#AREA Chiiron Bandits~ Rue~ Chiiron Bandits~ 9 0 0 #ROOMS #47000 Path Through the Oaks~ A thick hedgerow of bushes borders the area to the north. A faint path leads south through the sparse grass, meandering lazily underneath the stands of oak trees. Each of the oaks has several trunks that spread out from near the ground, the limbs twisting around each other and reaching towards the sky. ~ no.mob ~ 301465608 3 5 0 D0 hedgerow~ hedgerow bushes~ 235 -1 40534 10 10 5 D2 ~ ~ 0 -1 47001 10 10 5 E bushes hedgerow~ The thick row of bushes makes an almost solid barrier to the north. The path, however leads right up to the bushes, and you can see a piece of torn cloth on one of the branches. ~ E cloth piece~ The tiny piece of bright-red cloth appears to have been torn from a passerby's clothing. ~ E oaks trunks~ The bark of the oaks is a light grey-brown. The small, oval leaves range in color from brown to green. High up one of the trees you see a dead clump of mistletoe. ~ E mistletoe~ The mistletoe is long dead, and has turned a light-brown color. ~ E path~ The faint path heads south and north, right up to the thick hedgerow. ~ A move push part~ bushes hedgerow~ if( !is_open( room, north ) ) { act_tochar( #move, ch ); act_notchar( #rmove, ch ); open( room, north ); } else { act_tochar( #move2, ch ); act_notchar( #rmove2, ch ); close( room, north ); } ~ E move~ You move the hedgerow bush aside, revealing a way north. ~ E rmove~ $n moves aside a hedgerow bush, revealing a way north. ~ E move2~ You move the hedgerow bush, concealing the path north. ~ E rmove2~ $n moves a hedgerow bush, concealing the path north. ~ ! 0 0 0 A ~ ~ obj_to_room( oload( 2629 ), find_room( 19 ) ); continue; ~ ! 1 0 1 -1 S #47001 Path Through the Oaks~ The small path wanders from tree to tree, taking full advantage of the cover of the trees as it heads north and south. The ground here is uneven and you see the beginnings of more hilly terrain to the south. Beneath the trees the grass grows sparsely, and where their shade does not reach the grass becomes greener and more plentiful. A large manzanita bush sits near the trail. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 47000 10 10 5 D2 ~ ~ 0 -1 47002 10 10 5 E path~ The small path is barely more than a faint trail where there is a lack of grass. It winds back and forth beneath the oaks and the occasional bushes. ~ E hills hilly~ In the distance to the south you can see the beginnings of rolling hills. ~ E grass~ The grass here is spotty, green in some places and brown in others. ~ E manzanita bush~ The manzanita is about five-feet tall, its reddish bark smooth. The leaves are gray-green, and the plant has small pink flowers hanging in little clusters. ~ A ~ ~ if( is_follower( ch ) ) end; if( is_player( ch ) ) { mob = mob_in_room( 1828, room ); if( mob ) act_tochar( #halt, ch ); } else continue; ~ E halt~ The human leaps out from behind the bush, obviously thinking you didn't see him. He raises his right hand to stop you and says, "Halt! Give me a silver coin and I might spare your life!" ~ ! 1 0 5 A pick get~ flowers pink clusters~ act_tochar( #nope, ch ); ~ E nope~ You try and pick one of the small flower clusters, but you crush it while trying. ~ ! 0 0 0 1828 9 1509949540 3 0 -1 S #47002 Meadow Among the Oaks~ Rolling hills covered in dry yellow grass spread out to the distance to the southwest. Small manzanitas and other scrub brush grow here and there, adding a little color to the drab landscape. To the north and east small stands of oaks sit proudly upon the hills. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 47001 10 10 5 D1 ~ ~ 0 -1 47004 10 10 5 D2 ~ ~ 0 -1 47005 10 10 5 D3 ~ ~ 0 -1 47003 10 10 5 E grass~ Long yellow stalks of grass cover the hills. When the breeze blows, the ground seems to flow as the grass waves in the wind. ~ E bushes manzanita~ The smooth red bark of the manzanita bushes stands out against the yellow background of grass. The small green leaves are waxy, and small clusters of flowers hang from the branches. ~ -1 S #47003 Meadow Among the Oaks~ The rolling hills come upon a steep washout that cuts off the meadow to the north and west. Floodwaters have carved a steep ravine out of the flatlands here, making it impossible to head over the washout without finding another way across. To the south and east the rolling hills continue, the yellow grass waving in the occasional breeze. