collected amidst the crevices on the rough floor underfoot, and dim shafts of light reflected off the murky water creates faint, wavy patterns which appear on the uneven walls to each side. ~ [Fyli] In orc appearances: 'tattoo' has three t's. ~ 335020036 11 7 0 D0 ~ ~ 0 -1 37167 10 10 5 D2 ~ ~ 0 -1 37168 10 10 5 D3 ~ ~ 0 -1 37164 10 10 5 D4 stone slab ceiling~ 'stone slab' slab up ceiling~ 131 -1 37116 10 10 5 E 1 up above ceiling~ You see a small opening and stone slab which can be opened and closed. ~ 78 17 1509949465 -2 0 851 9 1509949540 3 0 851 9 1509949490 3 0 -1 S #37164 Small Limestone Cave~ The limestone walls close in on you here, until you are forced to move carefully arond the rough, uneven curves of the walls and floor. The ceiling here is low and damp, the puddles underfoot shallow but all too common. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 37165 10 10 5 D1 ~ ~ 0 -1 37163 10 10 5 851 9 1509949540 3 0 -1 S #37165 Limestone Cave~ The cave opens up here a bit, with a few deposits of reddish-brown clay intruding on the white limestone found elsewhere in this cave system. A number of stalagtites of varied size dangle menacingly above your head, with a few limestone shards scattered about the floor here. The cavern continues to the east and west, while it narrows somewhat off to the south. ~ action ~ 335020036 11 5 0 D1 ~ ~ 0 -1 37167 10 10 5 D2 ~ ~ 0 -1 37164 10 10 5 D3 ~ ~ 0 -1 37166 10 10 5 E rocks~ Pieces of broken rocks, ranging from pebbles to stones the size of a human head, litter the cavern floor. Closer examination of the larger pieces hints that the rocks, were once shaped like stalactites. ~ A ~ ~ if( random( 0, 1 ) == 1 ) continue; i = 1d12; send_to_room( #falls, room ); dam_message( ch, i, "a small stalactite" ); inflict( ch, mob, i, "a small stalactite" ); ~ E falls~ A loose stalactite falls from above. ~ ! 1 -1 15 -1 S #37166 Limestone Cave~ You stand in a smallish side cavern, oddly devoid of the stalagtites and stalagmites present in many of the other nearby caverns. To the west, the ceiling drops to within a few feet of the ground, eventually nearly joining with it. Too smallish to enter, you notice a faint trickle of water flowing out of the western wall, into the everpresent shallow pools beneath your feet. ~ ~ 335020036 11 6 0 D1 ~ ~ 0 -1 37165 10 10 5 851 9 1509949540 3 0 851 9 1509949540 3 0 852 9 1509949540 3 0 853 9 1509949540 3 0 2745 17 1509949460 -2 0 -1 S #37167 Limestone Cave~ Stalagmites and stalagtites grow like jagged teeth in the damp darkness of this limestone cave. Small pools of water have collected in the cracked rock underfoot, and you notice a few small limestone fragments scattered on the floor between the many shallow pools. ~ [Lansharra] orcish mercenary: tattoos lurker here ~ 335020036 11 6 0 D2 ~ ~ 0 -1 37163 10 10 5 D3 ~ ~ 0 -1 37165 10 10 5 A ~ ~ if( !mob_in_room( 783, room ) ) { if( random( 1, 3 ) == 2 ) { act_room( #fall, ch ); mload( 783, room ); mob = mob_in_room( 783, room ); loop( all_in_room ) { if( is_player( rch ) ) i = 2d10+15; attack( mob, rch, i, "thrashing tentacles" ); attack( mob, rch, i, "thrashing tentacles" ); } } } else act_room( #slime, ch ); ~ E fall~ @GA writhing mass of tentacles drops from the ceiling!@n ~ E slime~ @GA few drops of acidic slime drip slowly into a pool on the floor. ~ ! 0 0 0 851 9 1509949540 3 0 853 9 1509949490 3 0 2463 17 1509949540 -2 20 -1 S #37168 Among the Stalagmites~ Thick stalagmites of all sizes, from a few scant inches to some as large as a burly troll, litter the floor of this large, damp cavern. A small trickle of water flows into a fissure in the southern wall of the cavern, moving deeper into the earth and parts unknown. ~ [Lansharra] orcish mercenary: desc - tattoos ~ 335020036 5 6 0 D0 ~ ~ 0 -1 37163 10 10 5 E fissure~ Carved by years of erosion, this fissure is large enough for a man-sized hand to fit through into the crevice. ~ 851 9 1509949490 3 0 853 9 1509949540 3 0 -1 S #37169 Field~ You stand in an unplowed field. Delving Lane winds by, off to the east and north. South of here is the charred husk off a farmhouse, and to the west the craggy hills climb up from the valley floor. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37022 10 10 5 D1 ~ ~ 0 -1 37019 10 10 5 D2 ~ ~ 0 -1 37076 10 10 5 D3 ~ ~ 40 -1 37170 10 10 5 E west craggy hills~ The hills loom high above you to the west, their rocky, forested slopes cloaked in a thin veil of mist which looms above the valley. ~ A climb w we wes west up~ ~ send_to_char( #climb, ch ); continue; ~ E climb~ You head up the slope and into the lower portion of the hills. ~ ! 0 0 0 755 9 1509949540 3 0 -1 S #37170 Low Hillside~ You stand on a low rise at the base of the hills ringing the Rua Valley. To your west, the hills quickly rise far overhead, while below you to the east Delving Lane winds its way across the valley floor. ~ to 37223 ~ 301465600 4 9 0 D0 ~ ~ 0 -1 37023 10 10 5 D1 ~ ~ 40 -1 37169 10 10 5 E grass~ The patches of grass here are small but thick, growing between the rocks. ~ E rise~ As you look at the rise around you, you notice several large tufts of grass. ~ E rocky ground~ Several large stones lie scattered about the area here, surrounded by thick tufts of weeds and grass. ~ E 1 hills west foot cliff~ The rocky ground here rises several meters above the valley floor, its grade increasing quite quickly until it reaches the foot of a cliff to the west. ~ A e ea eas east n no nor nort north~ ~ if( modify_move( ch, -4 ) == 1 ) { modify_move( ch, 4 ); send_to_char( #east, ch ); continue; } else continue; ~ E east~ You head down the slope back toward the valley floor. ~ ! 0 0 0 A enter~ tuft~ if( !rflag( reset0, room ) ) { send_to_char( #enter, ch ); act_notchar( #enter2, ch ); send_to_room( #arrives, find_room( 37223 ) ); transfer( ch, find_room( 37223 ) ); } else send_to_char( #nopers, ch ); ~ E nopers~ You try to enter the hole, but cannot seem to fit. ~ E arrives~ $n arrives from above. ~ E enter2~ $n enters the hole. ~ E enter~ You enter the hole. ~ ! 0 0 0 A open push move~ weeds tuft grass~ if( rflag( reset0, room ) ) { send_to_char( #open, ch ); act_notchar( #open2, ch ); remove_rflag( reset0, room ); } else send_to_char( #already, ch ); ~ E already~ The grasses do not seem to block hole right now. ~ E open2~ $n looks around in the grass for something. ~ E open~ You move the snarled grasses away from the small hole. ~ ! 0 0 0 A search~ tuft tufts weed weeds~ if( random( 1, 10 ) < 6 ) { if( random( 1, 10 ) < 3 ) send_to_char( #hole ); } else send_to_char( #rocks, ch ); ~ E rocks~ The rocks here look as if they were once set out in some sort of pattern. ~ E hole~ As you survey the ground around you, you notice a small hole hidden amongst some weeds. ~ ! 0 0 0 755 9 1509949540 3 0 -1 S #37171 Well-tended Field~ You stand in a large, level field on the floor of the Rua Valley. Recently plowed and weeded, the smell of the freshly-tilled soil is strong and pungent. You spy additional fields and meadows to the south, and in the distance, the omnipresent ring of forested hills looms high above Pennan. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37027 10 10 5 D1 ~ ~ 0 -1 37059 10 10 5 D2 ~ ~ 0 -1 37181 10 10 5 D3 ~ ~ 0 -1 37172 10 10 5 700 9 1509949540 3 0 700 9 1509949490 3 0 702 9 1509949540 3 0 755 9 1509949540 3 0 -1 S #37172 Field~ Tall grass grows here, the field having been left fallow for quite some time. As you walk among the grass, you notice the faint outline of a stone foundation. All about you, the walls of the valley climb high above your head, their dark looming mass dwarfing the small chimneys and cornices of the crossroads village. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37028 10 10 5 D1 ~ ~ 0 -1 37171 10 10 5 D2 ~ ~ 0 -1 37191 10 10 5 D3 ~ ~ 0 -1 37173 10 10 5 E foundation stone~ As you trace the foundation's outline through the tall grass, you that a large building, with several rooms and at least two fireplaces, once stood here, facing the Valley Road. ~ 161 9 1509949540 3 0 -1 S #37173 Field~ You stand in a field full of weeds, small patches of clover, and low, tangled brush. The plow has not been seen here for years - only the continual grazing of village animals in the area has prevented the growth of additional vegetation. ~ [Khila Tgar] dog ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37029 10 10 5 D1 ~ ~ 0 -1 37172 10 10 5 D2 ~ ~ 0 -1 37192 10 10 5 D3 ~ ~ 0 -1 37174 10 10 5 E weeds~ Looking at the weeds, you notice the remains of a stone foundation. Once, long ago, a building stood here. ~ -1 S #37174 Decayed Wall~ A crumbled stone wall runs west to south here, its surface obscured by thick vines and thorny, crawling plants. Scores of the wall's smooth grey stones have, over time, tumbled to the ground below, littering the area around its base with cracked stone shards. ~ climb vines to get over wall (later) ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37030 10 10 5 D1 ~ ~ 0 -1 37173 10 10 5 832 17 1509949540 -2 0 755 9 1509949540 3 0 -1 S #37175 Narrow Gorge~ Lush vegetation grows on floor of a rocky gorge. Sheer walls to the east and west tower above you, their jagged faces partially obscured by thick colonies of lichens and spanish moss. A small footpath leads north through the carpet of thick grasses and bushes, while a dark curtain of vegetation blocks passage to the south. ~ enter vegetation to goto 37037 to s ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37176 10 10 5 E 3 vegetation 3 south plants wall~ You think you spy a road or path through the thick vegetation to the south. ~ A enter crawl push go~ vegetation plants wall south~ send_to_char( #south, ch ); act_notchar( #south2, ch ); transfer( ch, find_room( 37037 ) ); act_notchar( #arrives, ch ); ~ E arrives~ $n arrives from the north. ~ E south2~ $n pushes through the tangled vegetation. ~ E south~ You push your way through the tangled vegetation. ~ ! 