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
Rabbit Warren~
Caer Merior~
Rabbit Warren~

6 0
0
#ROOMS

#40250
Under a Musty Hole~
You find yourself in a large hole dug under the base of a oak tree. 

Heading north and west into the darkness are the tracks of many animals,

the likes of which you've never seen above ground.  If you get on your

knees, you can crawl in those two directions, or you can rise and leave

the underground world.

~
have to climb in and out of hole

[Ssleestaq] climb up and climb root do not work. climb hole words, but makes no sense.

~
335020045 11 5 0
D0
~
~
0 -1 40253 10 10 5
D3
~
~
0 -1 40260 10 10 5
E
north~
You shiver as you peer at the tunnel's dark interior.

~
E
hole base~
As you look up the great roots of the banyan tree arch to form the

support of this tunnel entrance.  The earth has been clawed and dug into

the depths of the earth.  Looking upward, you see a large hole which you

think you can climb back through.  A few of the roots hang down allowing

anyone to grab hold of them as a tool to climb out.

~
E
roots up~
The roots are thick and covered with a dry earthen soil.

~
A
climb go scale ascend~
up hole out root~
if( can_fly( ch ) ) {

  act_tochar( #fly, ch );

  act_notchar( #rfly, ch );

  transfer( ch, find_room( 40251 ) );

  act_notchar( #fly2, ch );

  }

else {

  if( find_skill( ch, climb ) > random( -1, 7 ) ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    transfer( ch, find_room( 40251 ) );

    act_notchar( #char2, ch );

    }

  else {

    send_to_char( #fail, ch );

    i = 1d3;

    dam_message( ch, i, " The slip " );

    inflict( ch, mob, i, " The fall " );

    act_notchar( #failed, ch );

    end;

    }

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
failed~
You see $n grab hold of a root, and try to climb up.  $e slips, and falls

back by your side.

~
E
fail~
You try to climb out by holding on to the roots, but slip and fall back

in the hole.

~
E
room~
$n grabs hold of one of the oak's roots and climbs out of the hole.

~
E
char~
You grab onto the exposed roots of the oak tree and climb up and out of

the hole.

~
E
char2~
$n climbs out of a hole in the ground.

~
E
fly~
You fly upwards and out the hole, barely slipping through it.

~
E
rfly~
$n flies up and out of the hole overhead.

~
E
fly2~
$n zips out of a hole in the ground, launching into the air before flying back down to the ground.

~
!
0 0 0
A
none~
~
send_to_room( #room, room );

~
E
room~
From deep within the tunnels that surround you, you hear a faint

scrabbling sound, as if something were digging into the dirt walls.  The

echoes from the surrounding tunnels make you unsure of the actual

direction of the noise.

~
!
2 100 0
-1
S

#40251
Base of a Tall Oak Tree~
The bark of the oak tree is dark and rough.  Its branches stretch out to

reach high into the sky.  Down towards the ground, you notice that there

is a lot of loose earth near the base of the tree.

~
no mob

rabbits here

[Bliss] lack of capital in last sentence of oak tree entrance site to giant rabbits

~
335020041 4 9 0
D0
~
~
0 -1 38328 10 10 5
D3
~
~
0 -1 38324 10 10 5
E
earth~
You see a lot of loose earth heaped near the base of the oak tree.

~
E
oak tree~
A giant oak tree grows right here.  Its branches reach high into the sky,

and its large roots extend all around you.  The base of the tree is

covered with loose earth.  the trunk of the tree seems a bit out of place.

~
E
roots~
Bits of fur stick to many of the roots, showing the passing of creatures

with brown, black, white, and tan fur.

~
E
hole~
A dark, gaping hole seems to have been dug out just under the base of the

tree, leaving a few roots hanging in the breeze.  Something appears to be

sticking to some of the roots.

~
E
bark~
The dark brown bark of the tree appears to have been gnawed at by the

teeth of many animals.  The chew marks stop at just about the top of your

head.

~
E
base~
At the very base of the oak tree is a large hole in the ground.

~
E
branches~
Large branches grow reasonably close to the ground, and might provide

hand-holds for climbing.