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 47002 10 10 5 D2 ~ ~ 0 -1 47006 10 10 5 E washout ravine~ The ravine is deep, carved from the soft dirt of the meadow during periods of heavy rain. Small stones dot the side and bottom of the ravine, uncovered by the action of the water. The sides appear unstable; it would be best to avoid getting too close. ~ E stones~ Small stones rounded by the action of the water dot the ravine. Other stones are still embedded in the dirt walls. ~ A climb get~ rocks stones ravine washout down~ act_tochar( #ack!, ch ); act_notchar( #rmack!, ch ); ~ E ack!~ As you near the edge of the ravine huge chunks of dirt start to give way, and you back off to avoid falling in. ~ E rmack!~ $n quickly backs away from the ravine as the dirt begins to give way beneath $m! ~ ! 0 0 0 755 9 1509949540 3 0 -1 S #47004 Oak-Rimmed Vale~ The air temperature drops as you enter a protected vale rimmed by oaks. Several large stones are scattered about, half buried on the sloping ground. Up the hill to the west the trees begin to clear somewhat, leading to a meadow. Small holes dot the ground, evidence that some small burrowing creatures make this their home. ~ ~ 301465600 3 9 0 D3 ~ ~ 0 -1 47002 10 10 5 E stones~ The large stones appear to be a grey-black granite. You can determine no special order to the placement of the stones, and they appear to have been here for quite some time. ~ E holes burrows~ The holes appear to be fresh, probably the burrows of squirrels or other small animals. ~ E oaks~ The oaks grow around the rim of the small vale. Most of them are old, but a few new ones grow in the shade of the taller trees. The limbs of the oaks are too far above you to climb them easily. ~ A ~ ~ if( is_follower( ch ) ) end; if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); mob = mob_in_room( 1831, room ); if( mob ) { i = 1d10; if( i > 7 ) { act_tochar( #falls, ch ); interpret( mob, "sit" ); } } } ~ E falls~ The youth tries to climb one of the trees, but falls down. ~ ! 1 0 8 A ~ ~ mob = mob_in_room( 1831, room ); if( mob ) { if( is_resting( mob ) ) interpret( mob, "stand" ); continue; } else continue; ~ ! 3 0 8 A climb~ tree oaks~ act_tochar( #nope, ch ); ~ E nope~ You cannot see where you could get good enough handholds to climb the trees. ~ ! 0 0 0 A enter climb~ holes~ act_tochar( #nope, ch ); ~ E nope~ You can't fit in there! ~ ! 0 0 0 1831 9 1509949540 3 0 -1 S #47005 Meadow Among the Oaks~ The hills become less pronounced, forming a flat meadow of waving yellow. The oaks fade off into the distance to the north and west, only manzanitas sprinkled about the landscape. A cool breeze gently spreads over the field, bringing with it a faint sound like laughter. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 47002 10 10 5 D3 ~ ~ 0 -1 47006 10 10 5 E oaks~ Far off to the north and west you can see rolling hills covered by oak trees. One large oak dominates the hills to the west, rising high above the others. ~ E manzanita bush~ Small manzanitas dot the meadow, their red bark and green leaves vibrant compared to the yellow grass. ~ A listen~ breeze laughter~ act_tochar( #laugh, ch ); ~ E laugh~ You strain to listen for the sounds of laughter, but can't quite pick up where they are coming from. ~ ! 0 0 0 -1 S #47006 Meadow Among the Oaks~ Yellow grass and solitary oaks dot the rolling hills. Small shrubs grow here and there, some beneath trees and others not. A faint trail comes from the south and leads to the west. One large oak tree stands out from the others, towering high into the sky. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 47003 10 10 5 D1 ~ ~ 0 -1 47005 10 10 5 D2 ~ ~ 0 -1 47008 10 10 5 D3 ~ ~ 0 -1 47007 10 10 5 D4 ~ ~ 239 -1 47014 10 10 5 E shrubs~ Small manzanita and other evergreen shrubs grow on the hillside. A few seem to flourish under trees, but there appears to be nothing special about them. ~ E trail~ A small animal track cuts through the grass. It is faint and grows even fainter as it moves from the south to the west. ~ E large oak tree~ This oak tree is huge! It must be at least eighty-feet tall, and spreads out covering much of the sky. A thick rope hangs from one of its branches. ~ E rope~ A sturdy rope hangs from one of the branches of the tree. ~ E up~ You think you can see some sort of platform hidden amongst the branches of the oak. ~ A climb~ rope tree up u~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 47014 ) ); act_notchar( #arrive, ch ); end; } else { act_tochar( #rope, ch ); act_notchar( #rmrope, ch ); transfer( ch, find_room( 47014 ) ); act_notchar( #arrive, ch ); } ~ E rope~ You grab the rope and begin climbing up the tree. ~ E rmrope~ $n grabs the rope and begins climbing into the tree. ~ E arrive~ $n arrives from below. ~ E fly~ You fly easily up into the tree. ~ E rmfly~ $n flies up into the tree with little effort. ~ ! 0 0 0 932 9 1509949540 3 0 -1 S #47007 Path through the Oaks~ A deep ravine cuts through the meadow, slicing a deep scar just to the northwest. A gnarled oak tree leans precariously over the side of the ravine, somehow managing to not fall in. The grass here is greener, but sparse underneath the tree. Off to the east a large oak tree grows high over the rolling hills. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 47006 10 10 5 E tree oak gnarled~ The gnarled limbs of the oak tree twist upwards. Some of its roots are exposed, wrapped around a rock at the base of the tree. ~ E scar ravine~ The ravine is deep, carved from the soft dirt of the meadow during periods of heavy rain. Small stones dot the side and bottom of the ravine, uncovered by the action of the water. The sides appear unstable; it would be best to avoid getting too close. ~ E rock~ This ancient rock is tightly clutched by the roots of the oak tree. The dirt near the rock looks like it has been disturbed recently. ~ E grass~ The grass begins to show signs of being healthier, turning from a yellow to a green color. Underneath the oak, however, the grass becomes patchy. ~ E dirt~ The dirt by the stone has been disturbed recently. ~ A get climb~ ravine scar down north west d~ acode( find_room( 47003 ), 1 ); ~ ! 0 0 0 A dig search~ rock stone ground~ mob = mob_in_room( 1835, room ); if( mob ) { act_tochar( #whap, ch ); act_notchar( #rmwhap, ch ); end; } if( is_player( ch ) ) { act_tochar( #dig, ch ); act_notchar( #rmdig, ch ); if( rflag( reset1, room ) ) { i = 1d20; if( i < 9 ) { obj = oload( 1039 ); act_tochar( #found1, ch, obj ); act_notchar( #rmfound1, ch, obj ); obj_to_char( obj, ch ); } if( i == 9 ) { obj = oload( 1066 ); act_tochar( #found1, ch, obj ); act_notchar( #rmfound1, ch, obj ); obj_to_char( obj, ch ); } if( i == 10 ) { obj = oload( 1293 ); act_tochar( #found1, ch, obj ); act_notchar( #rmfound1, ch, obj ); obj_to_char( obj, ch ); } remove_rflag( reset1, room ); end; } else { act_tochar( #nope, ch ); act_notchar( #rmnope, ch ); } } ~ E dig~ You kneel down on the ground and start to dig at the base of the rock. ~ E rmdig~ $n kneels down and begins to dig near the rock. ~ E found1~ You stop digging and pull $p from the cold earth! ~ E rmfound1~ $n pulls $p from the ground! ~ E nope~ You dig for a while, but you don't find anything. ~ E rmnope~ $n digs for a while, but gives up in disgust. ~ E whap~ @YThe dwarf pushes you away from the rock, snarling.@n ~ E rmwhap~ @GThe dwarf shoves $n away forcefully.@n ~ ! 0 0 0 A ~ ~ if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); if( is_follower( ch ) ) end; if( mob_in_room( 1835, room ) ) act_tochar( #start, ch ); } ~ E start~ The dwarf looks startled as you come upon him! ~ ! 1 0 2 A ~ ~ if( mob_in_room( 1835, find_room( 47007 ) ) ) { mob = mob_in_room( 1835, find_room( 47007 ) ); interpret( mob, "say Run away ya pansy!" ); continue; } else continue; ~ ! 