0 0 0 -1 S #37176 Footpath through a Gorge~ The ground here is moist, and a spongey carpet of moss has for the most part replaced the tall grasses which grow off to the south. The gorge's walls are almost entirely covered with dark mosses and vines, and a light mist clouds the narrow space between the rock walls about you. As you push through thick leaves and bushes, you see the footpath continue to the east and south. ~ ~ 301465600 2 9 0 D1 ~ ~ 0 -1 37177 10 10 5 D2 ~ ~ 0 -1 37175 10 10 5 E moss~ Thick mosses seem to grow everywhere here in this lush and secluded corner of the Rua Valley. ~ E wall~ The walls are covered with dense growth. You don't think you can climb them. ~ 2509 9 1509949540 3 0 2501 9 1509949540 3 0 -1 S #37177 Footpath Along the Bottom of a Gorge~ Steep rock walls rise to the north and south, their presence keeping a fine mist hovering in the damp overhead. The verdant vegetation clings to the ground here, with mosses and wide, leafy bushes crowding the trail's edge. A tiny stream trickles along the floor of the gorge, leading east and west. ~ ~ 301465600 2 9 0 D1 ~ ~ 0 -1 37178 10 10 5 D3 ~ ~ 0 -1 37176 10 10 5 E bushes~ The bushes' long leaves are green and thick from the lush soil and abundant water here. ~ -1 S #37178 A Solitary Spring~ Thick bushes crowd the edges of a small clearing. A small @bspring@n flows out between some patches of moss and rocks, its cool stream disappearing soon afterwards under the thick leaves of the nearby foliage. High above you, thick spanish moss hangs from the rocky walls of the gorge. ~ n is 37211 [Szen] I think after falling off of a cliff that I'd be laying down ;) cross stream to enter [Lansharra] nothing tells you to enter vegetation [Lansharra] enter moss doesn't work ~ 301465600 2 7 0 D3 ~ ~ 0 -1 37177 10 10 5 E moss~ The moss hangs from the craggy walls in long strands which move slightly to and fro in the breeze. ~ E e~ The rock walls rise high above the thick vegetation which encircles the spring. ~ A l lo loo look~ n no nor nort north~ if( find_skill( ch, searching ) > 3 ) { if( random( 1, 10 ) < 3 ) { send_to_char( #north, ch ); if( find_stat( ch, int ) > 14 ) { wait( 1 ); send_to_char( #north2, ch ); } } else send_to_char( #north3, ch ); } else send_to_char( #north3, ch ); ~ E north3~ Thick vegetation grows at the base of a rocky cliff. ~ E north2~ You notice a large footprint beside some broken leaves. It is very large. ~ E north~ You look to the north and spy a dark cave opening obscured by the thick vegetation. ~ ! 0 0 0 A enter~ vegetation plants~ if( find_stat( ch, level ) < 20 ) { send_to_char( #fear, ch ); end; } send_to_char( #enter, ch ); act_notchar( #enter2, ch ); send_to_char( #fear2, ch ); transfer( ch, find_room( 37211 ) ); act_notchar( #arrives, ch ); ~ E fear2~ You pause for a moment, sensing a great danger which lurks nearby. ~ E fear~ As you step to enter the vegetation, your knees buckle and your body begins to shake involuntarily. You realize that whatever lies on the other side would bring an end to your existence. Paralyzed with feer, you cannot bring yourself to procede further. ~ E arrives~ $n arrives from the south. ~ E enter2~ $n pushes through the vegetation to the north and disappears from view. ~ E enter~ You push through the plants and head toward the cave opening. ~ ! 0 0 0 A cross~ stream~ if( has_obj( 2848, ch ) ) { act_tochar( #enter, ch ); act_notchar( #goes, ch ); transfer( ch, find_room( 51001 ) ); } else { act_tochar( #nope, ch ); act_notchar( #stay, ch ); } ~ E enter~ You grab your key and wade through the stream to get to your hideaway. ~ E goes~ You see $n cross the stream and disappear from sight. ~ E nope~ You cannot cross the stream. ~ E stay~ You see $n start the enter the water, then sigh and return to the firm ground. ~ ! 0 0 0 696 17 1509949540 -2 0 2509 9 1509949490 3 0 -1 S #37179 Garden~ You stand in a small roadside garden. To the east, a small shack tilts slightly to one side. You keep your distance, unsure of its structural soundness. The small wrinkles in the earth are each carefully weeded and watered, and you note a number of familiar herbs growing here. ~ place for herbs? ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37180 10 10 5 D2 ~ ~ 0 -1 37022 10 10 5 D3 ~ ~ 0 -1 37086 10 10 5 358 17 1509949540 -2 0 -1 S #37180 Near the Lake~ A grassy bank offers a fine view of the small mill lake to the northeast. Several large, mossy rocks lie on the ground, interspersed with the tufts of tall grass near the water's edge. ~ r/w lift rock for coin? search tufts? ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37117 10 10 5 D2 ~ ~ 0 -1 37179 10 10 5 D3 ~ ~ 0 -1 37087 10 10 5 E rocks mossy~ The mossy rocks are slick from the damp air which comes off of the nearby lake. ~ E tufts grass~ The thick tufts crowd the waterside, from which you hear the song of birds and other waterfowl coming from within. ~ A breeze~ ~ send_to_room( #breeze, room ); ~ E breeze~ A soft, cool breeze comes off the lake, soothing your tired form. ~ ! 2 25 0 755 9 1509949540 3 0 -1 S #37181 Field~ You stand in a lush field on the floor of the Rua Valley. Left fallow for the season, many short grasses and weeds grow in the wrinkled earth. Several large wooden stakes have been pounded into the soft earth here, perhaps to prevent grazing animals from straying. ~ ~ 301465601 2 9 0 D0 ~ ~ 0 -1 37171 10 10 5 D1 ~ ~ 0 -1 37182 10 10 5 D2 ~ ~ 0 -1 37185 10 10 5 D3 ~ ~ 0 -1 37191 10 10 5 E stake stakes wooden~ The stakes have holes drilled in them, so they may be used to tether animals to a particular spot. ~ 161 9 1509949540 3 0 755 9 1509949490 3 0 161 9 1509949540 3 0 -1 S #37182 Dirt Yard~ You stand in a modest, dusty area encircled by the remains of an aged wooden fence. Several parts of the fence having been smashed to flinders. Once a large pen for corralling animals, the gaps in the fence render it useless. To the east, you spy what appears to be a small shop. ~ add sign ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37059 10 10 5 D1 'wooden door' door~ 'wooden door' door~ 513 -1 37183 10 10 5 D2 ~ ~ 0 -1 37184 10 10 5 D3 ~ ~ 0 -1 37181 10 10 5 E 1 east~ You see a small building, and a sign which hangs above the door. ~ A open~ east door wooden~ act_tochar( #ch, ch ); ~ E ch~ The area to the east is temporarily closed. ~ ! 0 0 0 84 9 1509949540 3 0 207 9 1509949540 3 0 -1 S #37183 Entrance to the Hattiers' Shop~ You have entered a simple one-room cottage. A small hearth faces a wooden table, while a few bedrolls lie scattered about the edges of the room. Each of the three windows are shuttered and nailed closed. ~ ~ 301465605 0 5 0 D3 'wooden door'~ 'wooden door'~ 513 -1 37182 10 10 5 D4 ~ ~ 0 -1 41001 10 10 5 702 9 1509949540 3 0 -1 S #37184 Overgrazed Field~ You stand in a level patch of mossy turf on the floor of the Rua Valley. The scattered tufts of grass here are short, little more than stubble really, and you surmise that the villagers frequently graze their livestock in the area. To the west is a section of the town wall, its stones cracked with age and exposure. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37182 10 10 5 D1 ~ ~ 0 -1 37186 10 10 5 D2 ~ ~ 0 -1 37188 10 10 5 D3 ~ ~ 0 -1 37185 10 10 5 161 9 1509949540 3 0 256 9 1509949540 3 0 -1 S #37185 Collapsed Wall~ The woeful condition of the wall to the south reflects the decline endemic to the valley. Many of the wall's components have fallen to the ground or been removed to locations unknown; those few giant stones which remain have sunken deep into the soft grassy ground beneath your feet. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37181 10 10 5 D1 ~ ~ 0 -1 37184 10 10 5 D3 ~ ~ 0 -1 37193 10 10 5 302 9 1509949540 3 0 2693 17 1509949460 -2 0 -1 S #37186 Corn Field~ You stand in a short, stubbly corn field. The corn has been harvested of late, and from the scores of animal tracks crisscrossing the field, the villagers have apparently turned their animals loose to feed upon the remains. Stone buildings block your progress to the north and east. ~ r/w ~ 301465600 2 9 0 D2 ~ ~ 0 -1 37187 10 10 5 D3 ~ ~ 0 -1 37184 10 10 5 84 9 1509949540 3 0 755 9 1509949540 3 0 -1 S #37187 Meadow and Stream~ You stand in a waist-high meadow bordered on the south by a clear, deep creek. A few low bushes and saplings grow near the waterside, none of them exceeding more than a foot or two in height. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37186 10 10 5 D1 ~ ~ 0 -1 37189 10 10 5 D3 ~ ~ 0 -1 37188 10 10 5 660 17 1509949540 -2 0 755 9 1509949540 3 0 2694 17 1509949460 -2 0 -1 S #37188 Near the Old Wall~ You stand in a field of tall grass and patches of low, spongey moss. To the south, the shattered remnants of an old stone wall rise up out of the grass. Dark green weeds grow along the edge of a slow-moving brook to the south of here. On the far bank, you spy additional fragments the old town wall and, in the distance, a range of hills rising up toward the horizon. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37184 10 10 5 D1 ~ ~ 0 -1 37187 10 10 5 A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 544 17 1509949540 -2 0 755 9 1509949540 3 0 880 17 1509949540 -2 0 -1 S #37189 Meadow~ Tall grass and a few scraggly bushes mark the open space around you. A slow-moving brook flows by to the south, while further upstream Mallander's Way cross a small ford. A handful of ferns grow by the waterside, their long green leaves casting soft, cool shadows on the nearly still water. ~ search bushes for rabbit. ~ 301465600 2 9 0 D1 ~ ~ 0 -1 37048 10 10 5 D3 ~ ~ 0 -1 37187 10 10 5 E bushes~ The bushes are a foot or so in height, and their banchesre covered with small, spiny barbs. ~ A open search~ bushes~ if( !rflag( reset0, room ) ) { send_to_char( #search, ch ); end; } else if( random( 1, 10 ) < 7 ) { remove_rflag( reset0, room ); mob = mload( 2503, room ); send_to_char( #rabbit, ch ); act_notchar( #rabbit2, ch ); end; } else send_to_char( #search, ch ); ~ E search~ You search the bushes and find nothing of note. ~ E rabbit2~ $n searches the bushes and a rabbit leaps out, startled! ~ E rabbit~ You search the bushes and a rabbit leaps out! ~ ! 0 0 0 -1 S #37190 Stone House~ You stand in a small stone house. The few small windows are shuttered, and the room has been stripped of its furnishings. The hearth is bare, the floor dusty, and the air stale. Whatever has been troubling the valley has seemingly driven this building's owners away - permanently. ~ no_mob ~ 335020045 0 5 0 D1 door~ door~ 1 -1 37047 10 10 5 D5 cellar door~ 'cellar door'~ 131 -1 37216 10 10 5 E floor dust~ You spy the faint outline of a door amid the dust and dirt covering the floor. One would assume it leads to a cellar of some sort. ~ E window shuttered~ From the look of things, they didn't plan on coming back. ~ -1 S #37191 Lush Meadow~ The grass here is high and extremely thick, and from the many animal tracks and footpaths covering the area, you assume that locals have taken advantage of this to graze their animals here. A single immense boulder lies among the tufts of valley grass, too great for the locals to remove. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37172 10 10 5 D1 ~ ~ 0 -1 37181 10 10 5 D2 ~ ~ 0 -1 37193 10 10 5 D3 ~ ~ 0 -1 37192 10 10 5 E boulder immense~ The boulder is big, really big, and too heavy to move. Forget about it. ~ 161 9 1509949540 3 0 161 9 1509949540 3 0 302 9 1509949540 3 0 161 9 1509949540 3 0 84 9 1509949540 3 0 1161 9 1509949460 3 0 -1 S #37192 Beneath a Crumbled Parapet~ You stand at the foot of the old town wall, looking up at the crumbled shell of Pennan's ancient fortifications. The wall here runs from the northwest to the southeast, cutting across the thin grass of a rocky field. Beyond the wall, high forested hills loom along the horizon. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37173 10 10 5 D1 ~ ~ 0 -1 37191 10 10 5 256 9 1509949540 3 0 2506 9 1509949540 3 0 161 9 1509949540 3 0 161 9 1509949540 3 0 -1 S #37193 Crumbled Wall~ The tall grass thins as it approaches the base of an old wall. The ground here is soft, and over the years the structure's foundation has slowly sunk, causing the wall to lean toward you at a noticeable angle. ~ climb wall/pine grove south is 39289 ~ 301465600 2 9 0 D0 ~ ~ 0 -1 37191 10 10 5 D1 ~ ~ 0 -1 37185 10 10 5 E old wall south~ The wall has clearly seen better days, but has nonetheless managed to remain standing. Off on the other side of the wall, the tips of a few great pine trees poke into view. ~ A climb~ 1 south wall battlements~ if( find_skill( ch, climb ) > random( 4, 7 ) ) { send_to_char( #climb, ch ); act_notchar( #climb2, ch ); transfer( ch, find_room( 39289 ) ); end; } act_tochar( #no, ch ); ~ E climb2~ $n grunts and then climbs over the old wall to the south, disappearing from view. ~ E climb~ With a grunt and a heave, you climb over Pennan's old wall. ~ E no~ You try to climb the wall but slip. ~ ! 0 -1 0 757 9 1509949540 3 0 -1 S #37194 Small Garden~ Careful rows of vegetables spread out before you as you regard this roadside garden. A footpath skirts its perimeter, leading north toward a dusty clearing. To the east, a simple door offers entry to a nearby cottage. ~ [Thyme] fix garden door name ~ 301465600 1 9 0 D0 ~ ~ 0 -1 37195 10 10 5 D1 garden door~ garden door~ 131 -1 37057 10 10 5 D2 ~ ~ 0 -1 37026 10 10 5 E vegetables rows~ Carefully tended, you can only find a few weeds in the little vegetable garden before you. ~ A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 544 17 1509949460 -2 0 755 9 1509949540 3 0 -1 S #37195 Clearing~ You stand in a small dirt clearing. The hills are quite close here, with a craggy cliff face looming high above you to the north. Several large stumps are in the center of the clearing, presumably placed there for use as chopping blocks. A high rock wall prevents passage to the west. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37070 10 10 5 D2 ~ ~ 0 -1 37194 10 10 5 E stump stumps large~ The stumps' surfaces are riddled with axe marks. They all seem to be quite old. ~ A climb~ wall~ if( find_skill( ch, climb ) > 7 ) { if( random( 1, 10 ) < 6 ) { send_to_char( #climb, ch ); act_notchar( #climb2, ch ); transfer( ch, find_room( 37206 ) ); act_notchar( #arrives, ch ); } else send_to_char( #fail, ch ); } else send_to_char( #fail, ch ); ~ E fail~ Try as you might, you cannot make it over the wall. ~ E arrives~ $n hops off the wall. ~ E climb2~ $n grunts and climbs over the rock wall, disappearing from view. ~ E climb~ With a grunt, you heave yourself over the rock wall. ~ ! 0 0 0 -1 S #37196 Orchard Entrance~ You stand under a canopy of thick branches formed by two apple trees which stand on either side of the path. Looking north you see what was once an orchard. Weeds and vines cover the ground, and the trees have become overgrown and twisted from lack of care over the years. Worn and grey, an arched trellis spans the small path that leads into the orchard. ~ ~ 301465608 3 7 0 D0 ~ ~ 0 -1 37197 10 10 5 D3 ~ ~ 0 -1 37008 10 10 5 E message~ In barely legible carvings you can read: Shimka loves Sophia ~ E trees~ These apple trees are very old and worn. Their bark has been smoothed out by the many hands that have touched them over the years. In one of the trees a message has been carved. Its words have been slowly worn away with the passage of time. ~ E arched trellis~ Thick with long, spindly weeds, you can see the remains of a rose-vine that once grew on the trellis. The wood of the trellis is dried and split with age. ~ A ~ ~ continue; ~ E to_char~ @GYou head under the trellis and into the thick canopy of trees.@n ~ ! 3 0 1 -1 S #37197 Abandoned Orchard~ You are near the canopied entrance to the orchard. The aged apple trees are covered by tangled vines and thick brush, as if no one has cared for them in many years. Sharp reeds grow next to the stream which flows quietly to the west. To the south an overgrown archway sweeps over the small path leading out of the orchard. ~ ~ 301465600 3 7 0 D0 ~ ~ 0 -1 37198 10 10 5 D1 ~ ~ 0 -1 37201 10 10 5 D2 ~ ~ 0 -1 37196 10 10 5 E sharp reeds~ Many small weeds and reeds grow along the edge of the stream. ~ E stream~ A small stream hugs the end of the orchard as it winds its way south and north. On the far bank a high hedgerow grows, making movement that way impossible. ~ E canopy canopied~ The branches of the apple trees have grown thickly together to form an almost solid canopy above your head. ~ E trees apple tangled vines brush~ Thick vines creep up the aged bark of the apple trees, slowly choking the life from them. At the base of the trees small scrubby brush grows, covering the ground with a dappling of green. ~ A ~ ~ continue; ~ E to_char~ @GYou $t $d under the trellis and out of the orchard.@n ~ ! 3 0 4 755 9 1509949540 3 0 755 9 1509949540 3 0 398 17 1509949540 -2 0 -1 S #37198 Abandoned Orchard~ A large tree grows in this part of the orchard. High in the air, its branches hold many apples, ripe for picking. A small stream flows swiftly next to the orchard, flowing quickly by in a small ravine to the west. Across the stream you see a small village surrounded by plowed fields. From here, the village seems peaceful and quiet. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37199 10 10 5 D1 ~ ~ 0 -1 37202 10 10 5 D2 ~ ~ 0 -1 37197 10 10 5 E tree~ This large tree looks like you could climb up into its tangled branches. ~ E apple~ Several ripe apples hang from some of the higher branches of the tree. ~ A climb~ tree apple up~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #flying, ch ); transfer( ch, find_room( 37209 ) ); act_notchar( #flying2, ch ); end; } if( is_mounted( ch ) ) { act_tochar( #nomount, ch ); end; } if( find_skill( ch, climb ) > random( 0, 7 ) ) { act_tochar( #success, ch ); act_notchar( #success1, ch ); transfer( ch, find_room( 37209 ) ); act_notchar( #success2, ch ); } else { act_tochar( #fail, ch ); act_notchar( #failed, ch ); end; } loop( followers ) { ch = rch; acode( room, 1 ); } ~ E nomount~ @GYou can't do that while mounted.@n ~ E flying2~ @G$n flies up from below and lands on a nearby branch.@n ~ E flying~ @G$n flies up into the tree.@n ~ E fly~ @GYou fly up into the tree.@n ~ E failed~ @G$n slips while trying to climb the tree.@n ~ E fail~ @GYou slip and almost hurt yourself.@n ~ E success2~ @G$n comes clambering up from below.@n ~ E success1~ @G$n grabs a low lying branch and clambers up the tree.@n ~ E success~ @GFinding many helping branches you clamber up the tree.@n ~ ! 0 0 0 A pick get take~ apples~ act_tochar( #nope, ch ); ~ E nope~ @GThe apples are too high. Maybe if you climb the tree.@n ~ ! 0 0 0 A ~ ~ send_to_room( #bubble, room ); ~ E bubble~ @GThe @Bwater@Gburbles gently as it trickles by.@n ~ ! 