~
A
climb~
1 u tree oak~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 40252 ) );

  act_notchar( #flying2, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 1, 7 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 40252 ) );

  act_notchar( #char2, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
failed~
You see $n try to climb the tree, but slip back down.

~
E
fail~
You try to climb the tree, but slip back down.

~
E
arr ~
You see $n climb up the trunk of the tree and disappear from view.

~
E
room~
You see $n climb up the trunk of the tree and disappear from view.

~
E
char~
You climb up the trunk of the tree.

~
E
flying2~
$n flies up into the tree.

~
E
flying~
You see $n go flying up the tree.

~
E
fly~
You fly up the tree.

~
E
char2~
$n climbs up into the tree.

~
!
0 0 0
A
enter go~
hole tree~
if( find_skill( ch, climb ) > random( 1, 7 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 40250 ) );

  act_notchar( #char2, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  transfer( ch, find_room( 40250) );

  i = dice( 2, 7 );

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

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

  act_notchar( #fail2, ch );

  }

loop( followers ) {

  if( !is_resting( rch ) ) {

    ch = rch;

    acode( room, 2 );

    }

else

act_tochar( #cant, ch );

  }

~
E
failed~
You see $n slip and fall into the hole.

~
E
fail~
You slip, and go tumbling into the hole.

~
E
room~
You see $n climb into the hole and disappear from sight.

~
E
char~
You climb into the hole.

~
E
char2~
$n has climbed down through the hole above you.

~
E
fail2~
$n comes crashing through the hole overhead to land on the ground with a

loud @YWHUMP!@n 

~
E
cant~
You try to follow into the hole but are not in a position to do so.

~
!
0 0 0
755 9 1509949540 3 0
-1
S

#40252
Up the Oak Tree~
You cling tenaciously to the branches of the oak, trying to survey the

territory.  To the south, you can just barely tell that there is a break

in the trees.  The branches of the tree make it difficult to survey the

land to the east and north.

~
~
335020033 3 4 0
E
branch~
Many large, leafy branches surround you, blocking out your view of the

surrounding countryside.

~
A
push~
branch~
send_to_char( #view, ch );

~
E
view~
You push aside the branches, and are able to see the shapes of tall, dark

hills far to your west.  No matter how you push the branches, you cannot

see anything but leaves in the other directions.

~
!
0 0 0
A
climb~
1 down tree~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 40251 ) );

  act_notchar( #flying2, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 1, 3 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 40251 ) );

  act_notchar( #char2, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
failed~
You see $n start to climb down the tree, then return.

~
E
fail~
You try to climb down the trunk, but are suddenly afraid.

~
E
room~
You see $n climb down the trunk and out of sight.

~
E
char~
You climb swiftly down the trunk of the tree.

~
E
flying~
You see $n go flying down and out of sight.

~
E
fly~
You fly down to the ground.

~
E
flying2~
$n flies down out of the tree.

~
E
char2~
$n climbs down out of a tree.

~
!
0 0 0
A
sleep~
~
act_tochar( #char, ch );

~
E
char~
You can't sleep while clinging to tree branches!

~
!
0 0 0
-1
S

#40253
Warren Tunnels - T Intersection~
As you move through the tunnels, you see roots from the tree above

weaving their way along the ceiling.  The dank smell of wet clay nearly

overwhelms you.  A faint light glows far to the south; darkness extends

in all other directions.  The wall on your east is slick with water,

other directions seem open.

~
~
335020036 11 5 0
D0
~
~
0 -1 40254 10 10 5
D2
~
~
0 -1 40250 10 10 5
D3
~
~
0 -1 40261 10 10 5
949 9 1509949540 3 0
-1
S

#40254
Warren Tunnels - Dark Corridor~
The ground slopes sharply under your feet as you try to walk.  The air is

damp, and the smell of wet fur is quite strong.  The tunnels curve east

and south here, but are too dark to see where they might lead.

~
~
335020036 11 5 0
D1
~
~
0 -1 40255 10 10 5
D2
~
~
0 -1 40253 10 10 5
949 9 1509949540 3 0
-1
S

#40255
Warren Tunnels - T Intersection~
The twisting path of the tunnels seem to form the letter 'T' here.  All

directions but north are possible, and all seem equally dark and

uninviting.  The damp atmosphere is filled with unpleasant smells, and

makes you feel cold and miserable.

