#AREA Decrepit House~ Void~ Decrepit House~ 33 0 0 #ROOMS #39500 Small Forest Path~ The forest is extremely dense here with the small forest path coming to an abrupt end. Small bushes can be seen growing between the tall pine trees to the east and west. A small gap in the trees to the north allows passageway to what looks like the remains of a garden. ~ ~ 301465600 3 5 0 D0 ~ ~ 0 -1 39501 10 10 5 D2 ~ ~ 0 -1 1049 10 10 5 -1 S #39501 Unkept Garden~ Tall, untidy grass grows all around, it appears that it has remained uncut for many years. Thin strips of pine peek out from among the weeds, marking where a flowerbed once stood, but now separate a small compost heap from the neighbouring vegetation. To your north stands a small house; it too shows signs of long-standing neglect. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39502 10 10 5 D2 ~ ~ 0 -1 39500 10 10 5 E weed~ The weeds are thriving. They were once the menace of the owner but now they are left alone to consume the garden. ~ E flower bed 1 west~ The flowers were once bright and beautiful and keenly cared for. But now they have decayed into compost with the lack of care and respect that they once commanded. ~ E grass long untidy~ The long grass has been uncut for many years. It is now out of of control and has a life of its own. ~ -1 S #39502 Decrepit House~ A decrepit house looms ahead of you, its form casting a huge shadow over the surrounding area. The paint on this old building has all but disappeared, with the rotten timber showing through quite clearly. The beams of the building creak from each gust of wind which blows through the house. There is a door to the north to enter into the house. ~ ~ 301465608 3 9 0 D0 door~ north door~ 131 -1 39503 10 10 5 D2 ~ ~ 0 -1 39501 10 10 5 E decrepit house~ The old house casts a large shadow over the surrounding area, it is in very bad condition and appears that it could collapse at any time. It appears that once this house was well cared for but now it has been left to rot. ~ E rotten timber paint work~ The paint on the building has almost all decayed to show the timber underneath. The timber itself has been eaten away by the weather, it has since dried and is now very brittle. ~ E shadow huge~ The shadow is formed from the old building standing directly ahead of you. It is large and very dark. ~ -1 S #39503 Hall~ The walls are barely covered by a flaky white paint which makes the damp walls clearly visible. There is a coarse, faded rug that lies in the centre of the hall, its colour long since lost to time. The surrounding floorboards are rotten and uneven; it appears that they could collapse at any time. There is a set of stairs in the corner of the room leading to the next floor. ~ ~ 301465604 0 7 0 D0 ~ ~ 0 -1 39506 10 10 5 D1 ~ ~ 0 -1 39504 10 10 5 D2 door~ door south~ 131 -1 39502 10 10 5 D4 ~ ~ 0 -1 39511 10 10 5 E walls paint house~ The walls of the house have been stripped of decor. The paint has been destroyed by the harsh weather and now only remains in small patches. ~ E coarse faded rug colour~ The rug is very old and is covered in dust. The colour has faded with each step placed on its coarse material. It was once a splendid sight, but now its presence is an eyesore. ~ E floorboards rotten uneven~ The floorboards are made from solid oak. The wood has been eaten away making the floorboards rotten and uneven. They are very unsafe and should be walked upon with extreme care. ~ E set stairs~ The stairs look to have been very badly built using a dark hardwood. Most of the steps have broken with constant use and their old age. The steps that still remain are almost totally rotten and uneven with just a few strong enough to walk on. ~ 1265 137 1509949540 3 0 -1 S #39504 Kitchen~ Debris lies everywhere, strewn about the room in random disorder. Broken timbers and smashed crockery are strewn all around the room. The cupboards have been broken and smashed into pieces. A broken pipe at the far corner of the room drips water, making the room damp and foul smelling. ~ ~ 301465600 0 7 0 D0 ~ ~ 0 -1 39510 10 10 