2 50 0 702 17 1509949540 -2 0 702 17 1509949540 -2 0 702 17 1509949540 -2 0 398 17 1509949540 -2 0 -1 S #37199 Abandoned Orchard~ The ground slopes downward to meet the stream to the west of here. The weeds seem to be less tangled, affording you a better view of the village across the stream. From here, the village seems all but abandoned. Few of the fields are tended and many of the buildings are in various stages of disrepair. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37200 10 10 5 D1 ~ ~ 0 -1 37203 10 10 5 D2 ~ ~ 0 -1 37198 10 10 5 E 1 west village buildings~ The whole village looks quiet; the buildings rundown and many abandoned. ~ E fields~ The fields lay fallow, untended and overgrown with weeds. ~ A ~ ~ send_to_room( #bubble, room ); ~ E bubble~ @GThe @Bwater@Gburbles gently as it trickles by.@n ~ ! 2 50 0 755 9 1509949540 3 0 398 17 1509949540 -2 0 -1 S #37200 In Front of a Shack~ This area of the orchard is filled with weeds and dead branches. The twisted trees form a dark canopy which completely blocks out the sky above you. To the north a small shack sits between two large trees. The building is surrounded by several warped bushes, and is covered by a mass of dark and twisting vines. The door leading into the structure has long ago dropped from its hinges to the ground, where it lies now with the rest of the rotten lumber scattered about the area. ~ ~ 301465600 3 9 0 D0 door~ door~ 1 -1 37208 10 10 5 D2 ~ ~ 0 -1 37199 10 10 5 E shack~ A rickety structure, the shack seems to wish to fall over at any second. The only things keeping it standing seem to be the vines completely enveloping the building. ~ E lumber~ A pile of old rotting lumber lies in front of the shack. ~ E vines warped bushes~ Tangled bushes and long, sinewy vines have encroached on this old shack. The vines climb all over the shack, slowly tearing it apart. ~ E trees~ Two large trees cast shade on the old shack. The seem healthy, although some vines are slowly beginning to crawl up their trunks. ~ E door~ The door is warped and split with age and weathering. The rusted hinges still cling to the dry wood. ~ A o op open ope clo clos close~ door 1 north~ act_tochar( #nope, ch ); ~ E nope~ @GThe door has fallen from its hinges and cannot be opened or closed.@n ~ ! 0 0 0 A search~ pile lumber wood~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You search the lumber, but find nothing. ~ E rmsearch~ $n searches the pile of lumber. ~ ! 0 0 0 -1 S #37201 Abandoned Orchard~ Old apple trees stand in this part of the orchard. Their branches spread high in the air, covering the entire area. Some of the trees look large enough to climb. A dense wall of thorns grows off to the east and south. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37202 10 10 5 D3 ~ ~ 0 -1 37197 10 10 5 E thorns wall~ Thick and tangled, the thorny vines have cut off all passage to the east and south. ~ E apple trees~ Overgrown and tangled apple trees grow in neat rows. ~ A climb~ tree trees~ if( random( 1, 10 ) < 3 ) { act_tochar( #climb, ch ); act_notchar( #rmclimb, ch ); end; } act_tochar( #climb2, ch ); act_notchar( #rmclimb, ch ); ~ E climb2~ @GTry as you might, you can't get up the tree.@n ~ E climb~ @GAs you begin to climb you slip and fall to the ground.@n ~ E rmclimb~ @G$n tries to climb the tree, but fails miserably.@n ~ ! 0 0 0 A south east~ ~ act_tochar( #plants, ch ); ~ E plants~ @GThe thick growth prevents movement in that direction.@n ~ ! 0 0 0 759 9 1509949540 3 0 840 17 1509949540 -2 0 -1 S #37202 Abandoned Orchard~ The trees here are old and twisted, no longer bearing fruit; they have slowly started to die. As the trees have withered, the weeds have flourished and covered the ground. Now the entire area is blanketed with thorns and vines, making it very difficult to move. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37203 10 10 5 D1 ~ ~ 0 -1 37205 10 10 5 D2 ~ ~ 0 -1 37201 10 10 5 D3 ~ ~ 0 -1 37198 10 10 5 E weeds thorns vines~ A thick carpet of weeds and thorny vines covers much of the area. They seem to be thriving here as the trees lose their leaves and more sunlight reaches the ground. ~ E trees twisted~ The branches of the trees grow so thick, the trees seem to be choking and slowly dying from the combination of lack of space and the voracious weeds. ~ A ~ ~ act_tochar( #move, ch ); continue; ~ E move~ @GYou push your way through the weeds and vines.@n ~ ! 3 -1 15 A ~ ~ act_tochar( #move, ch ); ~ E move~ @GYou walk into a thick tangle of weeds.@n ~ ! 1 0 15 -1 S #37203 Abandoned Orchard~ An unusually large apple tree dominates this area of the orchard. Its many branches have become intertwined with the surrounding trees. The ground is choked with weeds, and many fallen leaves are scattered about the area. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 37204 10 10 5 D2 ~ ~ 0 -1 37202 10 10 5 D3 ~ ~ 0 -1 37199 10 10 5 E leaves~ Thick weeds and tangled vines grow along the ground. Many brightly colored leaves are scattered amongst the weeds and vines. ~ E tree~ This apple tree towers above the rest of its surroundings. It looks as though it might be a good vantage point to survey the rest of the area. ~ E branches~ The long and twisted branches of this apple tree have mingled with those of the nearby trees, creating an almost solid mass of dying limbs. ~ A climb~ up apple tree~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #flying, ch ); transfer( ch, find_room( 37238 ) ); act_notchar( #flying2, ch ); end; } if( is_mounted( ch ) ) { act_tochar( #nomount, ch ); end; } if( find_skill( ch, climb ) > random( 0, 7 ) ) { act_tochar( #success, ch ); act_notchar( #success1, ch ); transfer( ch, find_room( 37238 ) ); act_notchar( #success2, ch ); } else { act_tochar( #fail, ch ); act_notchar( #failed, ch ); end; } loop( followers ) { ch = rch; acode( room, 1 ); } ~ E nomount~ @GYou cant do that while mounted.@n ~ E flying2~ @G$n flies up from below and lands on a nearby branch.@n ~ E flying~ @G$n flies up into the tree.@n ~ E fly~ @GYou fly up into the tree.@n ~ E failed~ @G$n slips while trying to climb the tree.@n ~ E fail~ @GYou slip and almost hurt yourself.@n ~ E success2~ @G$n comes clambering up from below.@n ~ E success1~ @G$n grabs a low lying branch and clambers up the tree.@n ~ E success~ @GFinding many helping branches you clamber up the tree.@n ~ ! 0 0 0 702 17 1509949540 -2 0 702 17 1509949540 -2 0 702 17 1509949540 -2 0 702 17 1509949540 -2 0 702 17 1509949540 -2 0 2504 9 1509949540 3 0 -1 S #37204 A Dead Spot in the Orchard~ The trees in this area seem to be slowly dying off. The branches overhead hold only wilted leaves where healthy apples should grow. The area is mysteriously devoid of birds and bugs, and nothing seems to move in the branches overhead. You notice pieces of a strange vine scattered about in the trees. A large hedge grows to the north and east, effectively cutting off all attempts to travel in those directions. ~ ~ 301465600 3 9 0 D2 ~ ~ 0 -1 37205 10 10 5 D3 ~ ~ 0 -1 37203 10 10 5 E hedge~ A thick hedge grows directly north and east of this area. Its presence makes travel impossible. ~ E trees overhead leaves branches~ The dry leaves that remain on the trees are withered and brown. The trunks and branches are grey, no longer protected by bark, and weathered by the sun. ~ E vine~ A thick vine wraps itself tightly around some of the trees here. It seems to have killed a few of them. ~ A e ea eas east n no nor nort north~ ~ act_tochar( #move, ch ); ~ E move~ @GYou try to pass through the bushes but find it impassable.@n ~ ! 0 0 0 721 9 1509949540 3 0 -1 S #37205 By the Burnt Tree~ Small bushes and shrubs are scattered amongst the weeds and vines here. Although healthy, the trees are smaller here than in other parts of the orchard. One of the trees has been damaged badly by fire. A thick wall of vegetation prevents movement to the south and east. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 37204 10 10 5 D3 ~ ~ 0 -1 37202 10 10 5 E burnt tree~ This tree appears to have been struck by lightning some time in the past. It is now split in two separate sections, each of which are black and charred. Surprisingly, some of the branches on the tree still support living leaves. ~ E bushes shrubs~ The shrubs and bushes are small, although somewhat overgrown. ~ E wall vegetation~ The wall of vegetation is thickly overgrown, and has sharp needle-like thorns. ~ E weeds vine~ Thick, thorny vines and tall weeds grow in a thick tangle beneath the trees. They have choked away most of the other vegetation. ~ 473 9 1509949540 3 0 2504 9 1509949540 3 0 246 17 1509949490 -2 0 -1 S #37206 Over the Garden Wall~ You stand in a small area, between the back of the inn and a high stone wall. A small wooden trellis covered with creeping vines grows up the side of the stone building, while to the south the wall curves around to meet the building. To the north a steep cliff rises above your head. Underfoot, several small plants grow in neat rows - a small herb garden. ~ herbs. trellis? sp ~ 301465604 2 9 0 D0 'cliff'~ 'cliff'~ 227 -1 37218 10 10 5 E depression faint circular~ As you examine the depression more closely, you find a small circular stone embedded in its center. ~ E inn~ The wood and stone back wall of the inn is obscured by the vine-covered trellis. There are no windows facing this way. ~ E cliff~ The craggy cliff rises far above your head - it is clearly too steep to climb. ~ E wall~ A very high rock wall, with small tufts of grass growing between the stones at its base. ~ E plants garden~ Many small herbs, both familiar and unusual, grow underfoot. The garden is well-tended and has recently been watered. ~ E vines~ The vines are old, and quite thick as they climb up from the ground into the trellis. ~ E stone~ The stone has a single strange marking on it, about which you are at a loss to glean any meaning from. ~ A search~ cliff~ if( find_skill( ch, searching ) > 2 ) { if( random( 1, 10 ) < 5 ) { wait( 1 ); send_to_char( #secret, ch ); } else send_to_char( #nothing, ch ); } else send_to_char( #nothing, ch ); ~ E nothing~ Try as you might, you can discover nothing unusual about the cliff. ~ E secret~ Following the rough contours of the bare rock with your hands, you locate a faint circular depression in the face of the cliff. ~ ! 