~
~
335020036 11 5 0
D1
~
~
0 -1 40258 10 10 5
D2
~
~
0 -1 40256 10 10 5
D3
~
~
0 -1 40254 10 10 5
972 9 1509949540 3 0
973 9 1509949540 3 0
-1
S

#40256
Warren Tunnel - Scene of Death~
The walls in this area of the tunnel are dark and grimy, and splattered

with blood.  Small bits of bloody fur lie on the ground, still wet and

slippery.  The smell of blood and sweat is extremely strong here, and

most unpleasant.

~
~
335020044 11 5 0
D0
~
~
0 -1 40255 10 10 5
D1
~
~
0 -1 40257 10 10 5
949 9 1509949540 3 0
973 9 1509949515 3 0
-1
S

#40257
Warren Tunnel - Scene of Death~
The smell in this room is terrible indeed.  The source of the smell is

quite obvious: the carcasses of dozens of animals lie scattered about the

floor.  The meat has not yet been removed from the skin, and flies feast

hungrily on their remains.

~
~
335020044 11 5 0
D0
~
~
0 -1 40258 10 10 5
D3
~
~
0 -1 40256 10 10 5
E
carcass animal~
Several types of dead animals lie on the floor.  It is easy to recognize

rabbits, chipmunks, and squirrels; larger ones might be deer and goat,

but have been torn up too much to be entirely recognizable.

~
973 9 1509949515 3 0
972 9 1509949520 3 0
1310 17 1509949540 -2 0
-1
S

#40258
Warren Tunnel - Bones~
The floor of this section of the tunnel is worn into small, oval,

depressions, each of which is approximately the same size as the

creatures that inhabit this place.  Tufts of fur and small bones lie

about the area, and bugs swarm to feast on the remains.

~
~
335020036 11 6 0
D2
~
~
0 -1 40257 10 10 5
D3
~
~
0 -1 40255 10 10 5
E
bones~
Tiny bones lie scattered about on the floor.  Even tinier teeth marks

show where some creature has recently feasted.

~
973 9 1509949540 3 0
949 9 1509949510 3 0
-1
S

#40259
Warren Tunnels~
Under Construction.

~
~
335020036 11 9 0
D1
~
~
0 -1 40258 10 10 5
-1
S

#40260
Warren Tunnels - By the Root~
A faint light shines to the east.  The damp tunnels extend into darkness

both north and west, and you can see no indication of what lies ahead. 

The earth here is hard and packed, as if many feet often passed this way. 

A loose root sticks out of the southern wall.

~
~
335020036 11 5 0
D0
~
~
0 -1 40261 10 10 5
D1
~
~
0 -1 40250 10 10 5
D3
~
~
0 -1 40262 10 10 5
A
cut~
root fur~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  i = random( 1, 20 );

  if( i == 1 ) {

    send_to_char( #yes_char, ch );

    act_notchar( #yes_room, ch );

    obj_to_char( oload( 387 ), ch );

    }

  else {

    send_to_char( #no_char, ch );

    act_notchar( #no_room, ch );

    }

  remove_rflag( reset0, room );

  }

else {

  send_to_char( #no_char, ch );

  act_notchar( #no_room, ch );

  remove_rflag( reset0, room );

  }

~
E
yes_char~
You have found a furry tail stuck to the root.

~
E
yes_room~
You see $n pulling at a root and grabbing a small piece of fur.

~
E
no_char~
You find nothing special stuck to the root.

~
E
no_room~
You see $n pulling at the root, and coming up with dirty hands.

~
!
0 0 0
A
1 look examine~
root~
if( find_skill( ch, searching ) > random( 0, 7 ) ) 

  send_to_char( #found, ch );

else

  send_to_char( #notfound, ch );

~
E
found~
A small root has several pieces of brown fur entwined in its tendrils. 

The fur looks as if it can be removed from the root, perhaps with a knife.

~
E
notfound~
There is nothing unusual about the root.