5 D3 ~ ~ 0 -1 39503 10 10 5 E debris cupboards~ The debris consists mostly of broken timbers and smashed crockery, none of which look particularly interesting. ~ E pipe~ Whether it was a pipe for fresh water or a simple drainage pipe, it now has snapped in half and drips a foul-smelling, rank liquid. ~ 1265 9 1509949540 3 0 -1 S #39506 Lounge~ The heavy smell of a coal fire lingers in the air. At the far end of the room stands an old, crumbled brickwork fireplace. The uneven brick walls have been stained black from smoke, indicating the flue may not have worked properly. At the side of the room there is a small glass window looking out into the garden. ~ (Aldric) Try entering the fireplace. ~ 301465604 0 7 0 D2 ~ ~ 0 -1 39503 10 10 5 E brick fireplace~ The brick fireplace is very old with many broken bricks lining the hearth. There is a large amount of ash on the base suggesting that the fire has been used frequently. There is a slightly warm feeling emanating from the fire. ~ E glass window garden~ The window is rather small and is still intact, made of glass totally covered in dust and grime. Looking out into the garden would have been a pleasant experience when the house was new. ~ A enter go~ 4 fireplace~ if( size( ch ) > 4 ) act_tochar( #fit, ch ); else { act_tochar( #crouch, ch ); act_notchar( #rcrouch, ch ); transfer( ch, find_room( 39524 ) ); act_notchar( #arrive, ch ); } ~ E crouch~ You crawl into the fireplace. ~ E rcrouch~ $n crawls into the fireplace, how uncouth. ~ E arrive~ $n crawls into the fireplace and stands up. ~ E fit~ You can't fit in there. ~ ! 0 0 0 1265 9 1509949540 3 0 -1 S #39507 Chimney~ You cling tightly to the walls of the blackened chimney which have been crudely built using old broken bricks. The bricks have been heavily stained with dusty black soot with the mortar in between them is very old and cracked. The chimney appears to be unstable and in urgent need of repair. ~ ~ 335020036 0 4 0 D4 ~ ~ 1024 -1 39508 10 10 5 D5 flue~ flue~ 1155 -1 39524 10 10 4 E mortal old cracked~ The mortar appears to be very brittle and extremely old. It is amazing that the chimney is still in one piece. ~ E flue~ The flue is covered with thick black soot making the fireplace black. It is slightly ajar as though someone has climbed up into the chimney. ~ A up~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 39508 ) ); ~ E climb~ You carefully climb up the chimney. ~ E rclimb~ $n carefully climbs up the chimney. ~ ! 0 0 0 A down~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 39524 ) ); ~ E climb~ You carefully climb down the chimney. ~ E rclimb~ $n carefully climbs down the chimney. ~ ! 0 0 0 73 137 1509949540 3 0 -1 S #39508 Chimney~ You climb up the walls of the blackened chimney. Attached to the side of the east wall there is a thin piece of wood, it is dark and appears to be exremely sturdy. Deep within the wood, large claw marks have been gouged, it seems as though this wood is used as a resting place for some kind of creature. ~ ~ 301465604 0 4 0 D4 ~ ~ 1024 -1 39509 10 10 5 D5 ~ ~ 1024 -1 39507 10 10 5 E dark wood claw marks~ The dark wood has strange claw marks scratched deep into it. The marks are on the top side of the wood. It looks as if it is being used as a resting place for some creature. ~ A up~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 39509 ) ); ~ E climb~ You carefully climb up the chimney. ~ E rclimb~ $n carefully climbs up the chimney. ~ ! 0 0 0 A down~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 39507 ) ); ~ E climb~ You carefully climb down the chimney. ~ E rclimb~ $n carefully climbs down the chimney. ~ ! 0 0 0 73 137 1509949540 3 0 73 137 1509949530 3 0 -1 S #39509 Roof~ You are standing on an old slated roof. The roof is in very bad condition with several slates missing, making standing treacherous. From here you can see the surrounding area, with the garden down below and in the distance a large forest can just be seen. At the far end of the roof you can see a large nest. ~ ~ 301465604 0 9 0 D5 ~ ~ 1024 -1 39508 10 10 5 E large nest~ The nest is made from large twigs from the nearby forest. It has been neatly made, with room for a large lizard to nest. There are recent droppings on the base of the nest. ~ A get~ all all.egg egg nest~ if( mob_in_room( 1282, room ) ) { act_tochar( #take,ch ); act_notchar( #rtake,ch ); } else continue; ~ E take~ The gecko snarls at you and blocks your attempt to steal the eggs. ~ E rtake~ $n is prevented from getting eggs by the gecko. ~ ! 