0 0 0 A push~ rune~ i = 1d10; if( !rflag( reset0, room ) ) { send_to_char( #no, ch ); end; } if( rflag( reset0, room ) ) { send_to_char( #push, ch ); act_notchar( #push2, ch ); open( room, north ); wait( 1 ); send_to_room( #open, room ); remove_rflag( reset0, room ); } ~ E open~ @BWith a thud, part of the cliff face opens up and a door appears to the north. ~ E no~ The runed stone won't budge. ~ E push2~ $n touches the cliff face. ~ E push~ You push on the rune and the small stone slides a few inches deeper into the cliff face. ~ ! 0 0 0 A climb~ wall~ if( find_skill( ch, climb ) > 7 ) { if( random( 1, 10 ) < 6 ) { send_to_char( #climb, ch ); act_notchar( #climb2, ch ); transfer( ch, find_room( 37195 ) ); act_notchar( #arrives, ch ); } else send_to_char( #fail, ch ); } else send_to_char( #fail, ch ); ~ E fail~ Try as you might, you cannot make it over the wall. ~ E arrives~ $n hops off the wall. ~ E climb2~ $n grunts and climbs over the rock wall, disappearing from view. ~ E climb~ With a grunt, you heave yourself over the rock wall. ~ ! 0 0 0 A climb~ trellis wooden vines~ i = 1d10+5; if( find_skill( ch, climb ) > random( 7, 10 ) ) { if( random( 1, 10 ) < 10 ) { send_to_char( #climb, ch ); act_notchar( #climb2, ch ); transfer( ch, find_room( 37239 ) ); act_notchar( #arrives, ch ); end; } send_to_char( #slip ); act_notchar( #slip2, ch ); dam_message( ch, i, "the fall" ); inflict( ch, rch, i, "the fall" ); } send_to_char( #no, ch ); ~ E no~ You try to climb the trellis, but are unable to make it up. ~ E slip2~ $n climbs part way up the trellis, then slips and falls! ~ E slip~ Halfway up the trellis, you slip and fall! ~ E arrives~ $n arrives from below. ~ E climb2~ $n climbs up the wooden trellis and slowly disappears from view. ~ E climb~ Carefully looking where you place your hands, you climb up the wooden trells and onto the roof of the inn. ~ ! 0 0 0 A get take pick~ red flowering plant rose~ acode( find_room( 345 ), 3 ); ~ ! 0 0 0 544 17 1509949540 -2 0 -1 S #37207 Black Hills Road~ This wide road is flanked by tall hills covered with dark green pine trees. Several pairs of deep ruts have been cut by countless wagons moving back and forth over the years, but now weeds grow here and there on the road. To the south you see a large dirt mound, the feeble remains of Pennan's fortifications. ~ no_mob ~ 301465608 12 9 0 D0 ~ ~ 0 -1 38310 10 10 5 D2 ~ ~ 0 -1 37090 10 10 5 A s so sou sout south~ ~ send_to_char( #south, ch ); continue; ~ E south~ You climb over the dirt mound and head south. ~ ! 0 -1 0 2693 17 1509949460 -2 0 -1 S #37208 An Abandoned Shack~ You stand in a small rundown wooden shack. The inside of this building shows a great amount of wear from exposure to the elements. The roof and walls have large holes in them that animals seem to use as doors. A pile of rusty tools lie off in a corner. The doorway to the south is open, the door long ago fallen off its hinges. ~ ~ 301465608 0 5 0 D2 door~ 'door'~ 1 -1 37200 10 10 5 D5 trapdoor~ trapdoor~ 2187 -1 39321 10 10 5 E holes walls roof~ Small holes dot the warped wooden walls and roof of this ancient shack. Tiny footprints show in the dirt of the floor where animals have passed. ~ E footprints~ You look more closely at the footprints and notice a small trapdoor in the floor. It does not appear to be locked. ~ A o op open ope clo clos close~ door 1 south~ act_tochar( #nope, ch ); ~ E nope~ @GThe door has fallen from its hinges and cannot be opened or closed.@n ~ ! 0 0 0 A search~ pile rusty tools~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ @GYou dig through the pile of rusty tools, but find nothing of value.@n ~ E rmsearch~ @G$n searches the pile of tools.@n ~ ! 0 0 0 723 9 1509949540 3 0 724 17 1509949540 -2 0 -1 S #37209 In the Apple Tree~ You climb up the apple tree and gaze out over the valley floor. From this point you are able to see the entirety of the Rua valley. The village of Pennan lies a short distance to the west, while the remains of this small orchard remain entirely on the east side of the small stream running through the valley. You notice that the forest has encroached upon the area once held only by the orchard, and is slowly beginning to destroy the apple trees in the process. ~ [Rue] done ~ 301465600 3 5 0 D5 ~ ~ 0 -1 37198 10 10 5 E Pennan village~ From here you can see that Pennan is a collection of small buildings. The village looks quiet, almost serene. ~ A pick~ apple~ if( rflag( reset0, room ) ) { if( random( 1, 5 ) < 3 ) { send_to_char( #none, ch ); act_notchar( #none2, ch ); remove_rflag( reset0, room ); } else { obj_to_char( oload( 49 ), ch ); send_to_char( #ch, ch ); act_notchar( #ch2, ch ); } } else send_to_char( #none, ch ); act_notchar( #none2, ch ); ~ E none2~ @G$n looks for a ripe apple, but can't find one.@n ~ E ch2~ @G$n picks a juicy apple from the tree.@n ~ E ch~ @GYou pick a juicy apple from the tree.@n ~ E none~ @GYou can't find any more ripe apples to pick.@n ~ ! 0 0 0 473 9 1509949540 3 0 -1 S #37210 Edge of the woods~ Under Construction. ~ ~ 301465600 3 9 0 D3 ~ ~ 0 -1 37008 10 10 5 -1 S #37211 In a Deep Gorge~ You stand on the bottom of a gorge, amid scores of jagged rocks and an almost overwhelming display of vegetation. All about you, plants vie for space with one another on the moist ground between the giant boulders and nearby walls of the gorge. To the east and west, the craggy walls of the gorge rise high above you, their towering forms blocking out all but a thin sliver of sky. At the top of the gorge, you see a tree trunk which lies across it, much like a bridge. To the south of here, a dense tangle of vegetation chokes the floor of the gorge. To the north, the canyon continues. ~ enter plants to goto 37178 to south move fear action s of here in action boulder area ~ 301465600 2 7 0 D0 ~ ~ 0 -1 37212 10 10 5 E boulders~ The boulders are very large and you would guess very heavy. Looking around at several of them, you notice that a number have flattened plants and trees, almost as if they had landed on top of them. ~ E plants vegetation south~ You think you see a faint path somewhere to the south, through the branches. ~ A enter ~ vegetation south plants~ send_to_char( #enter, ch ); act_notchar( #enter2, ch ); transfer( ch, find_room( 37178 ) ); act_notchar( #arrives, ch ); ~ E arrives~ $n arrives from the north. ~ E enter2~ $n pushes through the vegetation to the south and disappears from view. ~ E enter~ You push through the plants and head south. ~ ! 0 0 0 A ~ ~ i = 4d25+25; if( mob_in_room( 715, find_room( 37214 ) ) ) { if( !rflag( reset0, find_room( 37214 ) ) ) { ch = rand_char( room ); loop( all_in_room ) { act_tochar( #boulder, rch ); dam_message( rch, i, "the ettin's huge boulder" ); inflict( rch, mob, i, "the ettin's huge boulder" ); } } } ~ E boulder~ @b@RThe ettin flings a huge boulder into the room! ~ ! 2 500 0 A ~ ~ ~ ! 1 -1 5 -1 S #37212 Before a Dark Cave~ You stand before the gaping maw of a cave. Over time, huge section of the hillside has over time split in two, leaving an opening suited even for the largest of creatures. Thick vegetation grows all about the area, and thick mosses hang down over much of the opening, drifting slowly in the slight breeze, hanging off of the many boulders scattered around the area. ~ ~ 301465604 0 7 0 D0 ~ ~ 0 -1 37213 10 10 5 D2 ~ ~ 0 -1 37211 10 10 5 A ~ ~ if( find_stat( ch, level ) < 20 ) { send_to_char( #fear, ch ); end; } else send_to_char( #fear2, ch ); continue; ~ E fear2~ As you step toward the cave opening, you pause for a moment, sensing a great danger which lurks in the darkness inside. ~ E fear~ As you step to enter the cave, your knees buckle and your body begins to shake involuntarily. You realize that whatever lies within would bring an end to your existence. Paralyzed with fear, you cannot bring yourself to enter the cave. ~ ! 0 0 0 A ~ ~ i = 4d25+25; if( mob_in_room( 715, find_room( 37214 ) ) ) { if( !rflag( reset0, find_room( 37214 ) ) ) { ch = rand_char( room ); loop( all_in_room ) { send_to_char( #boulder, rch ); dam_message( rch, i, "the ettin's huge boulder" ); inflict( rch, mob, i, "the ettin's huge boulder" ); } } } ~ E boulder~ A huge boulder crashes into the area, hurled by the ettin! ~ ! 2 650 0 755 17 1509949540 -2 0 -1 S #37213 Damp Cave~ You stand in a dark passageway, the air cool and the size of the cave beyond your ability to determine. The floor seems to slope downward to the south, and you can hear the soft sound of running water. As you walk, the sound of the water is accompanied by the soft crunch of bone underfoot. The air around you carries an unpleasant stench. A number of boulders lie scattered about the area. ~ ~ 301465604 0 7 0 D0 ~ ~ 0 -1 37214 10 10 5 D2 ~ ~ 0 -1 37212 10 10 5 E boulders~ Huge, and probably quite heavy. ~ E bone down~ Many bone fragments, both large and small, are strewn about the area. They appear to be animal, human, and otherwise. ~ A smell~ ~ send_to_room( #flesh, room ); ~ E flesh~ The still air reeks of rotting flesh. ~ ! 