~
!
0 0 0
387 17 1509949460 -2 0
973 9 1509949540 3 0
972 9 1509949490 3 0
-1
S

#40261
Warren Tunnels - Low Area~
The ceiling in this area of the tunnel is lower, and the floor is made of

stone rather than dirt.  It seems quite likely that the diggers hit rock

and could go no lower; while making the ceiling higher might well cause

the room to be out in the open.  It is necessary to crawl in order to go

south; the way east is more open.

~
~
335020036 11 5 0
D1
~
~
0 -1 40253 10 10 5
D2
~
~
0 -1 40260 10 10 5
A
~
~
send_to_char( #no_char, ch );

act_notchar( #no_room, ch );

continue;

~
E
no_room~
You see $n crawl south through the dirt.

~
E
no_char~
You crawl through the dirt and head south.

~
!
3 0 4
945 9 1509949520 3 0
973 9 1509949540 3 0
-1
S

#40262
Warren Tunnels - Pawprints~
The tunnel widens a bit here, as if to allow several creatures to pass

side by side.  The ground is a bit moist, and you can see the prints of

dozens of paws, heading in both directions.  The tunnel slopes sharply

down as it goes west; the ground to the east is on the same level.

~
warren tunnels - pattern

~
335020036 11 6 0
D1
~
~
0 -1 40260 10 10 5
D3
~
~
0 -1 40263 10 10 5
E
prints~
The pawprints of many rabbits cover the soft earth.  The prints are

smaller than yours, but still much larger than those you are accustomed

to associating with rabbits.

~
972 9 1509949540 3 0
972 9 1509949515 3 0
972 9 1509949490 3 0
-1
S

#40263
Warren Tunnels - Pebbles~
The tunnel curves sharply to the north and east.  The sides narrow a bit

here, and the earth is damp to your touch.  The air is quite still, and a

damp, musty odor wafts towards you.  The ground is covered with many

loose pebbles here, though no rocks can be seen.

~
~
335020036 11 6 0
D0
~
~
0 -1 40264 10 10 5
D1
~
~
0 -1 40262 10 10 5
E
pebbles~
Small, dark pebbles litter the ground near your feet.  As you stoop to

examine them, you realize that they are in fact not drops, but are rabbit

droppings.

~
972 9 1509949490 3 0
973 9 1509949540 3 0
-1
S

#40264
Warren Tunnels - Gash~
The twisting passages of the tunnels straightens out here and goes north

and south.  The ground slopes down to the south, and up towards the north. 

A gash covers much of the eastern wall, running parallel to the ceiling,

and does not look like something that could be made by a rabbit, no

matter how large.

~
~
335020036 11 6 0
D0
~
~
0 -1 40267 10 10 5
D2
~
~
0 -1 40263 10 10 5
E
gash~
A large, thick gash runs along the eastern wall.  This gash is straight

and deep, and looks as if it were made by a weapon.

~
949 9 1509949540 3 0
-1
S

#40265
Warren Tunnels~
Under Construction.

~
~
335020036 11 6 0
D3
~
~
0 -1 40264 10 10 5
-1
S

#40266
Warren Tunnels~
Under Construction.

~
~
335020036 11 6 0
D0
~
~
0 -1 40265 10 10 5
-1
S

#40267
Warren Tunnels - Another Turning~
The tunnel winds east and south, as it twists in the dark soil.  Several

abandoned bits of refuse lie on the ground, as if something other than

rabbits were here before.  A breeze from the east blows your hair, and

causes bits of the remnants to knock against themselves, filling the air

with a faint drumming sound.

~
~
335020036 11 6 0
D1
~
~
0 -1 40268 10 10 5
D2
~
~
0 -1 40264 10 10 5
E
leather refuse remnants~
Bits of torn leather catch your eye.  As you stoop down to examine them

better, you realize that they are actually parts of armor.

~
E
armor~
Various bits of used armor, including helmet visors, broken chainmail,

and even a sole-less boot lie tossed about on the ground.  No single

piece is whole or likely to be of any use.

~
972 9 1509949540 3 0
973 9 1509949540 3 0
-1
S

#40268
Somewhere in the Warren~
This portion of the tunnel is wide, and the ceiling stands very high. 

The ceiling of the tunnel forms a small arch to the south; the way east

and west is wide and open.  The ground slopes sharply up to the east, and

drops towards the south.  Bits of rock show on the ground and ceiling,

defining the passageway.