0 0 0 A down~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 39508 ) ); ~ E climb~ You carefully climb down the chimney. ~ E rclimb~ $n carefully climbs down the chimney. ~ ! 0 0 0 1282 9 1509949540 3 0 1703 49 1509949540 -2 0 1702 81 1509949540 -2 0 1702 81 1509949470 -2 0 1702 81 1509949455 -2 0 -1 S #39510 Larder~ The shelves of the larder are bare, the food having long since been devoured. The only evidence that anything ever lined the shelves are the smears and stains of decayed food. Water drips constantly from a crack in the wall, trickling into the centre of the room to form a large puddle. There is an echo of water draining through the rickety floor boards. ~ ~ 301465600 0 6 0 D2 ~ ~ 0 -1 39504 10 10 5 D5 trap door~ trapdoor~ 155 -1 39515 10 10 5 E puddle large~ The puddle looks to be rather deep, filled with disgusting brown stagnant water. Looking into the depths of the water there appears to be a rusty chain. ~ E rusty chain~ The chain is immersed within the stagnant puddle. It is very rusty and appears to be attached to something. ~ A get pull~ chain~ if( is_open( room, down ) ) { act_tochar( #already_done, ch ); end; } open( room, down ); act_tochar( #opens_door, ch ); act_notchar( #ropens_door, ch ); send_to_room( #door_opens, find_room( 39515 ) ); ~ E opens_door~ You pull a chain that was hidden in the puddle and a trapdoor opens. ~ E ropens_door~ $n pulls a chain that was hidden in the puddle and a trapdoor opens. ~ E already_done~ The trapdoor is already open, pulling the chain serves no purpose now. ~ E door_opens~ A trapdoor is opened from above. ~ ! 0 0 0 1222 9 1509949540 3 0 -1 S #39511 Hall~ Dust has settled throughout the room leaving some unusual footprints trampled hard into the dust. Cobwebs line the ceiling and appear to have been shaped to give the impression of the outline of a creature. Claw marks have been gouged deeply into the damp walls. There are doors to the north and the east. ~ I'd be curious to find out who did the cob-web art on the ceiling. I hope there's a way to find out later, would be intersting and make the description here make more sense. -talis ~ 301465604 0 7 0 D0 door~ door~ 131 -1 39514 10 10 5 D1 door~ door~ 131 -1 39512 10 10 5 D5 ~ ~ 0 -1 39503 10 10 5 E walls damp claw marks~ A damp stain has risen slowly up the walls. Strange claw marks have been gouged into the wall, they seem to indicate recent battle. ~ E cobwebs ceiling creature~ The ceiling is lined with fine threaded cobwebs, that appear to be shaped into a drawing of a creature. It is impossible to determine what kind of creature from the drawing. ~ 1265 9 1509949540 3 0 -1 S #39512 Main Bedroom~ A large bed is the centrepiece of the room; shredded blankets are strewn all across the bed. The bed itself is made of a dark wood that has been twisted at the bottom to make four clawed feet. A crudely made table and chair rest by a window at the furthest corner of the room. A large cupboard is almost hidden by the dimly lit room. ~ ~ 301465604 0 7 0 D0 cupboard~ cupboard~ 139 -1 39513 10 10 5 D3 door~ door~ 131 -1 39511 10 10 5 E large cupboard~ The cupboard has a large oak door at the front that opens into the room, it looks as though it is large enough for you to enter. ~ E bed dark feet~ A large bed with four clawed feet. It has been made out of a strange dark wood, with four clawed feet to support the beds huge frame. Strewn accross the bed are some dirty, torn blankets. ~ A ~ ~ mob = mob_in_room( 1264, room ); if( mob ) act_tochar( #no, ch ); else continue; ~ E no~ You can't open the door with the chieftain standing in the way. ~ ! 