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#AREA
Southern Cairn~
Damiel~
Southern Cairn Mountains~

20 0
0
#ROOMS

#47750
Outcropping~
A sharp spear of granite juts out from this ledge, reminiscent of a rocky

ship upon whose prow you stand. Just to the west, a river emerges from the

broken cliffs before falling several hundred feet to the forestlands far

below.  To the north, a footpath leads into a narrow crevice and

overshadowed ravine, and just to the east another cliff rises over you,

blocking all travel in that direction.

~
[Damiel] 'Fake' jump here... real one's to the west.

~
301465728 5 9 0
D0
~
~
0 -1 47751 10 10 5
D3
~
~
0 -1 47752 10 10 5
E
granite outcropping~
This thick spear of stone juts into open space several hundred feet over

the forest below.  The suicidal might contemplate leaping from this

precipice, while those devoutly in touch with nature might find it a

calming focus for prayer and worship, existing as it does as a natural

altar.

~
E
cliff~
Glancing over the cliff to the foothills far below, you can see a small

pool far, far below.  While it might be possible to jump over the cliff

it would probably be suicide -- if you do attempt it, you should probably

be at the top of the waterfall to the west.

~
E
east wall~
The flat face of the eastern cliff has been laboriously carved with... 

it looks like forty-three numbered inscriptions carrying some sort of

religious or philosophical significance.

~
E
inscription one 1~
There was something formless and perfect

before the universe was born.

It is serene. Empty.

Solitary. Unchanging.

Infinite. Always present.

It is the mother of the universe.

For lack of a better name,

I call it the Way.


It moves through all things,

inside and outside, and returns

to the beginning of all things.

The Way is great.

The universe is great.

The world is great.

We are great.

These are the four great powers.


We follow the world.

The world follows the universe.

The universe follows the Way.

The Way follows itself.

~
E
two 2~
The Way that I can tell you

is not the true Way

Any name I give it

is not its true Name.


The unnamable is eternal and solid as a stone.

Naming is the beginning of setting limitations.

~
E
three 3~
When people see some things as beautiful,

other things become ugly.

When people see some things as good,

other things become bad.


Objects and space create each other.

Difficult and easy support each other.

Long and short define each other.

High and low depend on each other.

Before and after follow each other.


So, act without forcing anything

and teach without saying anything.

Things happen -- let them come;

things disappear -- let them go.

Have, but don't possess,

act, but don't expect.

When your work is done, forget about it.

And it will last forever.

~
E
four 4~
If you overvalue great leaders,

people become powerless.

If you overvalue possessions,

people begin to steal.


Act without thinking,

and everything will fall into place.

~
E
five 5~
The Way is like earth:

used but never used up.

It is like a great cave:

filled with infinite possibilities.


It is hidden but always present.

It is older than gods.

~
E
six 6~
The Way doesn't take sides;

it gives birth to both good and evil.

Don't take sides;

welcome both saints and sinners.


The Way is like a bowl:

it is empty but totally capable.

The more you use it, the more it produces;

the more you talk about it, the less you will understand.

~
E
seven 7~
The Way is called the Great Mother:

empty but untiring,

it gives birth to everything.


It is always present within you.

You can use it any way you want.

~
E
eight 8~
The Master stays behind;

but she is ahead.

She places no particular value on a single thing;

and is happy with all things.

She has stopped wanting,

she is perfectly fulfilled.

~
E
nine 9~
The Way is like earth,

it nourishes all things without trying to.

It is content with the low places that people disdain.


In dwelling, live close to the ground.

In thinking, keep to the simple.

In conflict, be fair and generous.

In leading, don't try to control.

In work, do what you enjoy.

In life, be completely present.


When you are content to be simply yourself

and don't compare or compete,

everyone will respect you.

~
E
ten 10~
Fill your bowl to the rim

and it will spill.

Keep sharpening a knife

and it will blunt.

Chase after money and security

and your heart will never unclench.

Care about people's approval

and you will be their prisoner.


Do your work, then step back.

That is the only way to happiness.

~
E
eleven 11~
Success or failure are dangerous:

If you go up the ladder or down it,

your position is shaky.

When you stand with your two feet on the ground,

you will always keep your balance.


Hope and fear are both ghosts

that arise from thinking about yourself.

When we stop caring only for the self,

what do we have to fear?


See the world as yourself.

Have faith in the way things are.

Love the world as your self;

then you can care for everything.

~
E
twelve 12~
Be as careful

as someone crossing an iced-over stream.

Alert as a warrior in enemy territory.

Courteous as a guest.

Fluid as melting ice.

Shapable as a block of stone.

Receptive as a valley.

Clear as a glass of water.

Carefree as a child.


Have the patience to wait

till your dust settles.

Be quiet

until the right action presents itself.


Do not seek fulfillment.

If you do not seek or expect,

you will be ready to welcome all things.

~
E
thirteen 13~
Empty your mind.

Let your heart be at peace.

Watch the turmoil of others,

but help their return.


Each separate being in the universe

returns to a common source.

Returning to the source is happiness.


When you realize where you come from,

you naturally become tolerant, amused,

kindhearted as a grandmother,

and dignified as a king.

Surrounded by the Way,

you can deal with whatever life brings you.

~
E
fourteen 14~
When the Way is forgotten,

we invent goodness and piety.

When the body's natural wisdom fades,

we turn to cleverness and knowledge.

When there is no peace in the family,

customs and oaths begin.

