tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
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