8 0 1 1264 9 1509949540 3 0 -1 S #39513 Cupboard~ This is a huge cupboard, it is very cold and dank. The walls of the cupboard are made with a dark black wood. There is an old work table set off to the side, it appears that this room was once used for studying. On the northern wall there are a series of small crooked shelves that have remained intact. ~ ~ 301465604 0 5 0 D2 cupboard~ cupboard~ 139 -1 39512 10 10 5 E old work table~ The table has been carefully carved using the finest rose wood. It is in excellent condition other that a slight cover of dust lies on the surface. There is in nothing of interest on the table. ~ E series small crooked shelves~ Made from a few planks of splintered oak wood the shelves line the northern wall. Mostly crooked and worn the shelves are now bare. ~ 1265 9 1509949540 3 0 1049 49 1509949540 -2 0 1039 81 1509949490 -2 0 998 81 1509949455 -2 0 983 81 1509949465 -2 0 26 81 1509949530 -2 0 2 81 1509949530 -2 0 16 81 1509949490 -2 0 938 81 1509949490 -2 0 876 81 1509949470 -2 0 -1 S #39514 Bedroom~ There is no furniture in this room. All that remains is an outline left in the dust. There are strange marks on the floor, almost as though someone or something has dragged the furniture out of the room. To the south you can head back to the hall. ~ ~ 301465604 0 6 0 D2 door~ door~ 131 -1 39511 10 10 5 E marks~ Four straight lines which score the surface of the floor, heading from various corners of the room and out the door. It is obvious that something heavy was pushed or dragged out of the room. ~ 1265 9 1509949540 3 0 -1 S #39515 Secret Cavern~ You descend into a dank, poorly lit cavern. The floor is slippery and a pungent smell greets your nostrils. Water drips down from the ceiling into a pool of water making the floor treacherous. There is a dim light coming from a hole in the ceiling whilst to the east there is a small exit which is barely visible. ~ [Olah] why is there a useless acode here? ~ 301465604 11 7 0 D1 ~ ~ 0 -1 39516 10 10 5 D4 trapdoor~ trapdoor~ 2203 -1 39510 10 10 5 E hole~ There is a hole in the ceiling, surprisingly the ceiling is made from wood. A faint outline of a trapdoor can be made in the ceiling. ~ A ~ ~ ~ ! 0 0 0 -1 S #39516 Secret Cavern~ The walls are made of jagged rocks which seem to sparkle, while the roof of the cave is quite low. Looking closer at the rock you see a strange slime, it seems at seep from the rocks themselves. There is a warm breeze that sweeps in from the north. Underfoot there is a stream of water, full of pebbles which makes walking uncomfortable. A large boulder strewn with algae lies in the path. ~ ~ 301465604 11 7 0 D0 ~ ~ 0 -1 39517 10 10 5 D3 ~ ~ 0 -1 39515 10 10 5 E large boulder algae~ The boulder is choked with green algae, the water laps around it creating a white foam. The boulder is far too large too be moved. ~ 1222 9 1509949540 3 0 -1 S #39517 Secret Cavern~ The walls seem to close in making it difficult to see. The sound of the water running over the rocks in this small stream rings in your ear. The rush of the water can be felt on your feet making it hard to keep balance. The smell of cold rock and mud drifts in the air, squalid and old. The rocks seem to shimmer and move, almost as though they are alive. Water drips from the ceiling creating a steady fall of water like a fine spring rain. To the north the stream appears to become deeper. ~ ~ 301465604 11 7 0 D0 ~ ~ 0 -1 39518 10 10 5 D2 ~ ~ 0 -1 39516 10 10 5 1222 9 1509949540 3 0 -1 S #39518 Secret Cavern~ The cavern opens out and forms a t-junction. The walls drip with slime and water. The stream flows in from the east. Underfoot the water has deepened to knee height, making walking hard going. Stalactites grow from the high cavern ceiling, and a pale milky liquid drips from them. Large rocks covered in algae are strewn about the area like stepping stones. ~ ~ 301465604 11 7 0 D1 ~ ~ 0 -1 39520 10 10 5 D2 ~ ~ 0 -1 39517 10 10 5 D3 ~ ~ 0 -1 39519 10 10 5 E stalactites ceiling pale milky liquid~ The liquid is the lifeblood of the stalactites, as drop by drop the stalactite grows as the bits of stone in the