~
E
fifteen 15~
Stop thinking, and end your problems.

What is the difference between yes and no?

What is the difference between success and failure?

Do you have to value what others value,

and avoid what others avoid?

How ridiculous!


Other people have what they need;

I possess nothing.

I drift about, like someone without a home.

I am like an idiot, my mind is so empty.


Other people are bright;

I am dark.

Other people are sharp;

I am dull.

Other people have a purpose;

I alone don't know.

I drift like a dust mote,

I blow as aimless as the wind.

~
E
sixteen 16~
If you want to become whole,

let yourself be partial.

If you want to become straight,

let yourself be crooked.

If you want to become full,

let yourself be empty.

If you want to be reborn,

let yourself die.

If you want to be given everything,

give everything up.

~
E
seventeen 17~
Express yourself completely,

then keep quiet.

Be like the forces of nature:

when it blows, there is only wind;

when it rains, there is only rain;

when the clouds pass, the sun shines.


Open yourself to the Way,

then trust your natural responses;

and everything will fall into place.

eighte

~
E
eighteen~
No description~
E
nineteen 19~
If you stand on tiptoe

you don't stand firm.

If you rush ahead

you don't get very far.

If you try to shine

you will dim your own light.

If you define yourself

you can know who you really are.

If you exert power over others

you cannot be powerful.

If you cling to your work

you will create nothing that endures.


If you want to have accord with the Way,

do your job, then let go.

~
E
twenty 20~
Do you want to improve the world?

I don't think it can be done.


The world is sacred.

It can't be improved.

If you tamper with it, you'll ruin it.

If you treat it like an object, you will lose it.


There is a time for being ahead,

a time for being behind;

a time for being in motion,

a time for being at rest;

a time for being vigorous,

a time for being exhausted;

a time for being safe,

a time for being in danger.


See things as they are,

without trying to control them.

let them go their own way,

and stay at the center of the circle.

~
E
twenty-one~
Knowing others is intelligence;

knowing yourself is true wisdom.

Mastering others is strength;

mastering yourself is true power.


If you realize that you have enough,

you are truly rich.

~
E
twenty-two~
If you look to others for fulfillment,

you will never truly be fulfilled.

If your happiness depends on money,

you will never be happy with yourself.


Be content with what you have;

rejoice in the Way things are.

When you realize there is nothing lacking,

the whole world belongs to you.

~
E
twenty-three~
Those who know don't talk.

Those who talk don't know.


Close your mouth,

block off your senses,

blunt your sharpness,

untie your knots,

soften your glare,

settle your dust.

This is the primal identity.

~
E
twenty-four~
If you want to be a great leader,

you must learn to follow the Way.

Stop trying to control.

Let go of fixed plans and concepts,

and the world will govern itself.

~
E
twenty-five~
All streams flow to the sea

because it is lower than they are.

Humility gives it its power.


If you want to lead the people,

you must learn how to follow them.


Compete with no one,

no one can compete with you.

~
E
twenty-six~
Some say that my teaching is nonsense.

Others call it foolish.

But to those who have looked inside themselves,

this nonsense makes perfect sense.


I have only three things to teach:

simplicity, patience, compassion.

These three are your greatest treasures.

Simple in actions and in thoughts,

you return to the source of being.

Patient with both friends and enemies,

you accord with the Way things are.

Kind toward yourself,

you reconcile all beings in the world.

~
E
twenty-seven~
My teachings are easy to understand

and easy to put into practice.

Yet your intellect will never grasp them,

and if you @etry@n to practice them, you'll fail.

~
E
twenty-eight~
True words aren't eloquent;

eloquent words aren't true.

Wise men don't need to prove their point;

men who need to prove their point aren't wise.

~
E
twenty-nine~
The Master has no possessions.

The more he does for others,

the happier he is.

The more he gives to others,

the wealthier he is.

~
E
thirty~
The Way nourishes by not forcing.

By not dominating, the Master leads.

~
A
jump~
cliff~
send_to_char( #fail-d, ch );

act_notchar( #failed-d, ch );

~
E
fail-d~
You peer over the edge, and decide that if you're going to jump, you had

better do so from the top of the waterfall to the west.

~
E
failed-d~
$n peers over the edge of the cliff, but apparently decides against a

suicide plunge.

~
!
0 0 0
1121 9 1509949540 3 0
-1
S

#47751
Ravine~
The small trail here squeezes its way south through a rocky, barren

opening and climbs a steep but navigable incline above you to the north

while scant feet away to the west the ground drops into a dark crevice. 

A steeper, unclimbable cliff to the east makes it difficult to stay clear

of the dangerous drop that parallels the path.

~
~
301465600 5 9 0
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~
0 -1 47750 10 10 5
D4
~
~
0 -1 47754 10 10 5
E
cliffs~
The cliffs press in on the path from the west, making the trail

difficult to traverse at this point.  The cliff itself is rough and

provides many handholds, but looks ready to crumble under any weight for

the first 15 feet or so.

~
E
crevice~
This shadowed opening, while narrow, appears quite deep.  The sides of

the crevice are rough and provide both many handholds, and many

protrusions to strike on the way down, were you to fall.  Little light

penetrates this fissure, so it is quite difficult to determine what might

lie below, though you think you might be able to hear the dim sound of

running water.

~
-1
S

#47752
Top of the Waterfall~
Before you flows a gray river as frigid as half-melted snow.  The river

emerges from a large, dark crack in the broken cliff face just to the

north, flowing just past you before plummeting over the cliff edge to the

south, the roar of its descent drowning out all other sounds.