0 -1 0 A ~ ~ i = 4d25+25; if( mob_in_room( 715, find_room( 37214 ) ) ) { if( !rflag( reset0, find_room( 37214 ) ) ) { ch = rand_char( room ); loop( all_in_room ) { send_to_char( #boulder, rch ); dam_message( rch, i, "the ettin's huge boulder" ); inflict( rch, mob, i, "the ettin's huge boulder" ); } } } ~ E boulder~ A boulder crashes into the room, thrown by an enraged ettin! ~ ! 2 750 0 A lift move roll~ boulder~ send_to_Char( #lift, ch ); ~ E lift~ Try as you might, you cannot move the giant boulder. ~ ! 0 0 0 757 17 1509949540 -2 0 -1 S #37214 Cave End~ The rough rock walls of the cave disappear into a deep veil of darkness. A slight echo and a rush of cool air suggest that the chamber is quite large, even as you are unable to determine its actual dimensions. An almost stench of rotting flesh and urine penetrates your nostrils. It seems to emanate from a haphazard pile of rubble and matted straw to your left. Several huge boulders are stacked off in a dark corner. ~ ~ 301465605 0 7 0 D2 ~ ~ 0 -1 37213 10 10 5 E boulders stack corner~ Too heavy to lift, the boulders resist your attempts to move and examine them further. ~ E pile straw matted~ Looking at the dark pile of objects to your left, you find the rubble to consist of many small and medium-sized stones, old straw, and a few rotten animal skins. ~ A listen~ ~ send_to_char( #drip, ch ); ~ E drip~ The slow drip of water falling from stone echoes throughout the cave. ~ ! 0 -1 0 36 17 1509949490 -2 0 715 9 1509949540 3 0 23 17 1509949490 -2 0 -1 S #37215 Private Chamber~ A simple feather bed and side table leans against the south wall here, opposite a fine stone hearth. Large iron windows adorn the east and west walls, their shutters opened to take advantage of the fine view of the valley which they possess. A large pine wardrobe stands silently against one wall, while a small circular rug decorates the center of the room. A flight of stairs along the south wall leads back toward the storage room and the inn proper. ~ ~ 301465600 3 9 0 D5 ~ ~ 0 -1 37085 10 10 5 E 4 bedstand table~ A simple earthenware pitcher sits on the wooden stand. Looking inside, you notice that it is empty. ~ A ~ ~ send_to_char( #leave, ch ); act_notchar( #leave2, ch ); continue; ~ E leave2~ $n heads down the stairs. ~ E leave~ You head down the stairs. ~ ! 3 -1 32 760 49 1509949540 -2 0 2827 81 1509949445 -2 0 -1 S #37216 Dank Cellar~ You stand in a small, dark cellar. The floor is damp, and has been only partially finished, with the dirt floor uneven and sloping steeply from north to south. Several large wooden barrels are stacked in one corner, and a few rusty farm implements lean against the opposite wall. ~ no_mob so no wanderers get stuck in here ~ 335020045 0 5 0 D4 hatch~ hatch~ 131 -1 37190 10 10 5 E rusty farm implements~ An old dull scythe, a battered hoe, and some broken sticks. Nothing of particular use or interest. ~ E floor damp down dirt~ The dirt on the floor seems loose, and not very hard packed as you would expect. ~ E barrel stack corner~ Old, damp and musty, they seem to be full of nothing but grimey sand and dirt. A few are empty and seem to have once contained wine or some other liquid. ~ A dig excavate~ floor dirt ground down~ i = random( 1, 3 ); if( !has_obj( 599, ch ) ) { send_to_char( #nothing, ch ); end; } if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); if( has_obj( 599, ch ) ) { send_to_char( #dig, ch ); act_notchar( #dig2, ch ); wait( 2 ); if( i == 1 ) { send_to_char( #find, ch ); obj_to_char( oload( 770 ), ch ); } if( i > 1 ) send_to_char( #nada, ch ); end; } } send_to_char( #dugup, ch ); ~ E nothing~ You don't have anything to dig with. ~ E nada~ You poke around, but don't seem to find anything. ~ E dugup~ You notice that someone has recently dug in the dirt here. ~ E find~ You find something in the dirt! ~ E dig2~ $n starts to poke around in the dirt with a digging stick. ~ E dig~ Digging stick in hand, you start jabbing at the dirt. ~ ! 0 0 0 A search~ barrels stack corner~ i = random( 1, 2 ); if( i == 1 ) send_to_char( #1, ch ); if( i == 2 ) send_to_char( #2, ch ); ~ E 2~ You find nothing in the barrels. ~ E 1~ You search through the barrels and find nothing of interest. ~ ! 0 0 0 A ~ ~ i == random( 1, 10 ); if( random( 1, 10 ) < 5 ) { wait( i ); send_to_room( #rat, room ); } ~ E rat~ You hear a rat moving about in the darkness. ~ ! 1 0 1 724 9 1509949540 3 0 -1 S #37217 Hidden Meditation Chamber~ The walls of this chamber are of simple stone but have the look of dwarven craftsmanship. Around the room, in each of its corners, stands an iron brazier which provides an ample amount of light for the small chamber. The only other thing in the room is a large, woven mat of fine fabric. ~ ~ 301465612 0 9 0 D1 secret doorway~ secret doorway~ 235 -1 37161 10 10 5 E mat woven large fine fabric~ The mat which lies on the ground is round in shape and woven from a fine fabric. You can see tiny silver and golden threads intertwined within its spiraling design. ~ 2186 9 1509949540 3 0 2425 17 1509949540 -2 0 2425 17 1509949540 -2 0 2425 17 1509949540 -2 0 2425 17 1509949540 -2 0 -1 S #37218 Hidden Tunnel~ A dusty, roughly-hewn tunnel burrows through the bedrock. Its dimensions uncertain, you move slowly, with a great deal of caution lest you stumble upon some unseen hazard. A lever fashioned out of a dark metal juts out of the west wall. ~ ~ 301465604 0 5 0 D0 ~ ~ 0 -1 37219 10 10 5 D2 'cliff~ 'cliff~ 227 -1 37206 10 10 5 A pull~ lever~ if( is_open( room, south ) ) { send_to_char( #cant, ch ); end; } else send_to_char( #pull, ch ); act_notchar( #pull2, ch ); open( room, south ); send_to_room( #open, room ); ~ E open~ With a thud, an opening to the south appears. ~ E pull2~ $n pulls the lever. ~ E pull~ You pull the lever. ~ E cant~ The lever won't budge. ~ ! 0 0 0 A push~ lever~ if( !is_open( room, south ) ) { send_to_char( #cant, ch ); end; } else send_to_char( #push, ch ); act_notchar( #push2, ch ); close( room, south ); send_to_room( #close, room ); ~ E close~ The rock door to the south closes with a thud. ~ E push2~ $n pushes a lever. ~ E push~ You push the lever. ~ E cant~ The lever won't budge. ~ ! 0 0 0 A ~ ~ if( reputation( ch, secomber ) < 0 ) { act_tochar( #tochar, ch ); act_notchar( #notchar, ch ); transfer( ch, find_room( 37206 ) ); act_notchar( #notchar2, ch ); } continue; ~ E notchar2~ $n arrives from the north. ~ E notchar~ A strong force propels $n out of the dark tunnel. ~ E tochar~ A strong force propels you out of the dark tunnel. ~ ! 1 0 5 -1 S #37219 Hidden Tunnel~ A dusty, roughly-hewn tunnel burrows through the bedrock. Its dimensions uncertain, you move slowly, with a great deal of caution lest you stumble upon some unseen hazard. ~ ~ 301465604 0 5 0 D1 ~ ~ 0 -1 37220 10 10 5 D2 ~ ~ 0 -1 37218 10 10 5 -1 S #37220 Tunnel Collapse~ The tunnel comes to what once was a T-junction here. The branch to the north, however, has collapsed, leaving tons of dark rock blocking progress in that direction. To the east and west the way is clear. ~ North written in for future expansion. ~ 301465604 0 5 0 D1 ~ ~ 0 -1 37221 10 10 5 D3 ~ ~ 0 -1 37219 10 10 5 E north rock collapse~ The tunnel collapse is impressive, and total. You see no means of bypassing the rubble and heading north. ~ -1 S #37221 Hidden Tunnel~ A dusty, roughly-hewn tunnel burrows through the bedrock. Its dimensions uncertain, you move slowly, with a great deal of caution lest you stumble upon some unseen hazard. A few small rocks lie scattered about the area. ~ ~ 301465604 0 5 0 D1 ~ ~ 0 -1 37222 10 10 5 D3 ~ ~ 0 -1 37220 10 10 5 E rocks ~ The rocks are rough, and made out of a strange red-brown stone which does not match the texture or color of the tunnel walls. ~ -1 S #37222 Hidden Tunnel~ A dusty, roughly-hewn tunnel burrows through the bedrock. Its dimensions uncertain, you move slowly, with a great deal of caution lest you stumble upon some unseen hazard. ~ finish actions and rextras ~ 301465604 0 5 0 D0 ~ ~ 0 -1 37223 10 10 5 D3 ~ ~ 0 -1 37221 10 10 5 -1 S #37223 Hidden Tunnel~ The dusty tunnel comes to an end here, in a small dark room. Several large stones are arranged in a semicircle around the room, almost as if they were chairs gathered for some long since forgotten meeting. ~ to 37170 ~ 301465604 0 5 0 D2 ~ ~ 0 -1 37222 10 10 5 E stones~ The stones are really merely giant stone blocks or cubes, smooth and dark and covered with a thick layer of dust. ~ E up ceiling~ You see a small opening in the ceiling. ~ A open ~ ceiling up above~ room = find_room( 37170 ); if( rflag( reset0, room ) ) { send_to_char( #open, ch ); act_notchar( #open2, ch ); remove_rflag( reset0, room ); } else send_to_char( #already, ch ); ~ E already~ The way up seems to be clear. ~ E open2~ $n reaches up into the darkness overhead. A moment later, a wan shaft of light falls onto the dusty stones of the room. ~ E open~ You reach above your head and push what seems to be a mass of thick weeds out of the way. A dim shaft of light falls down into the room. ~ ! 0 0 0 A climb~ up~ room = find_room( 37170 ); if( !rflag( reset0, room ) ) { send_to_char( #up, ch ); act_notchar( #up2, ch ); send_to_room( #arrives, find_room( 37170 ) ); transfer( ch, find_room( 37170 ) ); } else send_to_char( #nopers, ch ); ~ E nopers~ Something overhead is blocking the way. ~ E arrives~ $n appears from nowhere. ~ E up2~ $n climbs up and disappears from view. ~ E up~ You climb up. ~ ! 