drops add to the tip of the existing stalactite. ~ E rocks algae stepping stones~ To avoid walking in the cold, murky water, one could easily get about by stepping on the stones. ~ 1222 9 1509949540 3 0 -1 S #39519 Secret Cavern~ This cavern has large ledges carved into the walls, the stream runs slow and deep here. Strangely a bed has been placed on one of the larger ledges. The bed is made of a dark black wood, and each of its four legs have been twisted to form a clawed foot. Peering around the cave you see other pieces of furniture, a writing table is slumped on one of the smaller rock ledges and a large chair is propped up against one of the hard cave walls. ~ we have chairs in the game, might want to actually add a chair to the room. Players will question why they can't sit on the chair that is here. -talis maybe change shaman long desc. ...small flames arcing from hand to hand, ...practicing his spells. Warriors may not know what spell he was practicing. just a suggestion. might want to create a sigil for shaman inventory. The one he so proudly displays, a souvenir for those who defeat him. I would just make it a treasure, not of any real use. -talis ~ 301465604 11 7 0 D1 ~ ~ 0 -1 39518 10 10 5 E bed~ The bed is made of a dark black wood, and each of its four legs are twisted into a clawed foot. ~ E furniture table chair~ The chair looks uncomfortable at best, and the desk does not seem to have seen much use. ~ 1263 9 1509949540 3 0 1707 17 1509949540 -2 0 -1 S #39520 Secret Cavern~ Before you stands a manmade rock dam, the water flows from the north over the top of the rocks like a small weir. The sides of the cavern seem to be closing in making the cave smaller. Moss has taken residence here making the walls dark green. The stalactites seem to have been smashed down to create the material for the dam. ~ ~ 301465604 11 7 0 D0 ~ ~ 0 -1 39521 10 10 5 D3 ~ ~ 0 -1 39518 10 10 5 E moss green~ This dark green moss seems to thrive from the damp conditions that the dam has produced. The moss grows all over the craggy walls with extreme vigour. ~ E dam~ The dam has been crudely made using the rock from the overhanging stalactites. It has meant that a vast amount of water has been kept from flowing down into the cavern. ~ A north~ ~ continue; ~ E to_char~ You clamber onto the rocks and cross over the dam. ~ E not_char~ $n clambers onto the rocks and crosses over the dam. ~ ! 3 0 1 1222 9 1509949540 3 0 -1 S #39521 Base of a Well~ The rock walls glisten, reflecting the already reflected light from a large pool of water. The pool is immense, and is filled with what appears to be a never-ending supply of fresh water. There is a small crack in the rocks where the water gushes into a stream that has developed to the south. A red brick well has been built above you. The bricks have started to crumble with old age and with frequent use. At the side of the cave there is an iron lever. ~ [Rebekka] need entry message ~ 301465604 13 9 0 D2 ~ ~ 0 -1 39520 10 10 5 D4 ~ ~ 0 -1 39522 10 10 5 E iron lever~ Looking closer at the lever, you see it is made from heavy wrought iron. It is linked to a series of large gears which perhaps work something. ~ A pull~ lever~ if( rand_char( find_room( 39530 ) ) ){ act_tochar( #gear_grind, ch ); end; } if( rand_char( find_room( 39529 ) ) ){ act_tochar( #gear_grind, ch ); end; } act_tochar( #pull, ch ); act_notchar( #rpull, ch ); wait( 1 ); if( rflag( status1, room ) ) { remove_rflag( status1, room ); act_room( #bucket_up, ch ); send_to_room( #bucket_here, find_room( 39522 ) ); } else{ set_rflag( status1, room ); act_room( #bucket_down, ch ); send_to_room( #bucket_left, find_room( 39522 ) ); } ~ E pull~ You pull down on the lever. It shifts easily then springs back to its original position. ~ E rpull~ $n pulls the lever. ~ E bucket_down~ A clanking sound fills the shaft as the bucket is lowered. ~ E bucket_up~ The bucket is raised amidst the clatter of chains. ~ E gear_grind~ You pull the lever, but it seems to catch on something and you hear gears grind as they try to work. Glancing up, you notice the bucket is slowly moving of its own jerkily of its own accord, as if someone were already inside moving it. ~ E bucket_here~ Mysteriously, the bucket has arrived at the top of the well. ~ E bucket_left~ Mysteriously, the bucket begins a descent down the well-shaft. ~ ! 