~
[Moxie] cn should be can

~
301465608 8 7 0
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~
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~
0 -1 47750 10 10 5
E
cliff~
Glancing over the cliff to the foothills far below, you can see a small

pool far, far below.  While it might be possible to jump over the cliff,

it would probably be suicide.

~
A
leap~
over edge~
if( can_fly( ch ) ) {

  send_to_char( #fly-d, ch );

  act_notchar( #flying-d, ch );

  wait( 2 );

  send_to_char( #flying_down, ch );

  wait( 1 );

  transfer( ch, find_room( 25004 ) );

  act_notchar( #flying2-d, ch );

  end;

  }

if( find_stat( ch, wis ) > random( 1, 14 ) ) {

  send_to_char( #succ-d, ch );

  act_notchar( #osucc-d, ch );

  wait( 1 );

  transfer( ch, find_room( 25004 ) );

  interpret( ch, "sit" );

  act_notchar( #odrop-d, ch );

dam_message( ch, 20d10, "The fall" );

inflict( ch, mob, 20d10, "falling" );

  }

else {

  send_to_char( #fail-d, ch );

  act_notchar( #failed-d, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
failed-d~
$n looks about to leap over the waterfall, but obviously loses $s nerve.

~
E
fail-d~
You try to summon the will to leap over the waterfall, but loose your nerve.

~
E
flying2-d~
$n glides down to the pool from the skies far, far above.

~
E
flying-d~
$n leaps into the air, and flies up and over the edge of the waterfall!

~
E
fly-d~
You leap into the air, and fly up and over the edge of the waterfall!

~
E
odrop-d~
$n falls screaming from the cliffs above and falls with a @Y@bHUGE@n

splash into the center of the pool!!

~
E
osucc-d~
With a shout, $n leaps over the edge of the waterfall and falls from sight!!

~
E
succ-d~
With a shout, you leap over the edge of the waterfall and plummet to the

tiny, insignificant, no-way-you'll-land-in-it-what-WERE-you-thinking pool

far below!

~
E
flying_down~
You glide slowly down to the Chiiron valley below, mist all around you as

you slowly approach the pool at the bottom of the cliff...

~
!
0 0 0
A
jump~
cliff~
send_to_char( #fail-d, ch );

 act_notchar( #failed-d, ch );

~
E
fail-d~
You peer over the edge, and decide that if you're going to jump, you had

better take a good running start and leap over the edge.

~
E
failed-d~
$n peers over the edge of the cliff, but apparently decides against a

suicide plunge.

~
!
0 0 0
324 17 1509949540 -2 0
-1
S

#47753
Crevice~
Your gaze travels around a wide, low cave, thick with mosses and lichen. 

Though dim and dank, the chamber is almost enchanting: the underground

river emerging here reflects any available light onto the walls and

ceiling in a shimmering display.

~
[Merior] best to keep mob longs on one line... hard to read.

~
301465604 8 5 0
D2
~
~
0 -1 47752 10 10 5
E
mosses lichen~
The mosses and lichen here are of a type common to such near-surface

caves, and while probably nutritional to some creature, these hold no

real use to you personally.

~
E
walls ceiling shimmering display~
Although cramped and damp, the impromptu light show from the reflected

light off the water almost makes it worth it -- the reflections flicker

over the rough surfaces of this cave in a manner that is at once

enchanting and mezmerizing.

~
324 17 1509949540 -2 0
1129 9 1509949540 3 0
-1
S

#47754
Steep Path~
This narrow path crawls over the rocky mountainside, far above the

foothills and valleys to the south, and far below the peaks that loom

over you to the north.  A few hardy mountain grasses cling to small

niches near the path, their existence practically impossible on the

slick, stone slopes that bracket the path to the east and west.

~
~
301465600 5 9 0
D4
~
~
0 -1 47755 10 10 5
D5
~
~
0 -1 47751 10 10 5
E
grass niches~
These tough mountain grasses look as though they could survive in any

environment, and are nearly proving it at the moment, as they eke out

their existence from crevices that would be useless even to a skilled

mountain climber.

~
E
path slopes stone~
Smooth, steep, and unforgiving, this area is essentially one huge slab of

granite bedrock, exposed to the elements and unbroken but for one

vertical stress fracture that has become the path which you are following

at the moment.

~
1121 9 1509949540 3 0
1121 9 1509949540 3 0
-1
S

#47755
Steep Path Around a Boulder~
An enormous boulder sits directly on your path here, the granite around

it shattered as if by some great force.  The trail, only a foot or so

wide at best, has been physically cut into the mountainside in order to

circle around the obstruction.  To the south and far below your perch,

the rough patchwork of the Chiiron region spread across a fertile valley,

the faint roar of a waterfall somewhere in the distance.

~
~
301465600 5 9 0
D4
~
~
0 -1 47756 10 10 5
D5
~
~
0 -1 47754 10 10 5
E
boulder~
The sides of the boulder are quite rough, and looks scalable, though it

might require some skill.

~
E
mountainside~
The mountainside here is shattered, as though by a great force, all

around the base of the large boulder that lies in path.  It looks as

though many years ago the boulder actually fell it's current resting

place -- probably from a great height.