0 0 0 A ~ ~ if( reputation( ch, secomber ) < 0 ) { act_tochar( #tochar, ch ); act_notchar( #notchar, ch ); transfer( ch, find_room( 37170 ) ); act_notchar( #notchar2, ch ); } continue; ~ E notchar2~ $n arrives from the below. ~ E notchar~ A strong force propels $n out of the dark tunnel. ~ E tochar~ A strong force propels you out of the dark tunnel. ~ ! 1 0 5 -1 S #37224 Fallow Field~ Another field left unplowed for the season. Thick grass grows underfoot, as the ground slopes slightly downward to the east toward a cold brook. To the north and south are worn stone buildings. ~ ~ 301465600 2 9 0 D3 ~ ~ 0 -1 37072 10 10 5 A ~ ~ send_to_room( #frog, room ); continue; ~ E frog~ You hear a soft plop! as a nearby frog jumps into the brook to east. ~ ! 2 20 0 880 17 1509949540 -2 0 -1 S #37225 Root Cave~ You stand in a dark, rock cave. Immense slabs of rock jut out from the walls in all directions, and huge masses of roots crisscross the cave, their gnarled mass anchoring the trees above the surface. A gap between two roots leads yet further downward into darkness. A steep incline leads up out of the cave. ~ [Lansharra] extra slabs, masses/roots? [Lansharra] shouldn't look gap/crevices be in room above this one? ~ 301465612 0 5 0 D5 ~ ~ 0 -1 37226 10 10 5 E gap~ A small opening between two roots looks as if you might be able to slip in. ~ A d do dow down~ ~ send_to_char( #down, ch ); continue; ~ E down~ You enter the gap and continue downward. ~ ! 0 0 0 A climb go~ incline up~ send_to_char( #enter, ch ); act_notchar( #enters, ch ); transfer( ch, find_room( 37119 ) ); act_notchar( #arrives, ch ); ~ E arrives~ $n arrives from below. ~ E enters~ $n climbs up and out of the cave. ~ E enter~ You climb up and out of the cave. ~ ! 0 0 0 -1 S #37226 Below the Rocks and Roots~ You stand on a ledge in a series of nearly vertical caves and passages, far below the rocky, windblown hilltop. No roots penetrate the unworked stone walls which surround you. You think you hear the faint sounds of running water, but are unable to tell with surety. ~ [Raudhrskal] surety? certainty might sound a bit better ~ 301465604 0 5 0 D4 ~ ~ 0 -1 37225 10 10 5 D5 ~ ~ 0 -1 37227 10 10 5 A ~ ~ if( find_stat( ch, level ) < 20 ) send_to_char( #danger, ch ); else send_to_char( #danger2, ch ); ~ E danger2~ You sense something lurking in the darkness below, a sinister, evil presence which knows only one thing - how to kill. ~ E danger~ Something sinister lurks in the darkness below. You are barely able to resist an overpowering urge to flee, and remove yourself from mortal peril, and the sense of impending doom which pervades this shadowy cave. ~ ! 1 -1 48 59 9 1509949540 3 0 -1 S #37227 Dark Cavern~ You have reached the floor of a large natural cavern. All around you, rock walls lead to and fro, the silent record of the earth's earliest days. Immense slabs of rock jut out from the northwest and southeast, coming within a few feet of meeting one another. ~ [Lansharra] extra wall/slab ~ 301465604 0 7 0 D0 ~ ~ 0 -1 37228 10 10 5 D1 ~ ~ 0 -1 37230 10 10 5 D2 ~ ~ 0 -1 37229 10 10 5 D3 ~ ~ 0 -1 37231 10 10 5 D4 ~ ~ 0 -1 37226 10 10 5 750 9 1509949540 3 0 59 9 1509949540 3 0 -1 S #37228 Dark Cavern~ You stand in a dark subterranean cavern, its rough surfaces seemingly untouched by any force other than nature. The air is stale and cool. ~ ~ 301465604 0 9 0 D1 ~ ~ 0 -1 37233 10 10 5 D2 ~ ~ 0 -1 37227 10 10 5 750 9 1509949540 3 0 872 17 1509949460 -2 0 -1 S #37229 Dark Cavern~ You stand in a dark subterranean cavern, its rough surfaces seemingly untouched by any force other than nature. The air is stale and cool. ~ [Lansharra] so my eyes can't see what's south? whatever it is that's unusual...? ~ 301465604 0 9 0 D0 ~ ~ 0 -1 37227 10 10 5 D2 'cavern wall'~ 'cavern wall'~ 171 -1 37234 10 10 5 D3 ~ ~ 0 -1 37232 10 10 5 E rough surfaces~ As you examine the walls around you, you notice a slightly discolored stone embedded in the southern wall. ~ E stone discolored~ It seems to be loose. ~ A move push~ stone~ if( rflag( reset0, room ) ) { send_to_char( #move, ch ); act_notchar( #move2, ch ); open( room, south ); remove_rflag( reset0, room ); end; } send_to_char( #open, ch ); ~ E open~ It is already open. ~ E move2~ $n touches a spot on the southern wall and a hidden door to the south appears. ~ E move~ You push the stone in and a hidden exit to the south opens. ~ ! 0 0 0 78 17 1509949490 -2 0 750 9 1509949540 3 0 750 9 1509949540 3 0 -1 S #37230 Dark Cavern~ You stand in a dark subterranean cavern, its rough surfaces seemingly untouched by any force other than nature. The air is stale and cool. A few dark branches and stones have been collected against the east wall. ~ ~ 301465604 0 9 0 D0 ~ ~ 0 -1 37233 10 10 5 D3 ~ ~ 0 -1 37227 10 10 5 E branch branches stones~ They seem to have been piled together, as if to form a crude nest. ~ A search~ nest~ i = random( 1, 15 ); if( rflag( reset0, room ) ) { if( i == 1 ) { send_to_char( #crescent, ch ); act_notchar( #crescent2, ch ); obj_to_char( oload( 780 ), ch ); remove_rflag( reset0, room ); end; } if( i == 2 ) { send_to_char( #scroll, ch ); act_notchar( #scroll2, ch ); obj_to_char( oload( 1013 ), ch ); remove_rflag( reset0, room ); end; } else send_to_char( #nothing, ch ); remove_rflag( reset0, room ); end; } remove_rflag( reset0, room ); send_to_Char( #nothing, ch ); ~ E scroll2~ $n cries out, having found something in the rubble! ~ E scroll~ As you search through the crude nest, you come across what appears to be an ancient scroll! ~ E nothing~ You search through the rubble, and find nothing of interest. ~ E crescent2~ $n looks through the rubble, and cries out, having found something! ~ E crescent~ As you search through the crude nest, you find a small crescent-shaped dagger! ~ ! 0 0 0 -1 S #37231 Dark Cavern~ You stand in a dark subterranean cavern, its rough surfaces seemingly untouched by any force other than nature. The air is stale and cool. ~ ~ 301465604 0 9 0 D1 ~ ~ 0 -1 37227 10 10 5 D2 ~ ~ 0 -1 37232 10 10 5 26 17 1509949442 -2 0 -1 S #37232 Dark Cavern~ You stand in a dark subterranean cavern, its rough surfaces seemingly untouched by any force other than nature. The air is stale and cool. ~ ~ 301465604 0 9 0 D0 ~ ~ 0 -1 37231 10 10 5 D1 ~ ~ 0 -1 37229 10 10 5 14 17 1509949445 -2 0 750 9 1509949540 3 0 6 17 1509949442 -2 0 -1 S #37233 Dark Cavern~ You stand in a dark subterranean cavern, its rough surfaces seemingly untouched by any force other than nature. The air is stale and cool. A shallow pool of water has collected in a low part of the floor here. ~ [Lansharra] extra of pool? ~ 301465604 0 9 0 D2 ~ ~ 0 -1 37230 10 10 5 D3 ~ ~ 0 -1 37228 10 10 5 A ~ ~ send_to_room( #drip, room ); ~ E drip~ You hear a soft splash as a drop of water falls from the darkness overhead and into the shallow pool. ~ ! 2 20 0 A drink~ pool~ send_to_char( #drink, ch ); ~ E drink~ You realize that the water here is unsafe to drink, and reconsider your decision. ~ ! 0 0 0 14 17 1509949445 -2 0 12 17 1509949445 -2 0 750 9 1509949490 3 0 -1 S #37234 Before a Sinister Portal~ You stand in a rough-hewn tunnel which ends in front of a dark stone door. Rising a full 20' in height, it dominates the south wall. It is covered with thousands of elegant, arcane markings which glow softly, casting a soft purple light about the area. A small wooden lever is embedded in the north wall. ~ no_mob ~ 301465613 0 5 0 D0 cavern wall~ cavern wall~ 171 -1 37229 10 10 5 D2 carved door~ carved door~ 195 -1 39250 10 10 5 E markings elegant arcane runes writing door south~ Carved in the center of the door to the south, you read: @CSpeak my name, and I disappear. ~ A pull~ lever~ if( rflag( reset0, find_room( 37229 ) ) ) { send_to_char( #move, ch ); act_notchar( #move2, ch ); open( room, north ); remove_rflag( reset0, find_room( 37229 ) ); end; } send_to_char( #open, ch ); ~ E open~ The lever won't budge. ~ E move2~ $n pulls the wooden lever and an opening to the north appears. ~ E move~ You pull the lever and an opening to the north appears. ~ ! 0 0 0 A ~ ~ send_to_room( #glow, room ); ~ E glow~ The portal glows brightly for a moment, then dies down again. ~ ! 2 10 0 A say '~ silence~ if( !is_open( room, south ) ) { send_to_char( #say, ch ); act_notchar( #say2, ch ); wait( 1 ); send_to_room( #opens, room ); send_to_room( #s-open, find_room( 39250 ) ); open( room, south ); end; } send_to_char( #isopen, ch ); ~ E isopen~ Nothing happens. ~ E opens~ The door to the south slides silently away. ~ E say2~ $n smiles and whispers a word. ~ E say~ You smile slightly in understanding and say, "Silence." ~ E s-open~ The portal to the north slides silently open. ~ ! 0 0 0 -1 S #37235 Cellar~ You stand in a dark cellar, its floor rough and uneven. A few rotted bags of grain lie against one wall, and several large rocks are scattered about the area in haphazard fashion. ~ no_mob ~ 301465612 0 5 0 D4 'cellar door'~ 'cellar door'~ 131 -1 37065 10 10 5 E rocks~ The stones seem to be arranged in no particular order at all. ~ E grain bags~ The bags have decayed, and their contents are clearly not fit for consumption. ~ 2512 9 1509949540 3 0 2512 9 1509949490 3 0 2512 9 1509949450 3 0 79 17 1509949445 -2 0 78 17 1509949450 -2 0 -1 S #37236 Overgrown Ledge~ A large ledge high in the hills, covered with thick weeds and brush. The vegetation here seems almost alive, moving slowly away from you, somehow sensing where you will step and avoiding your footfalls. On three sides, rocky cliff walls rise up above you, with thousands of thorny bushes and vines covering their craggy faces. Below you to the east, you see a small goat path cut across a steep hillside. ~ [Lansharra] sear bush - says i cut my hands - where's the damage? ~ 301465600 4 9 0 E bushes vines cliff walls~ The vegetation here is thick and unnatural - almost too thick, it seems. ~ A climb~ down east path~ send_to_char( #climb, ch ); act_notchar( #climb2, ch ); transfer( ch, find_room( 37130 ) ); act_notchar( #arrives, ch ); ~ E arrives~ $n arrives from above. ~ E climb2~ $n climbs down. ~ E climb~ You climb down toward the narrow path. ~ ! 