0 0 0 A enter go~ bucket~ if( rflag( status1, room ) ){ if( rand_char( find_room( 39529 ) ) ){ act_tochar( #no_room, ch ); end; } act_tochar( #get_in, ch ); act_notchar( #rget_in, ch ); transfer( ch, find_room( 39529 ) ); } else act_tochar( #no_bucket, ch ); ~ E get_in~ You carefully work your way into the large bucket. ~ E rget_in~ $n carefully gets into the large bucket. ~ E no_bucket~ You don't see that here. ~ E no_room~ You try to get in, but there seems to be no more room. ~ ! 0 0 0 A ~ ~ if( !can_fly( ch ) ) act_tochar( #nope, ch ); else continue; ~ E nope~ Unless you learn to fly, looks like you'll have to find another way up. ~ ! 3 0 16 A south~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 39520 ) ); ~ E climb~ You clamber onto the rocks and cross over the dam. ~ E rclimb~ $n clambers onto the rocks and crosses over the dam. ~ ! 0 0 0 1388 17 1509949540 -2 0 -1 S #39522 Garden Well~ No grass grows here, just large weeds that can survive in these unkept conditions. A red brick well has a rope hanging down its centre which sways with the wind. Moss covers the exterior of the well and weeds decorate its base. There is a winch attached to the centre of the well. ~ ~ 301465600 3 9 0 D2 ~ ~ 0 -1 39525 10 10 5 D5 ~ ~ 0 -1 39521 10 10 5 E winch~ The winch has a large handle which is made from wrought iron. The arrays of cogs and gears look like they are in reasonably good working order. ~ E well~ The well has been built using red bricks which have started to decay through both old age and frequent use. In the centre of the well a winch can be seen to lower and raise a bucket. ~ A crank pull turn use~ winch crank~ if( rand_char( find_room( 39530 ) ) ){ act_tochar( #winch_jam, ch ); end; } if( rand_char( find_room( 39529 ) ) ){ act_tochar( #winch_jam, ch ); end; } act_tochar( #crank, ch ); act_notchar( #rcrank, ch ); wait( 1 ); if( rflag( status1, room ) ) { remove_rflag( status1, room ); act_room( #bucket_down, ch ); send_to_room( #bucket_here, find_room( 39521 ) ); } else{ set_rflag( status1, room ); act_room( #bucket_up, ch ); send_to_room( #bucket_left, find_room( 39521 ) ); } ~ E winch_jam~ You try to crank the winch, but the chain seems jammed on something. ~ E crank~ Chains rattle as you begin to work the large winch. ~ E rcrank~ Chains rattle as $n begins to work the large winch. ~ E bucket_down~ Amidst the rattle of unwinding chains, the bucket plumets into the darkness of the well. You await the expectant splash, yet it never comes. ~ E bucket_up~ The winch locks to a stop as the chain fills the crossbar completely. The bucket now rests just above the lip of the well. My what a large bucket. ~ E bucket_here~ The bucket works its way down the shaft till it stops just short of the floor. ~ E bucket_left~ The bucket begins a smooth ascent to the top of the well. ~ ! 0 0 0 A go enter~ bucket~ if( rflag( status1, room ) ){ if( rand_char( find_room( 39529 ) ) ){ act_tochar( #no_room, ch ); end; } act_tochar( #get_in, ch ); act_notchar( #rget_in, ch ); transfer( ch, find_room( 39530 ) ); } else act_tochar( #no_bucket, ch ); ~ E no_room~ You try to get in, but there seems to be no more room. ~ E get_in~ You carefully work your way into the bucket, being careful not to fall down the well. ~ E rget_in~ $n carefully works $s way into the bucket, taking special care not to fall into the well. ~ E no_bucket~ You don't see that here. ~ ! 0 0 0 A ~ ~ if( !can_fly( ch ) ) act_tochar( #nope, ch ); else continue; ~ E nope~ Boy, thats a long drop. Interested in taking up flying are we? Perhaps you can find a safer way down, one that won't kill you. ~ ! 