~
A
climb~
up boulder~
if( can_fly( ch ) ) {

send_to_char( #fly, ch );

act_notchar( #flying, ch );

transfer( ch, find_room( 47815 ) );

act_notchar( #flying2, ch );

end;

}

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

send_to_char( #succ, ch );

act_notchar( #osucc, ch );

transfer( ch, find_room( 47815 ) );

act_notchar( #odrop, ch );

}

else {

send_to_char( #fail, ch );

act_notchar( #failed, ch );

end;

}

loop( followers ) {

ch = rch;

acode( room, 1 );

}

~
E
failed~
$n tries to climb up the side of the rock but fails.

~
E
fail~
You try to climb up the side of the rock but fail.

~
E
flying2~
$n comes flying up from below.

~
E
flying~
$n flies upward.

~
E
fly~
You fly up to the top of the rock.

~
E
odrop~
$n comes climbing up the side of the rock.

~
E
osucc~
$n climbs up the side of the rock.

~
E
succ~
You climb up the side of the rock.

~
!
0 0 0
-1
S

#47756
Top of a Steep Rise~
Progress up the face of the mountainside from this point is impossible. 

The slope is navigable downward, however, and the path has been forced

westward along a thick ledge, perhaps towards an area where upward

movement is less likely to result in a long fall.

~
~
301465600 5 9 0
D3
~
~
0 -1 47757 10 10 5
D5
~
~
0 -1 47755 10 10 5
E
ledge~
This ledge looks sturdy enough to support even the weight of several

beasts of burden simultaneously, though it is too narrow to allow more

than one to pass at a time.

~
-1
S

#47757
Path Along a Ledge~
This narrow path follows a precarious line along a thick ledge that

clings to the mountain face.  Below, the escarpment plummets at a steep

angle toward the valley floor many hundreds of feet below, the rough,

loose stone rendering the slope below you impassable.

~
~
301465600 5 9 0
D1
~
~
0 -1 47756 10 10 5
D3
~
~
0 -1 47758 10 10 5
-1
S

#47758
Ravine~
Two paths converge here at a small, flat-bottomed cleft in the

mountainside, one approaching from the west along a ledge, the other from

a narrow cleft above and to the north.  The rocky ground is covered with

small twigs, stones, and other detritus, and it appears that someone has

recently made a camp here, perhaps using the small cave to the west as

well.  Far to the south and down, the Chiiron Valley speads out like an

intricate carpet, intimidating in its size, as are the mountains that

rise all about you.

~
~
301465600 5 9 0
D1
~
~
0 -1 47757 10 10 5
D3
~
~
0 -1 47760 10 10 5
D4
~
~
0 -1 47759 10 10 5
E
twigs stones 3 detritus~
Bits of trash on the ground here give a certain amount of proof that

someone has lived in this area -- probably the cave nearby -- for quite

some time: you can see small bones of animals picked clean of meat,

charred sticks that look as though they might have once been kindling for

one of the many long-dead cookfires you see signs of here.

~
-1
S

#47759
Narrow Gorge~
The path here follows an axecleft crevice covered with unnaturally thick

weeds and brush.  On three sides, rocky cliff walls rise up above you,

with heavy, thorny bushes and vines covering their craggy faces.  The

only visible exit is south and down through a washout.

~
~
301465600 5 9 0
D0
north~
north~
399 -1 47761 10 10 5
D5
~
~
0 -1 47758 10 10 5
E
1 north plants brush bushes vines~
Thorny brush and vines obscure the cliff walls all about you.  To the

north, however, the plant growth seems to be blocking access to the rest

of the valley.  It's possible the plantlife could be moved out of the way

far enough to continue onward.

~
A
move~
plants~
if( is_open( room, north ) )

  send_to_char( #already_open, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  open( room, north );

  }

~
E
to_char~
You move some heavy plant growth away from the northern crevice, opening

it enough to pass.

~
E
to_room~
$n moves some heavy plant growth away from the northern crevice, opening

it enough to pass.

~
E
already_open~
The plants have already been cleared away.

~
!
0 0 0
-1
S

#47760
Dank Cave~
This cave, actually more of a crevice, is dimly lit and damp, the dirt

floor underfoot packed and moist, pungent with the scents of an old,

well-used barn.  The only visible opening leads to the east.  Several

large, flat rocks lie scattered about, most large enough to rest on.

~
~
301469700 0 6 0
D1
~
~
0 -1 47758 10 10 5
E
rocks~
These flat stones, some large enough for even an ogre to sleep on, are

arranged in a rough circle around the faint remains of a cookfire.

~
E
cookfire~
The faint signs of a cookfire here look to have last been used several

days ago.

~
1147 41 1509949540 3 0
1146 72 1509949440 3 0
-1
S

#47761
Ravine~
The path passes through a high cut in the mountains, covered with

unnaturally thick weeds and brush.  On three sides, rocky cliff walls

rise up above you, with heavy, thorny bushes and vines covering their

craggy faces.  The only visible exit is north and up into a steep ravine. 

A small trickle of water runs down from the western wall and disappears

into the brush to the south.

~
[Damiel] Move plants to go south, move bush to go west.

[Lansharra] extra bush: bushes

~
301465600 5 9 0
D2
south~
south~
399 -1 47759 10 10 5
D3
crevice~
crevice~
399 -1 47762 10 10 5
D4
~
~
0 -1 47763 10 10 5
E
1 south brush 4 vines plants~
Thorny brush and vines obscure the cliff walls to the south...  assuming

there are cliff walls.  It's possible the plantlife here has simply

grown over an otherwise unobstructed path, and that the plants could be

moved aside enough to allow passage.