~
~
335020036 11 6 0
D1
~
~
0 -1 40270 10 10 5
D2
~
~
0 -1 40269 10 10 5
D3
~
~
0 -1 40267 10 10 5
E
rock~
Bits of multi-colored rock break through the earth on the ground and

ceiling of the tunnel.  Faint outlines of large chunks of the minerals

can be seen, as well as scratches nearby.

~
972 9 1509949490 3 0
973 9 1509949540 3 0
-1
S

#40269
Warren Tunnels - Dead End~
This small, dead-end room has been the scene of former battles.  In one

corner lies a bloody corpse of some kind of animal.  Splotches of blood

lie large and ominous all about this area, delineating the scenes of

former battles.

~
~
335020036 11 6 0
D0
~
~
0 -1 40268 10 10 5
E
corpse~
A small, bloody corpse lies in the corner of the room.  Upon careful

examination, it can be determined to be that of a rat.

~
A
~
~
if( is_player( ch ) ) {

  act_tochar( #web, ch );

  act_notchar( #dirt, ch );

  do_spell( web, ch, ch );

  }

~
E
dirt~
A large spider @W@bweb@n hits $n right in the face.

~
E
web~
As you enter the room, you stumble into a sticky spider web.

~
!
1 0 1
949 9 1509949540 3 0
293 9 1509949540 3 0
-1
S

#40270
Warren Tunnels - Moldy Ground~
The passage narrows here, as it turns north and west.  The ground here

really isn't ground -- it is covered with a carpet of light green mold. 

The mold is wet, and provides a very slippery surface for you to walk on. 

The walls are close together, providing a natural barrier to uninvited

guests or invaders.

~
~
335020036 11 5 0
D0
~
~
0 -1 40271 10 10 5
D3
~
~
0 -1 40268 10 10 5
E
mold~
Light green mold grows on the ground, making it very slippery.  Walking

is difficult on this surface, and running would be impossible.

~
945 9 1509949520 3 0
973 9 1509949540 3 0
1300 17 1509949485 -2 0
-1
S

#40271
Warren Tunnels - By a Crevice~
The tunnels curve east and south here, although a tiny crevice to the

north might just be passable, if you tried to squeeze your way in.  The

wall to your west is made of hard-packed clay, with flecks of dark rock. 

The earth beneath your feet is loose, and bits of gravel are mixed with

the dark earth.

~
always the sound?

[Arathorn] no message for look north, not even you see nothing of intreset

~
335020037 11 6 0
D0
rock granite~
rock granite~
0 -1 40272 10 10 5
D1
~
~
0 -1 40273 10 10 5
D2
~
~
0 -1 40270 10 10 5
E
west wall~
The wall is made of hard, red clay, spotted with flecks of obsidian.  It

is cold, and hard to your touch, and makes a natural barrier to the west. 

The wall trembles slightly, as if something from deep within the earth

were trying to move.

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

end;

if( !rflag( reset2, find_room( 40272 ) ) ) {

  send_to_char( #blocked, ch );

  end;

  }

continue;

~
E
Unstable~
No description~
E
blocked~
The passage north has caved in and is completely blocked.  You have no

hope of making your way through.

~
E
closed~
The tunnel has caved in, and you can not go that way.

~
!
3 0 1
A
1 look~
1 north~
end;

if( rflag( reset2, find_room( 40272 ) ) ) 

  continue;

acode( room, 1 );

~
!
0 0 0
949 9 1509949540 3 0
-1
S

#40272
Warren Tunnels - Rumbling Walls~
This small room is filled with the bones of many animals.  The walls are

dark, and seem close and threatening.  A faint rumbling can be heard in

the distance, and the ground reverberates.  You think perhaps it would be

wise not to linger in this spot.

~
might make a check vs searching for players each time they look in room

to notice unstable walls etc - skill checks for things like search etc

are good to code as it makes those skills more useful :) 

-------START PHULE

is this a death trap?  what about when a player comes in, leaves for 30

ticks, then comes back and misses all warning and is splatted?  make a

chari_in_room check.