0 0 0 A search~ bushes~ if( !rflag( reset0, room ) ) { send_to_char( #search, ch ); end; } else if( find_skill( ch, searching ) > 2 ) { if( random( 1, 5 ) < 2 ) { remove_rflag( reset0, room ); obj_to_char( oload( 799 ), ch ); send_to_char( #find, ch ); act_notchar( #find2, ch ); end; } else { remove_rflag( reset0, room ); send_to_char( #search, ch ); } } else send_to_char( #search, ch ); ~ E find2~ $n cries out, having found something in the bushes! ~ E find~ Looking through the dense growth, you find something! ~ E search~ You search through the impenetrable tangle of bushes and accomplish nothing - except for cutting your hands on the dark thorns and spines which seem to grow everywhere. ~ ! 0 0 0 805 17 1509949490 -2 0 805 17 1509949490 -2 0 763 9 1509949540 3 0 -1 S #37237 Farmhouse Loft~ Several straw mattresses decorate the wooden floor of this small sleeping area. The ceiling hangs low overhead, and you must stoop over to walk about the area. ~ ~ 335020044 0 4 0 D5 ~ ~ 0 -1 37078 10 10 5 E mattresses~ Cheap, thin, and stuffed with straw , these mattresses are functional - and that's about it. ~ E ceiling~ The low beams of the ceiling make you move carefully, lest you smack your head into something almost as thick. ~ E beams~ You see a message scrawled into the beam overhead - "...beware the root cave, below the summit..." ~ A d do dow down~ ~ send_to_char( #down, ch ); continue; ~ E down~ You head down the narrow flight of stairs. ~ ! 0 -1 0 A search examine~ mattress matresses~ i == random( 1, 2 ); if( rflag( reset0, room ) ) { if( find_skill( ch, searching ) > random( 1, 3 ) ) { if( i == 1 ) { send_to_char( #find, ch ); act_notchar( #find2, ch ); remove_rflag( reset0, room ); obj_to_room( oload( 721 ), room ); end; } if( i > 1 ) { send_to_Char( #nada, ch ); act_notchar( #nada2, ch ); remove_rflag( reset0, room ); end; } } else send_to_char( #nada, ch ); act_notchar( #nada2, ch ); remove_rflag( reset0, room ); end; } send_to_char( #nada, ch ); act_notchar( #nada2, ch ); remove_rflag( reset0, room ); ~ E nada2~ $n searches through the mattresses and doesn't seem to find anything. ~ E nada~ You search through the mattresses and find nothing. ~ E find2~ $n searches through the mattresses, and something falls to the floor! ~ E find~ You search through the mattresses and a small stone falls to the floor! ~ ! 0 0 0 711 9 1509949540 3 0 5 17 1509949465 -2 0 -1 S #37238 Apple Tree~ You stand on a stout limb high in an apple tree. All around you, the tangled branches and vines of the forest obscure your view - but only partially. This tree's great height allows you to look east and see a sea of green treetops, while to the west you follow the trees as they lead down a slope toward the bottom of a valley. A few small houses lie scattered along the valley floor. ~ ~ 301465600 3 9 0 D5 ~ ~ 0 -1 37203 10 10 5 E houses~ You are too far away to see the houses very clearly, but they appear somewhat run-down. ~ 2504 9 1509949540 3 0 -1 S #37239 On the Roof~ You stand on the peaked roof of a large building. Close by to the north, the leering cliff faces of the hills rise above you, while to the south a second-story window peeks out from the dormer. A wooden trellis is attached to the eastern end of ther roof. ~ climb trellis/down to 37206 ~ 301465604 1 4 0 E trellis~ Many thick vines grow on the trellis, which was once painted white but now shows signs of age and exposure. ~ A climb~ down trellis~ i = 1d10+5; if( find_skill( ch, climb ) > random( 5, 10 ) ) { send_to_char( #down, ch ); act_notchar( #down2, ch ); transfer( ch, find_room( 37206 ) ); act_notchar( #arrives, ch ); end; } else { send_to_char( #fall, ch ); act_notchar( #fall2, ch ); transfer( ch, find_room( 37206 ) ); dam_message( ch, i, "the fall" ); inflict( ch, rch, i, "the fall" ); act_notchar( #falls, ch ); } ~ E falls~ $n lands on the ground with a thump, having fallen from the roof overhead! ~ E fall2~ $n starts to climb down the trellis, but then slips and falls! ~ E fall~ As you climb down the trellis, you slip and fall! ~ E arrives~ $n climbs down the wooden trellis. ~ E down2~ $n climbs down the wooden trellis. ~ E down~ You climb down the wooden trellis. ~ ! 0 0 0 A n no nor nort north w we west wes~ ~ send_to_char( #no, ch ); ~ E no~ You decide not to jump off the roof and risk life and limb. ~ ! 0 -1 0 A ~ ~ i = num_in_room( room ); if( i > 3 ) send_to_room( #creak, room ); ~ E creak~ The wooden roof creaks under your weight. ~ ! 1 50 63 819 9 1509949540 3 0 -1 S #37240 Armor Smith's Workroom~ The long tables and benches contain fewer misshapen articles as you venture into the realm of the jorneyman armourers. While the trip hammers and other equipment here look well used, they are all in excellent shape. The raised platform is very near now, and you can make out the glints of precious metals from its general direction. ~ mithril chainmail/bronze platemail here ~ 335024135 0 5 0 D0 ~ ~ 0 -1 37245 10 10 5 D2 ~ ~ 0 -1 37246 10 10 5 D3 ~ ~ 0 -1 37242 10 10 5 D4 ~ ~ 0 -1 37241 10 10 5 A ~ ~ ~ ! 0 0 0 791 9 1509949540 3 0 -1 S #37241 Master Armor Smith's Platform~ From this raised platform the master observes his domain. Everyone from the competent journeymen to the fumbling apprentices is under his watchfull eye. Ancient, well worn tools lie in precise places around his few scattered tables. Mithril lies in scattered heaps slowly being formed into intricate pieces of armor. ~ ~ 335024135 0 5 0 D5 ~ ~ 0 -1 37240 10 10 5 775 9 1509949540 3 0 -1 S #37242 Armor Smith's Workroom~ Scrap metal bins line the walls and various workbenches are set about the room which stretches back to a raised platform. Several journeymen and apprentices work at the benches performing one task or another. A large rotating shaft enters the room from the south wall and apparently is used to drive various trip hammers and drills. ~ bronze ringmail here ~ 335024135 0 5 0 D0 ~ ~ 0 -1 37243 10 10 5 D1 ~ ~ 0 -1 37240 10 10 5 D2 ~ ~ 0 -1 37244 10 10 5 D4 ~ ~ 0 -1 37064 10 10 5 790 9 1509949540 3 0 76 9 1509949540 3 0 76 9 1509949540 3 0 -1 S #37243 Armor Smith's Workroom~ A workstation lies here, tools in disarray. Various metals lie spread over the tables, most in oddly twisted and bizzare shapes. Overhead the massive rotating shaft meets the north wall where it is bracketed in a bearing array. ~ ~ 335024135 0 5 0 D1 ~ ~ 0 -1 37245 10 10 5 D2 ~ ~ 0 -1 37242 10 10 5 794 9 1509949540 3 0 -1 S #37244 Armor Smith's Workroom~ A neat work station is spread out on the heavy oaken benches and tables, tools aligned neatly. Several metal forms and shapes lie tossed about, failed lessons or new pieces of equipment, it is hard to say. ~ iron chainmail/steel ringmail here ~ 335024135 0 5 0 D0 ~ ~ 0 -1 37242 10 10 5 D1 ~ ~ 0 -1 37246 10 10 5 D2 ~ ~ 96 -1 47254 10 10 5 795 9 1509949540 3 0 -1 S #37245 Armor Smith's Workroom~ Tables lie empty except for a few scattered tools and some scraps of armor. A large scroll lies propped against a rusting arm plate, several dark smudges marring its surface. On the floor are several disgarded apple cores and drink bottles. ~ ~ 335024135 0 5 0 D1 ~ ~ 0 -1 37247 10 10 5 D2 ~ ~ 0 -1 37240 10 10 5 D3 ~ ~ 0 -1 37243 10 10 5 797 9 1509949540 3 0 -1 S #37246 Armor Smith's Workroom~ Squeaks and rumbles echo dimly about the room as the massive waterwheel works outside the south wall. A large window, frosted by time and spreading ivy, lights the room. Scattered pieces of chainmail and metal plates line the tables. ~ bronze armor plate/iron platemail here ~ 335024135 0 5 0 D0 ~ ~ 0 -1 37240 10 10 5 D1 ~ ~ 0 -1 37248 10 10 5 D3 ~ ~ 0 -1 37244 10 10 5 796 9 1509949540 3 0 -1 S #37247 Armor Smith's Workroom~ Bits of pieces of metal lie scattered about the floor, some even embedded in the wall. Only a gifted craftsman could create such a mess and still fashion worthwile items. Several tall lamps, wicks extending far down into their basins, provide light for this out of the way corner. ~ ~ 335024135 0 5 0 D3 ~ ~ 0 -1 37245 10 10 5 798 9 1509949540 3 0 -1 S #37248 Armor Smith's Workroom~ Work benches are sandwiched between the Masters platform to the north and the south wall. The tools are work-worn, the tables gouged by years of abuse. Small metal carvings of animals and plants lie scattered among the heavy platearmor and platemail. ~ Mithril platemail/steel plate/rivets what classes can use platemail? [Orb] need costs/ingots? ~ 335024135 0 5 0 D3 ~ ~ 0 -1 37246 10 10 5 799 9 1509949540 3 0 734 9 1509949540 3 0 -1 S #37249 Side Room~ Deep reddish-brown wooden walls, boarded-up windows and only a few wan sources of light create a dim ambience. You stand in a medium-sized chamber, perhaps once a secondary reception room or lobby but now suffering from neglect. A large hearth dominates the southern wall, to the east of the doorway leading to the main chamber of the inn, while an aged wooden counter protrudes from the eastern wall. A narrow stairway leans on the northern wall for support in its climb toward the sleeping areas. A dusty sign hangs from the wall. ~ ~ 301467687 0 5 0 D2 ~ ~ 0 -1 37053 10 10 5 D4 ~ ~ 0 -1 37054 10 10 5 E sign dusty~ *Banking services provided free of charge, courtesy of staff* ~ -1 S #0