~
E
trickle~
A thin trickle of water runs through the rough rocks of this ravine, it's

source apparently a crevice on the western wall behind many thick bushes.

~
E
bushes~
Thick, heavy bushed grow along the western wall of this ravine.  It looks

like there's some sort of crevice behind the heavy growth -- but it's

difficult to see make out. It might be possible to push the bushes aside

enough to squeeze in.

~
E
crevice~
It looks as though there is some sort of crevice behind the heavy bushes

to the west, but it's difficult to see, though it might be possible to

move the bushes enough to squeeze in.

~
A
move~
bush~
if( is_open( room, west ) )

  send_to_char( #already_open, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  open( room, west );

  }

~
E
to_char~
You shove several bushes away from the western crevice, exposing it

enough to enter.

~
E
to_room~
$n shoves several bushes away from the western crevice, exposing it

enough to enter.

~
E
already_open~
The bushes have already been cleared away.

~
!
0 0 0
A
move~
plants~
if( is_open( room, south ) )

   send_to_char( #already_open, ch );

 else {

send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

open( room, south );

}

~
E
to_char~
You move some heavy plant growth away from the southern crevice, opening

it enough to pass.

~
E
to_room~
$n moves some heavy plant growth away from the southern crevice, opening

it enough to pass.

~
E
already_open~
The plants have already been cleared away.

~
!
0 0 0
-1
S

#47762
Small Cave~
This cave is practically crawling with vines growing wildly on all sides,

only barely leaving the eastern crevice passable.  This large cave seems

quite close and cramped, at least in part because of the unnatural warmth

and humidity within this area.

~
Gem's set to level 30, repop rate of 3%.

~
301465604 5 9 0
D1
crevice~
crevice~
399 -1 47761 10 10 5
E
vines~
The plant growth here is amazing and completely out of line with what

could normally be expected for this sort of climate.  On top of that, the

vines seem to writh and gyrate as though aware of your scrutiny...  or as

though they were hungry.

~
A
move~
vines~
if( is_open( room, east ) )

   send_to_char( #already_open, ch );

 else {

send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

open( room, east );

}

~
E
to_char~
You tear several vines away from the eastern exit, allowing you to depart

the writhing room.

~
E
to_room~
$n tears several vines away from the eastern exit, opening enough of a

hole to depart.

~
E
already_open~
The vines have already been cleared away.

~
!
0 0 0
1040 9 1509949490 3 0
-1
S

#47763
Ravine~
The ground here is rough and rocky, with high mountains rising far above

your head on all sides.  To the south, the path drops into a shallow

crevice, while to the north, it weaves its way up a steep slope, between

several immense boulders and a few odd stands of withered vegetation.

~
~
301465600 5 7 0
D4
~
~
0 -1 47764 10 10 5
D5
~
~
0 -1 47761 10 10 5
E
withered vegetation~
This brush and scrub growth seems to originate from the crevice to the

south, where the plant life seems much more riotous than one might expect

in this region.

~
E
boulders~
These heavy boulders, left here by some ancient glacier, lie just close

enough to the path to force it to wind this way and that to circumvent

their mass.

~
-1
S

#47764
Frozen Ravine~
The small path winds its way between two cliff walls here, passing

through a narrow gorge which partially shelters you from the chill winds

which assault any living thing in this region.  In this altitude in the

mountains, the temperature sits at a constant level -- a few degrees

above freezing if the wind is still, which it rarely is.

~
This is the beginning/end of the really cold area -- cold enough to cause damage, anyway.

~
301465600 5 9 0
D0
~
~
0 -1 47765 10 10 5
D5
~
~
0 -1 47763 10 10 5
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
1121 9 1509949540 3 0
1121 9 1509949540 3 0
-1
S

#47765
Across a Windswept Slope~
The path cuts across a barren slope here, leading down into a narrow cut

that could loosely be termed a valley to the south, and toward the base

of a steep slope to the west, weaving between oppressive, rocky forms

unaffected by any mere mortal's presence.

~
~
301465600 5 9 0
D2
~
~
0 -1 47764 10 10 5
D3
~
~
0 -1 47766 10 10 5
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
-1
S

#47766
At the Base of a Steep Rise~
This ledge provides enough room to maneuver comfortably, provided you

ignore the long drop off the edge.  The slope to the north is steep in

many places, but probably navigable to someone with sufficient practice,

with a few handholds that would allow an experienced climber a means off 

this ledge other than the faint track to the east.

~
~
301465601 5 9 0
D1
~
~
0 -1 47765 10 10 5
E
ledge edge drop~
Below you, the Chiiron Valley spreads out in a confused patchwork of

forests, meadows, gulleys, and a few faint roads.

~
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
A
climb~
up~
if( can_fly( ch ) ) {

send_to_char( #fly, ch );

act_notchar( #flying, ch );

transfer( ch, find_room( 47769 ) );

act_notchar( #flying2, ch );

end;

}

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

send_to_char( #succ, ch );

act_notchar( #osucc, ch );

transfer( ch, find_room( 47769 ) );

act_notchar( #odrop, ch );

}

else {

send_to_char( #fail, ch );

act_notchar( #failed, ch );

end;

}

loop( followers ) {

ch = rch;

acode( room, 1 );

}

~
E
failed~
$n tries to climb up the slope but fails.

~
E
fail~
You try to climb up the slope but fail.

~
E
flying2~
$n comes flying up the slope.