-------END PHULE

~
335020044 11 6 0
D2
granite rock~
granite rock~
0 -1 40271 10 10 5
E
bones~
White bones, stripped of all flesh, lie scattered about on the floor.  It

is impossible to determine what type of animals provided the source for

these remnants.

~
A
pull~
none~
remove_rflag( reset0, room );

wait( 5 );

send_to_room( #start, room );

wait( 25 );

send_to_room( #time2, room );

wait( 7 );

send_to_room( #time3, room );

wait( 3 );

acode( room, 3 );

remove_rflag( reset2, room );

~
E
start~
A loud rumble echos through the room and a few rocks fall from the

ceiling.

~
E
time2~
The ground shakes and a large chunk of rock narrowly misses you as the

ceiling above the west wall partially collapses.  It would be well

advised to quickly leave this room as the ceiling does not appear even

slightly stable.

~
E
time3~
A large crack forms in the rock above you.  It is obvious that this

tunnel will not survive for more than a few seconds longer.  Pebbles and

rocks are already beginning to shower down upon you.  Staying here would

mean certain death due to the crushing weight of the ground above you.

~
!
1 0 4
A
search~
bones~
if( obj_in_room( 289, room ) ) {

  if( rflag( reset1, room ) ) {

    send_to_char( #true_char, ch );

    act_notchar( #true_room, ch );

    obj_to_char( oload( 3029 ), ch );

    if( random( 1, 2 ) == 1 )

      obj_to_char( oload( 2001 ), ch );

    remove_rflag( reset1, room );

    }

  else

    send_to_char( #false_char, ch );

  }

else

  continue;

~
E
false_char~
You rummage through the bones, but find nothing.

~
E
true_room~
$N rummages through the bones and finds something of value.

~
E
true_char~
You have found something in the pile of bones.

~
!
0 0 0
A
~
~
send_to_room( #crush, room );

loop( all_in_room ) {

  i = 0d0+5000;

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

  inflict( rch, mob, i, "being crushed to death" );

  }

~
E
crush~
The ceiling gives way completely.  Rocks and boulder pummel you as they

come crashing down.  You have no chance of surviving.  A large boulder

mercifully knocks you unconcious before the crushing weight of many tons

of rock kill you.

~
!
0 0 0
289 17 1509949460 -2 0
972 9 1509949540 3 0
973 9 1509949520 3 0
972 9 1509949500 3 0
-1
S

#40273
Warren Tunnels - Puddle~
A small puddle lies at your feet, and small drops from up above slowly

drip down to add to the liquid.  In the soft, moist dirt you can see the

pawprints of many, many animals.  This pool shows signs of being a

popular drinking spot for all of the inhabitants.

~
~
335020037 11 6 0
D1
~
~
0 -1 40274 10 10 5
D3
~
~
0 -1 40271 10 10 5
E
pawprints~
You see the prints of dozens of extra-large rabbit feet.  It seems as if

this is an especially popular drinking spot.

~
E
puddle~
The splashing of drops of cold water into a small puddle catches your eye. 

As you bend down closer to inspect it, you notice that there is a very

strange smell coming from the water.

~
A
smell~
water puddle~
if( !is_player( ch ) )

  end;

    send_to_char( #smell, ch );

    act_notchar( #he_smell, ch );

~
E
he_smell~
You see $n stoop down and sniff at the puddle of water.

~
E
smell~
The liquid has a fresh, minty smell, that somehow makes you want to drink

it.

~
!
0 0 0
A
drink~
water puddle~
if( !is_player( ch ) )

  end;

send_to_char( #drink, ch );

do_spell( hallucinate, ch, ch );

act_notchar( #he_drink, ch );

~
E
he_drink~
You see $n stoop, get some of the liquid, and slurp it down.

~
E
drink~
You stoop and eagerly drink the refreshing liquid.

~
!
0 0 0
A
fill~
container cup waterskin flask horn chalice bucket bowl wineskin mug canteen~
act_tochar( #nope, ch );

~
E
nope~
The puddle is too shallow to fill a container from.