3 0 32 546 137 1509949540 3 0 -1 S #39524 Inside a Fireplace~ The fireplace is almost pitch black, with the brick walls having been scorched from the heat of the fire. On the floor remains the ash of burnt timber. The smell of a burning wood fire still lingers in the air. Above you the flue is covered in thick dark soot. ~ [Phule] heh i like this :) ~ 301465612 0 4 0 D2 none~ none~ 0 -1 39506 10 10 4 D4 flue~ flue~ 1155 -1 39507 10 10 4 E flue soot dark thick~ The flue is covered with thick black soot making the fireplace black. It is slightly ajar as though someone has climbed up into the chimney. ~ A 1 open~ 3 flue 1 up~ if( is_open( room, up ) ) { act_tochar( #already_open, ch ); end; } open( room, up ); if( find_stat( ch, dex ) < random( 8, 14 ) ) { act_tochar( #soot, ch ); act_notchar( #rsoot, ch ); wait( 1 ); act_tochar( #can_see, ch ); act_notchar( #rcan_see, ch ); } else{ act_tochar( #dodged, ch ); act_notchar( #rdodged, ch ); } ~ E already_open~ The flue is already open. ~ E soot~ A cloud of soot descends from atop the flue covering you in grime and momentarily blinding you. ~ E rsoot~ A cloud of soot falls from the flue onto $n, covering $m in grime and momentarily blinding $m. ~ E dodged~ A cloud of soot descends when you open the flue, but you manage to duck out of the way before it covers you. ~ E rdodged~ $n barely manages to avoid being coated in a cloud of soot that descends from the flue as it is opened. ~ E can_see~ You wipe the grime from the your eyes and can see again. ~ E rcan_see~ $n wipes the soot from $s eyes and can see again. ~ ! 0 0 0 A ~ ~ act_tochar( #climb, ch ); act_notchar( #rclimb, ch ); transfer( ch, find_room( 39507 ) ); ~ E climb~ You carefully grab hold of some bricks and climb up the chimney. ~ E rclimb~ $n carefully grabs hold of some bricks and climbs up the chimney. ~ ! 3 0 16 -1 S #39525 Garden Path~ This seems to be the start of a small garden. It has run wild, plants are twice as big as they should be. To the south runs a small path, by the side lies an old terracotta pot. Broken pottery lays scattered about the area, suggesting that once there were many potted plants here. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39522 10 10 5 D2 ~ ~ 0 -1 39526 10 10 5 E pottery~ The crumbling remains of old plant pots lay scattered throughout the garden, with a dark green moss starting to grow over them. ~ 546 9 1509949540 3 0 -1 S #39526 Garden Path~ The small path snakes its way, cutting through the darkened ground. A lonely sundial stands tall and proud trying to not get strangled and buried by the rampaging plants. As you overlook the garden you spy a small fountain tucked away, covered with sweet smelling honeysuckle. To the west a row of small bushes grow, to the east large trees shadow the area. ~ sundial extra, should slither be sliver? -talis [Void] done [Callum] In look fountain, 'lillies' should be 'lilies' ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39525 10 10 5 D2 ~ ~ 0 -1 39527 10 10 5 E fountain~ The old fountain once was picturesque and majestic. Its three levels once filled with crystal clear water, now floods with brown murky water. Lilies float aimlessly on the slime covered water. The rock it is carved in has many crevices filled with mosses and lichen. ~ E sundial~ A circular slab of stone stands here, protruding through the bushes surrounding it. A sliver of metal stands proud from the top, casting a shadow over the engraved surface. ~ 1273 9 1509949540 3 0 1 17 1509949540 -2 0 -1 S #39527 Garden Path~ Masses of wild flowers grow everywhere, they tumble onto the path. It looks like it once was a beautiful mosaic full of colour and vigour, now only small sections of it remain - the rest broken and lost to time. A small statue is covered by tall shrubs with deep vermilion buds which sway in the sweet smelling air. Under an archway lies an ivy covered bench, the archway was once strong and proud, but now weeps due to the harshness of nature. ~ bench needs description [Void] done ~ 301465600 3 9 0 D0 ~ ~ 0 -1 39526 10 10 5 D3 ~ ~ 0 -1 39528 10 10 5 E statue small~ The statue looks sorrowful and forsaken, with eyes that seem to weep. The material that it has been created from has been corroded and purged by the forces of nature. It appears to be