~
E
flying~
$n flies up the slope.

~
E
fly~
You fly up the slope.

~
E
odrop~
$n comes climbing up the slope.

~
E
osucc~
$n climbs up the slope.

~
E
succ~
You climb up the slope.

~
!
0 0 0
-1
S

#47767
At the Top of the Pass~
The wind howls its way across this inhospitable terrain, whipping through

the pass and directly into your face regardless of the direction you look.

Rocky cliffs rise above you to the east and west, some disappearing into

the cloud cover above.  A thin path proceeds to the north to the very top

of this chill pass, while the only other means of egress from this area

lies down a steep slope to the south.

~
~
301465600 5 9 0
D0
~
~
0 -1 47768 10 10 5
E
cloud cover~
The clouds hang closely over your head, their nearness truly giving the

impression that your stand very near the roof of the world.

~
E
slope cliff edge~
A steep slope to the south that one would have to have solid

mountaineering skills to even hope to navigate.

~
A
climb~
down~
if( can_fly( ch ) ) {

   send_to_char( #fly-d, ch );

   act_notchar( #flying-d, ch );

   transfer( ch, find_room( 47773 ) );

   act_notchar( #flying2-d, ch );

   end;

   }

 if( find_skill( ch, climb ) > random( 1, 5 ) ) {

   send_to_char( #succ-d, ch );

   act_notchar( #osucc-d, ch );

   transfer( ch, find_room( 47773 ) );

   act_notchar( #odrop-d, ch );

   }

 else {

   send_to_char( #fail-d, ch );

   act_notchar( #failed-d, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

   acode( room, 1 );

   }

~
E
failed-d~
$n tries to climb down the slope but fails.

~
E
fail-d~
You try to climb down the slope but fail.

~
E
flying2-d~
$n comes flying down the slope.

~
E
flying-d~
$n flies down the slope.

~
E
fly-d~
You fly down the slope.

~
E
odrop-d~
$n comes climbing down the slope.

~
E
osucc-d~
$n climbs down the slope.

~
E
succ-d~
You climb down the slope.

~
!
0 0 0
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

attack_cold( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 1
-1
S

#47768
Mountain Pass~
The pass here is no more than a narrow shelf of rock that offers

virtually no protection from the freezing winds whipping against you. 

Off the western edge of the path is a long vertical drop into a narrow

crevice half filled with snow.  Above you, the wind has sculpted a

precarious ridge of snow which juts away from the eastern cliff face to

loom threateningly over you.

~
~
301465600 5 9 0
D0
~
~
0 -1 47774 10 10 5
D2
~
~
0 -1 47767 10 10 5
E
vertical drop narror crevice~
The narrow crevice that parallels the path here looks very deep -- how

deep is impossible to guess, as the bottom of the fissure disappears into

darkness and swirling snow.

~
E
precarious ridge snow~
The ridge of snow is enough to make a veteran mountaineer edgey: several

tons of iced-over snow loom over the path -- any loud noise could be

enough to bring it all down on your head.

~
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
A
~
~
if( is_follower( ch ) )

  end;

if( num_in_room( room ) > 3 ) {

  act_room( #to_all, ch );

  wait( 2 );

  loop( all_in_room ) {

    transfer( rch, find_room( 47813 ) );

    interpret( rch, "sit" );

    act_notchar( #odrop-d, rch );

    dam_message( rch, 10d10, "The pummeling fall of the avalanche" );

    inflict( rch, mob, 10d10, "an avalanche" );

    }

  }

else {

  act_room( #to_all_not, ch );

  act_area( #to_area_not, ch );

  }

~
E
to_all~
@bWith a sharp crack and a roar, the ridges of snow above you break away

and come roaring down.  It's an @RAVALANCHE!!!@n 

~
E
odrop-d~
$n is tumbled into the crevice on the tail end of a small avalanche.

~
E
to_all_not~
@CThe echoes of your footsteps seems to cause a slight rumbling from the

ridges of snow poised above you.

~
E
to_area_not~
@bFaint rumblings from the high mountain peaks echo in the distance.

~
!
1 0 63
-1
S

#47769
On a Steep Rise~
This steep slope is pocked and scarred with many cracks and crevices, and

looks as if it may have once housed the nests of several small but hardy

mountain birds, but either because of a climate change or the current

season, the area is deserted.  The slope appears climbable, if difficult,

both above and below.

~
~
301465600 5 9 0
E
cracks crevices nests~
These cracks and crevices might once have housed nests, but now they are

little more than useful hand and footholds.

~
A
climb~
up~
if( can_fly( ch ) ) {

   send_to_char( #fly, ch );

   act_notchar( #flying, ch );

   transfer( ch, find_room( 47770 ) );

   act_notchar( #flying2, ch );

   end;

   }

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

   send_to_char( #succ, ch );

   act_notchar( #osucc, ch );

   transfer( ch, find_room( 47770 ) );

   act_notchar( #odrop, ch );

   }

 else {

   send_to_char( #fail, ch );

   act_notchar( #failed, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

   acode( room, 1 );

   }

~
E
failed~
$n tries to climb up the slope but fails.

~
E
fail~
You try to climb up the slope but fail.

~
E
flying2~
$n comes flying up the slope.

~
E
flying~
$n flies up the slope.

~
E
fly~
You fly up the slope.

~
E
odrop~
$n comes climbing up the slope.

~
E
osucc~
$n climbs up the slope.

~
E
succ~
You climb up the slope.