3 0 2 1835 9 1509949540 3 0 -1 S #47008 Path Through the Oaks~ The faint trail winds its way through the hilly field, beneath oaks and around small bushes. You can see obvious footprints in the dirt of the trail, which lead off to the east into a ravine. To the south a smaller trail splits off, heading between two small bushes and off into a thick stand of elms. ~ ~ 301465600 4 9 0 D0 ~ ~ 0 -1 47006 10 10 5 D1 ~ ~ 0 -1 47010 10 10 5 D2 ~ ~ 0 -1 47009 10 10 5 E trail footprints dirt~ Booted footprints of various sizes head back and forth on the path. Whoever walked along the trail didn't seem to care or know that they could be tracked. ~ E bushes~ Two small manzanita bushes flank the faint trail to the south. Beyond them is a thick stand of elm trees. ~ E stand elm trees~ Tall elms with outstretched canopies grow to the south. Beneath them are small elms, struggling to grow in the diminished light. ~ 1837 9 1509949540 3 0 -1 S #47009 Beneath the Elms~ Elms with grey bark grow tall and close together. In a small clearing, a thick, green grass grows in their shade. Several small tree stumps dot the clearing, as well as a recently fallen tree. To the north the elms disappear, giving way to a hillside meadow. ~ ~ 301465600 3 9 0 D0 ~ ~ 0 -1 47008 10 10 5 E grass green~ The luxurious grass is quite healthy and green. The small clearing is shady, and the grass looks inviting. ~ E stumps~ Cut close to the ground, these stumps appear somewhat fresh from the thick sap that still oozes out near the bark. ~ E elms trees~ These appear to be quite old elm trees. Their bark is greyed from the affect of weather, and their branches spread out in a living canopy overhead. ~ A ~ ~ if( is_follower( ch ) ) end; if( is_player( ch ) ) { if( rflag( reset1, room ) ) { if( mob_in_room( 1838, room ) ) { if( mob_in_room( 1839, room ) ) { mob = mob_in_room( 1838, room ); interpret( mob, "tickle rake" ); mob = mob_in_room( 1839, room ); interpret( mob, "giggle" ); remove_rflag( reset1, room ); interpret( mob, "say Hey! Who are you?" ); } } } } ~ ! 1 0 1 1838 9 1509949540 3 0 1839 9 1509949540 3 0 -1 S #47010 In a Ravine~ The walls of the ravine rise high above your head, and the loose, crumbling soil of those walls appears quite fragile. Several large stones are half-uncovered and protrude from the walls and ground. The bottom of the ravine as been used as a trail for some time from the indications of the loose soil and deep footprints. ~ ~ 301465600 4 9 0 D1 ~ ~ 0 -1 47011 10 10 5 D3 ~ ~ 0 -1 47008 10 10 5 E walls loose crumbling soil~ The loose dirt threatens to come down on you at anytime. Small stones dot the walls, embedded deep in the dirt. They are far too steep to climb, and would probably fall down on you if you tried. ~ E stones~ There is nothing special about the stones except for the fact they are half-buried in the walls. ~ A dig move pry get take~ stones rocks~ act_tochar( #nope, ch ); ~ E nope~ You pry at the loose stones, but they are more firmly stuck than you thought. ~ ! 0 0 0 -1 S #47011 In a Ravine - Dead End~ The ravine winds along to the east and west, sharp turns making it difficult to see very far ahead. After a sharp turn, the ravine comes to a dead end. The floor of the ravine has been cleared here, and several stout tree trunks have been sunk into the ground to form a half-complete wall. The wall remains unfinished and does not block your movement through the ravine. Two large holes have been dug into the wall of the ravine and shored up with logs. ~ maybe add pointment to asks for gnome ~ 301465600 4 9 0 D1 rough-planked door~ rough-planked door~ 391 2596 47012 10 10 5 D2 stained curtain~ stained curtain~ 131 -1 47013 10 10 5 D3 ~ ~ 0 -1 47010 10 10 5 E trunks stout wall~ It looks like the bandits are in the progress of making a defensive wall for their hideout. Thankfully, it appears that the wall is unfinished. The tree trunks are lashed together with rope, and appear solid. ~ E holes~ The holes appear to have been dug out of the walls recently. Loose dirt is spread about the floor, and shovel marks can still be seen on the walls. The hole to the east has been blocked with a crude door made from rough-cut boards. To the south, the hole is covered by a stained curtain. ~ E door~ The door is built of thick planks of roughly sawn wood. A rusty iron keyhole implies that the door can be locked. ~ E curtain~ The curtain is made of a heavy green wool. It is stained with all manner of sticky and smelly agents. ~ A op open pick~ rough lock door east rough-hewn e~ if( mob_in_room( 1840, find_room( 47011 ) ) ) { mob = mob_in_room( 1840, find_room( 47011 ) ); interpret( mob, "say Hey! What ye think yer doin? Move away from there!" ); i = 1d8; act_tochar( #kick, ch ); act_notchar( #rmkick, ch ); dam_message( ch, i, "the gnome's shin-kick" ); inflict( ch, mob, i, "being kicked to death" ); end; } continue; ~ E kick~ The gnome kicks your shin sharply! ~ E rmkick~ The gnome kicks $n in the shin! ~ ! 