screaming with pain and anguish wishing the pain would end. ~ 459 9 1509949540 3 0 459 9 1509949540 3 0 1706 17 1509949540 -2 0 -1 S #39528 Secluded Garden~ The wooden walls of the house have been severely damaged by the weather. The wood has almost rotted away to nothing. On the ground there seems to be the rotten remains of bear meat. There appears to have been a door to the west which has been boarded up with solid oak planks of wood. Surrounding the house there are tall trees keeping the house secluded. ~ ~ 301465600 3 9 0 D1 ~ ~ 0 -1 39527 10 10 5 E west door~ The oak planks nearly cover the entire door. Only small slivers of the door appear between the well-secured planks. ~ A open pry remove~ door west planks boards~ act_tochar( #scratch, ch ); act_notchar( #rcant_open, ch ); if( random( 1, 3 ) > 1 ) { dam_message( ch, 1, "a rusty nail" ); inflict( ch, mob, 1, "a rusty nail" ); } act_tochar( #cant_open, ch ); ~ E scratch~ As you try to pry the boards away your hands brush against the nails. ~ E cant_open~ Try as you might, you can't seem to get to the door. The planks are too securely adhered to the house to remove them. ~ E rcant_open~ $n tries to pry the planks from the door, but can't seem to budge them. ~ ! 0 0 0 1273 9 1509949540 3 0 -1 S #39529 Inside a Bucket~ The bucket is made out of splintered planks of oak and has an old rusty nail protruding from the side. A battered iron band surrounds the top of the bucket to protect it from damage. There is a small hole in the bottom of the bucket enabling you to see the cavern below. It would appear that you could easily climb out of the bucket. ~ ~ 301465604 0 5 0 D4 ~ ~ 0 -1 39530 10 10 5 A ~ ~ act_tochar( #chains, ch ); remove_rflag( status1, find_room( 39521 ) ); wait( 1 ); act_tochar( #chains2, ch ); wait( 1 ); act_tochar( #done, ch ); set_rflag( status1, find_room( 39522 ) ); send_to_room( #bucket_up, find_room( 39521 ) ); send_to_room( #bucket_here, find_room( 39522 ) ); transfer( ch, find_room( 39530 ) ); ~ E chains~ You firmly grasp the chains in your hands and begin to work the bucket to the top of the well. ~ E chains2~ whew, this sure is hard work. ~ E bucket_up~ The bucket begins to make a jerky ascent up the well. ~ E done~ You've made it to the top, the winch is just above you now. ~ E bucket_here~ Mysteriously, the bucket has just arrived at the top of the well. ~ ! 3 0 16 A climb get~ out~ act_tochar( #get_out, ch ); transfer( ch, find_room( 39521 ) ); act_notchar( #rget_out, ch ); ~ E get_out~ You hop out of the bucket. ~ E rget_out~ $n hops out of the bucket. ~ ! 0 0 0 -1 S #39530 Inside a Bucket~ The bucket is made out of splintered planks of oak with an old rusty nail protruding from the side. A battered iron band surrounds the top of the bucket to protect it from damage. There is a small hole in the bottom of the bucket enabling you to see the cavern below. It would appear that you could easily climb out of the bucket. ~ ~ 301465604 0 5 0 D5 ~ ~ 0 -1 39529 10 10 5 A climb get~ out~ act_tochar( #get_out, ch ); transfer( ch, find_room( 39522 ) ); act_notchar( #rget_out, ch ); ~ E get_out~ You carefully get out of the bucket, making sure not to fall into the well. ~ E rget_out~ $n carefully exits the bucket, making sure not to fall into the well. ~ ! 0 0 0 A ~ ~ act_tochar( #chains, ch ); remove_rflag( status1, find_room( 39521 ) ); wait( 1 ); act_tochar( #chains2, ch ); wait( 1 ); act_tochar( #done, ch ); set_rflag( status1, find_room( 39521 ) ); send_to_room( #bucket_down, find_room( 39522 ) ); send_to_room( #bucket_here, find_room( 39521 ) ); transfer( ch, find_room( 39529 ) ); ~ E chains~ You firmly grasp the chains in your hands and begin to work the bucket down the well shaft. ~ E chains2~ Woah, the chain nearly slipped out of your hands. Have to take your time lest you plummet to your death. ~ E done~ Seems you've made it to the bottom unscathed. What a relief. ~ E bucket_down~ The bucket begins to make a jerky ascent down the well. ~ E bucket_here~ Mysteriously, the bucket has just arrived at the bottom of the well. ~ ! 3 0 32 -1 S #0