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

   send_to_char( #fly-d, ch );

   act_notchar( #flying-d, ch );

   transfer( ch, find_room( 47766 ) );

   act_notchar( #flying2-d, ch );

   end;

   }

 if( find_skill( ch, climb ) > random( 1, 5 ) ) {

   send_to_char( #succ-d, ch );

   act_notchar( #osucc-d, ch );

   transfer( ch, find_room( 47766 ) );

   act_notchar( #odrop-d, ch );

   }

 else {

   send_to_char( #fail-d, ch );

   act_notchar( #failed-d, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

    acode( room, 2 );

   }

~
E
failed-d~
$n tries to climb down the slope but fails.

~
E
fail-d~
You try to climb down the slope but fail.

~
E
flying2-d~
$n comes flying down the slope.

~
E
flying-d~
$n flies down the slope.

~
E
fly-d~
You fly down the slope.

~
E
odrop-d~
$n comes climbing down the slope.

~
E
osucc-d~
$n climbs down the slope.

~
E
succ-d~
You climb down the slope.

~
!
0 0 0
-1
S

#47770
On a Steep Rise~
This section of the slope is close to two dozen feet above the path

visible below.  There is a long stretch of stone reaching far above you

before it reaches the top, and while the area nearby offers suitable

handholds, it is impossible to tell if the rest of the upper slope is

assailable.

~
~
301465600 5 9 0
A
climb~
up~
if( can_fly( ch ) ) {

   send_to_char( #fly, ch );

   act_notchar( #flying, ch );

   transfer( ch, find_room( 47771 ) );

   act_notchar( #flying2, ch );

   end;

   }

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

   send_to_char( #succ, ch );

   act_notchar( #osucc, ch );

   transfer( ch, find_room( 47771 ) );

   act_notchar( #odrop, ch );

   }

 else {

   send_to_char( #fail, ch );

   act_notchar( #failed, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

   acode( room, 1 );

   }

~
E
failed~
$n tries to climb up the slope but fails.

~
E
fail~
You try to climb up the slope but fail.

~
E
flying2~
$n comes flying up the slope.

~
E
flying~
$n flies up the slope.

~
E
fly~
You fly up the slope.

~
E
odrop~
$n comes climbing up the slope.

~
E
osucc~
$n climbs up the slope.

~
E
succ~
You climb up the slope.

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

   send_to_char( #fly-d, ch );

   act_notchar( #flying-d, ch );

   transfer( ch, find_room( 47769 ) );

   act_notchar( #flying2-d, ch );

   end;

   }

 if( find_skill( ch, climb ) > random( 1, 5 ) ) {

   send_to_char( #succ-d, ch );

   act_notchar( #osucc-d, ch );

   transfer( ch, find_room( 47769 ) );

   act_notchar( #odrop-d, ch );

   }

 else {

   send_to_char( #fail-d, ch );

   act_notchar( #failed-d, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

    acode( room, 2 );

   }

~
E
failed-d~
$n tries to climb down the slope but fails.

~
E
fail-d~
You try to climb down the slope but fail.

~
E
flying2-d~
$n comes flying down the slope.

~
E
flying-d~
$n flies down the slope.

~
E
fly-d~
You fly down the slope.

~
E
odrop-d~
$n comes climbing down the slope.

~
E
osucc-d~
$n climbs down the slope.

~
E
succ-d~
You climb down the slope.

~
!
0 0 0
-1
S

#47771
On a Steep Rise~
The view here is panoramic: the last section of the northern Cairn

Mountains lies below you, the cuts and crevices ending several hundred

yards south of the bottom of this slope.  Above you, the climb is a long

one: probably another 100 feet to the top of the rise at the least.

~
~
301465600 5 9 0
E
view panoramic~
Below the edge of the Cairn Mountains, the Chiiron Valley spreads out

like a patchwork quilt: the land is a mishmash of forest, plains, hills,

gulleys, ponds, and a few faint roads -- central to all this is the small

walled town of Chiiron -- small enough at this height that you can cover

it entirely by interposing your hand.

~
A
climb~
up~
if( can_fly( ch ) ) {

   send_to_char( #fly, ch );

   act_notchar( #flying, ch );

   transfer( ch, find_room( 47772 ) );

   act_notchar( #flying2, ch );

   end;

   }

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

   send_to_char( #succ, ch );

   act_notchar( #osucc, ch );

   transfer( ch, find_room( 47772 ) );

   act_notchar( #odrop, ch );

   }

 else {

   send_to_char( #fail, ch );

   act_notchar( #failed, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

   acode( room, 1 );

   }

~
E
failed~
$n tries to climb up the slope but fails.

~
E
fail~
You try to climb up the slope but fail.

~
E
flying2~
$n comes flying up the slope.

~
E
flying~
$n flies up the slope.

~
E
fly~
You fly up the slope.

~
E
odrop~
$n comes climbing up the slope.

~
E
osucc~
$n climbs up the slope.

~
E
succ~
You climb up the slope.

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

   send_to_char( #fly-d, ch );

   act_notchar( #flying-d, ch );

   transfer( ch, find_room( 47770 ) );

   act_notchar( #flying2-d, ch );

   end;

   }

 if( find_skill( ch, climb ) > random( 1, 5 ) ) {

   send_to_char( #succ-d, ch );

   act_notchar( #osucc-d, ch );

   transfer( ch, find_room( 47770 ) );

   act_notchar( #odrop-d, ch );

   }

 else {

   send_to_char( #fail-d, ch );

   act_notchar( #failed-d, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

    acode( room, 2 );

   }

~
E
failed-d~
$n tries to climb down the slope but fails.