0 0 0 1840 9 1509949540 3 0 -1 S #47012 Ravine - Inside the East Hole~ A large chamber has been dug out of the soft dirt. Several strong timbers brace the sides, and thick planks keep the ceiling from caving in. On the floor are several old rugs, much the worse for wear. Against the south wall a few planks have been placed, probably to prevent that wall from collapsing. A thick iron door is bolted to some posts along the east wall. ~ ~ 301465605 0 9 0 D1 thick iron door~ thick iron door~ 131 -1 47015 10 10 5 D3 rough-planked door~ rough-planked door~ 391 2596 47011 10 10 5 E timbers strong~ Thick wooden timbers support the heavy and unstable dirt ceiling. The wood smells fresh, and sap still seeps from the cuts. ~ E ceiling~ Crudely sawn planks crisscross the ceiling providing support for the loose soil. ~ E rugs old~ The rugs are stained and full of dirt. Some appear to have once been valuable, but they are now moldy and worthless. ~ E south wall~ The thick planks that are set along the south wall seem solid. They are somewhat bowed into the room, evidence that immense pressure is pushing against them. ~ A ~ ~ if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); if( is_follower( ch ) ) end; if( mob_in_room( 1845, room ) ) act_tochar( #challenge, ch ); mob = mob_in_room( 1845, find_room( 47012 ) ); interpret( mob, "say You dare come for me in my own home?" ); interpret( mob, "say Have at you, then!" ); rch = rand_player( find_room( 47012 ) ); attack_weapon( mob, rch, 2d6+3, "lighting-quick counterstrike" ); } ~ E challenge~ The slender man strides towards you, rapier in hand. ~ ! 1 0 8 A search~ rugs~ act_tochar( #rug, ch ); act_notchar( #rmrug, ch ); ~ E rug~ You search the rugs, but find nothing. ~ E rmrug~ $n searches the rugs but comes up empty handed. ~ ! 0 0 0 A search pry~ plank wooden~ act_tochar( #plank, ch ); act_notchar( #rmplank, ch ); ~ E plank~ You pry back one of the planks, and search around, but find nothing. ~ E rmplank~ $n prys back one of the planks, and searches behind it. ~ ! 0 0 0 1845 9 1509949540 3 0 -1 S #47013 Ravine - Inside the South Hole~ You are in a small dirt chamber that has been dug from the ravine wall. The dirt walls are supported by thick wood columns. The floor is covered in furs, most stained and ratty looking. The dirt walls are bare, and the ceiling only shows the marks from when it was dug. A stained curtain hangs in the exitway to the north. ~ ~ 301465604 0 9 0 D0 stained curtain~ stained curtain~ 131 -1 47011 10 10 5 E columns~ The thick wooden columns appear to be simply tree trunks cut to size. There is one in each corner of the room, and a few planks run from one corner of the ceiling to the other. ~ E furs stained ratty~ A thick pile of nasty smelling and dusty furs covers the floor. They appear quite dirty and disgusting. ~ E walls dirt~ The loose dirt of the walls looks like it could collapse at any time. Several planks and columns support them to make the room safer. ~ A search get~ furs skins rugs~ act_tochar( #rugs, ch ); act_notchar( #rmrug, ch ); ~ E rugs~ You pick up one of the furs, but decide to drop it when you notice lice crawling on it. ~ E rmrug~ $n begins searching through the furs, but drops one with a look of disgust. ~ ! 0 0 0 A search~ planks boards ceiling~ act_tochar( #planks, ch ); act_notchar( #rmplanks, ch ); ~ E planks~ You slide your hand above the planks but find nothing. ~ E rmplanks~ $n slides $s hand along the planks on the ceiling, but gives up after finding nothing. ~ ! 