~
!
0 0 0
949 9 1509949520 3 0
973 9 1509949515 3 0
981 9 1509949540 3 0
-1
S

#40274
Warren Tunnels - Near Some Holes~
The ground slopes off sharply here to the east, making it difficult to

stand upright.  Small holes appear in the sides of the tunnel, giving it

a curious, polka-dot appearance.  A faint light appears to the east; to

the west lies only darkness.

~
[Staer] and make only drink pudd work

[Nezzim] This is buggy

[Nezzim] *snicker* more specifically - look hole and search hole give the same response.  Should be fixed.

~
335020036 11 6 0
D1
"engraved wooden door"~
"engraved wooden door"~
0 -1 40275 10 10 5
D3
~
~
0 -1 40273 10 10 5
A
touch enter~
hole~
if( is_player( ch ) ) {

if( rflag( reset1, room ) ) {

    send_to_char( #true_char, ch );

    act_notchar( #true_room, ch );

    mload( 974, room );

      mload( 974, room );

 if( random( 1, 10 ) < 6 )

   mload( 974, room );

  if( random( 1, 10 ) < 4 )

    mload( 974, room );

    remove_rflag( reset1, room );

    }

  else

    send_to_char( #false_char, ch );

}

else

  send_to_room( #notplayer );

~
E
false_char~
The hole seems to be empty.

~
E
true_room~
Suddenly, red ants come pouring out of the hole and head towards $n!

~
E
true_char~
Suddenly, red ants come pouring out of the hole and head straight towards you.

~
E
notplayer~
Nothing happens when $n touches the hole.

~
!
0 0 0
A
1 look search~
hole~
if( find_skill( ch, searching ) > 1 ) 

  send_to_char( #notouch, ch );

else

  send_to_char( #touch, ch );

~
E
touch~
You search the hole, and think that something interesting might be inside.

~
E
notouch~
You search the hole and see some red ants inside it.

~
!
0 0 0
945 137 1509949540 3 0
972 9 1509949520 3 0
972 9 1509949540 3 0
-1
S

#40275
Warren Tunnels - Dead End~
Looking up, you can see that a root descends into this space, having

broken through the earthen ceiling.  The root has made a small crack, and

threatens to open this spot to the elements.  The only exit appears to

be back towards the west.

~
~
335020165 11 6 0
D3
"engraved wooden door"~
"engraved wooden door"~
0 -1 40274 10 10 5
E
earth~
Globs of caked earth stick to the thick root.  Upon closer inspection,

the dirt looks just a bit strange, as if something were enclosed in it.

~
E
root~
A large, thick root, caked with earth hangs near your head.

~
A
search break open~
glob earth dirt~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  i = random( 1, 20 );

  if( i == 1 ) {

    send_to_char( #yes_char, ch );

    act_notchar( #yes_room, ch );

    obj_to_char( oload( 14 ), ch );

    }

  else {

    send_to_char( #no_char, ch );

    act_notchar( #no_room, ch );

    }

  remove_rflag( reset0, room );

  }

else {

  send_to_char( #no_char, ch );

  act_notchar( #no_room, ch );

  remove_rflag( reset0, room );

  }

~
E
yes_char~
You break up all the globs of earth, and find something quite useful!

~
E
no_char~
You break up all the globs of earth, and get quite dirty.

~
E
yes_room~
You see $N breaking up the globs of earth, and beam through the coat of dirt.

~
E
no_room~
You see $n break up all the globs of earth, and get covered with dirt.

~
!
0 0 0
972 9 1509949540 3 0
945 137 1509949515 3 0
973 9 1509949515 3 0
-1
S

#40276
Warren Tunnels~
Under Construction.

~
~
335020036 11 9 0
D2
~
~
0 -1 40277 10 10 5
-1
S

#40277
Warren Tunnels~
Under Construction.

~
~
335020036 11 6 0
D3
~
~
0 -1 40257 10 10 5
-1
S

#40278
Warren Tunnels~
Under Construction.

~
~
335020036 11 6 0
D0
~
~
0 -1 40277 10 10 5
-1
S

#40279
Warren Tunnels~
Under Construction.

~
~
335020036 11 9 0
D1
~
~
0 -1 40278 10 10 5
-1
S

#40280
Warren Tunnels~
Under Construction.

~
~
335020036 11 9 0
D0
~
~
0 -1 40275 10 10 5
-1
S

#0