0 0 0 1841 9 1509949540 3 0 1844 9 1509949540 3 0 -1 S #47014 Up in the Oak Tree~ Several boards have been nailed into the tree, providing a stable platform to watch over the fields. However, the branches of the oak make it almost impossible to see anything but directly under the tree. A ratty bedroll sits in one corner of the platform. A rope hanging from one of the branches provides the only means out of the tree. ~ ~ 301465600 3 9 0 D5 ~ ~ 239 -1 47006 10 10 5 E branches down~ The thick canopy of branches makes it difficult to look out over the hillside. However, you notice some mistletoe growing on one of the branches. ~ E mistletoe~ A small bough of mistletoe hangs from one of the branches. You might just be able to reach it to pick some. ~ E bedroll~ This ratty bedroll is made of cotton and has seen better days. The stuffing is coming out of it, and it has a peculiar odor. ~ E platform~ The platform is made of several rough planks nailed to the branches of the oak. It appears to be solid, if crude. ~ E rope~ The rope dangles down, hanging loosely from one of the thick branches. ~ A climb~ rope down d do dow~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 47006 ) ); act_notchar( #arrive, ch ); } else { act_tochar( #rope, ch ); act_notchar( #rmrope, ch ); transfer( ch, find_room( 47006 ) ); act_notchar( #arrive, ch ); } ~ E fly~ You easily fly down. ~ E rmfly~ $n flies down quickly. ~ E arrive~ $n climbs down the rope. ~ E rope~ You grab the rope and climb down the tree. ~ E rmrope~ $n climbs down the rope. ~ ! 0 0 0 A pick get grab~ bough sprig mistletoe~ if( is_player( ch ) ) { act_tochar( #stretch, ch ); act_notchar( #rmstretch, ch ); wait( 1 ); i = 1d20; if( rflag( reset1, room ) ) { if( i < 4 ) { obj = oload( 667 ); obj_to_char( obj, ch ); act_tochar( #got, ch ); act_notchar( #rmgot, ch ); remove_rflag( reset1, room ); end; } act_tochar( #not, ch ); act_notchar( #rmnot, ch ); remove_rflag( reset1, room ); } else { act_tochar( #not, ch ); act_notchar( #rmnot, ch ); } } ~ E stretch~ You reach out for the mistletoe, stretching as far as you can to pull some off. ~ E rmstretch~ $n reaches out to one of the branches, stretching to pull some mistletoe off. ~ E got~ You manage to pull off a sprig of mistletoe! ~ E rmgot~ $n manages to pull off a sprig of mistletoe! ~ E not~ You can't quite reach the mistletoe. ~ E rmnot~ $n can't quite reach the mistletoe. ~ ! 0 0 0 A sleep lie~ bed roll mattress bedroll~ act_tochar( #bugs, ch ); ~ E bugs~ The bedbugs hopping out of the bedroll make you decide against that course of action. ~ ! 0 0 0 1832 9 1509949540 3 0 -1 S #47015 Inside a Gloomy Cell~ The stale air of this dark and gloomy room chokes you. The eastern wall is nothing more than a large rock, while the others are made of loose soil that threatens to cave in at any time. Bolted into the rock is a thick pair of iron manacles. Dominating the western wall is a thick iron door set into wide timbers. ~ the girl is NOT a girl, she is an ogre magi with an illusion spell ~ 301465612 0 9 0 D3 thick iron door~ thick iron door~ 131 -1 47012 10 10 5 E stone large rock wall~ This massive grey stone makes up the entire east wall. Small flecks sparkle in its surface, making you think it to be granite. A pair of manacles are bolted into the stone. Underneath the stone, the dirt looks recently disturbed. ~ E manacles~ These thick iron manacles are bolted firmly into the stone. They appear unused and rusty. ~ E thick iron door~ The thick iron door hangs on heavy hinges bolted into thick wooden beams. Spots of rust dot the iron, and it has many scratch marks on it. ~ A dig~ dirt stone ground~ if( doing_quest( ch, 49 ) ) { act_tochar( #dig, ch ); act_notchar( #rmdig, ch ); wait( 1 ); if( rflag( reset1, room ) ) { obj = oload( 2629 ); obj_to_char( obj, ch ); act_tochar( #got, ch ); act_notchar( #rmgot, ch ); remove_rflag( reset1, room ); end; } act_tochar( #not, ch ); act_notchar( #rmnot, ch ); } else { act_tochar( #not, ch ); act_notchar( #rmnot, ch ); } ~ E dig~ You begin digging in the cool dirt, your hands easily moving the recently moved soil. ~ E rmdig~ $n digs in the dirt beneath the stone. ~ E got~ Your hands strike something soft, and you manage to pull a tattered dress from the ground. ~ E rmgot~ $n digs with renewed intensity, finally pulling a tattered dress from the ground in a cloud of dust! ~ E not~ You dig a large hole, but come up with nothing but dirt under your fingernails. ~ E rmnot~ $n digs a little longer, but gives up after awhile. ~ ! 0 0 0 1846 9 1509949540 3 0 -1 S #0