~
E
fail-d~
You try to climb down the slope but fail.

~
E
flying2-d~
$n comes flying down the slope.

~
E
flying-d~
$n flies down the slope.

~
E
fly-d~
You fly down the slope.

~
E
odrop-d~
$n comes climbing down the slope.

~
E
osucc-d~
$n climbs down the slope.

~
E
succ-d~
You climb down the slope.

~
!
0 0 0
-1
S

#47772
On a Steep Rise~
The wind is chilling here, and numbs your limbs as you survey the

slope around you, which appears climbable both above and below,

though for how far is impossible to determine.  Even an easy climb 

becomes nearly impossible in such freezing conditions, and this slope

is already quite difficult.

~
~
301465600 5 9 0
A
climb~
up~
if( can_fly( ch ) ) {

   send_to_char( #fly, ch );

   act_notchar( #flying, ch );

   transfer( ch, find_room( 47773 ) );

   act_notchar( #flying2, ch );

   end;

   }

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

   send_to_char( #succ, ch );

   act_notchar( #osucc, ch );

   transfer( ch, find_room( 47773 ) );

   act_notchar( #odrop, ch );

   }

 else {

   send_to_char( #fail, ch );

   act_notchar( #failed, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

   acode( room, 1 );

   }

~
E
failed~
$n tries to climb up the slope but fails.

~
E
fail~
You try to climb up the slope but fail.

~
E
flying2~
$n comes flying up the slope.

~
E
flying~
$n flies up the slope.

~
E
fly~
You fly up the slope.

~
E
odrop~
$n comes climbing up the slope.

~
E
osucc~
$n climbs up the slope.

~
E
succ~
You climb up the slope.

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

   send_to_char( #fly-d, ch );

   act_notchar( #flying-d, ch );

   transfer( ch, find_room( 47771 ) );

   act_notchar( #flying2-d, ch );

   end;

   }

 if( find_skill( ch, climb ) > random( 1, 5 ) ) {

   send_to_char( #succ-d, ch );

   act_notchar( #osucc-d, ch );

   transfer( ch, find_room( 47771 ) );

   act_notchar( #odrop-d, ch );

   }

 else {

   send_to_char( #fail-d, ch );

   act_notchar( #failed-d, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

    acode( room, 2 );

   }

~
E
failed-d~
$n tries to climb down the slope but fails.

~
E
fail-d~
You try to climb down the slope but fail.

~
E
flying2-d~
$n comes flying down the slope.

~
E
flying-d~
$n flies down the slope.

~
E
fly-d~
You fly down the slope.

~
E
odrop-d~
$n comes climbing down the slope.

~
E
osucc-d~
$n climbs down the slope.

~
E
succ-d~
You climb down the slope.

~
!
0 0 0
-1
S

#47773
On a Steep Rise~
You are on a dangerously narrow ledge near the top of a long, steep

descent that ends at a thick ledge and path far below.  Above you, the

slope is managable clear to the top, but it is impossible to tell if it

is as navigable all the way to the bottom.

~
~
301465600 5 9 0
A
climb~
up~
if( can_fly( ch ) ) {

   send_to_char( #fly, ch );

   act_notchar( #flying, ch );

   transfer( ch, find_room( 47767 ) );

   act_notchar( #flying2, ch );

   end;

   }

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

   send_to_char( #succ, ch );

   act_notchar( #osucc, ch );

   transfer( ch, find_room( 47767 ) );

   act_notchar( #odrop, ch );

   }

 else {

   send_to_char( #fail, ch );

   act_notchar( #failed, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

   acode( room, 1 );

   }

~
E
failed~
$n tries to climb up the slope but fails.

~
E
fail~
You try to climb up the slope but fail.

~
E
flying2~
$n comes flying up the slope.

~
E
flying~
$n flies up the slope.

~
E
fly~
You fly up the slope.

~
E
odrop~
$n comes climbing up the slope.

~
E
osucc~
$n climbs up the slope.

~
E
succ~
You climb up the slope.

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

   send_to_char( #fly-d, ch );

   act_notchar( #flying-d, ch );

   transfer( ch, find_room( 47772 ) );

   act_notchar( #flying2-d, ch );

   end;

   }

 if( find_skill( ch, climb ) > random( 1, 5 ) ) {

   send_to_char( #succ-d, ch );

   act_notchar( #osucc-d, ch );

   transfer( ch, find_room( 47772 ) );

   act_notchar( #odrop-d, ch );

   }

 else {

   send_to_char( #fail-d, ch );

   act_notchar( #failed-d, ch );

   end;

   }

 loop( followers ) {

   ch = rch;

    acode( room, 2 );

   }

~
E
failed-d~
$n tries to climb down the slope but fails.

~
E
fail-d~
You try to climb down the slope but fail.

~
E
flying2-d~
$n comes flying down the slope.

~
E
flying-d~
$n flies down the slope.

~
E
fly-d~
You fly down the slope.

~
E
odrop-d~
$n comes climbing down the slope.

~
E
osucc-d~
$n climbs down the slope.

~
E
succ-d~
You climb down the slope.

~
!
0 0 0
-1
S

#47774
Near the Top of the Pass~
The path here, near the top of the mountain pass itself, offers little

protection from the elements.  To the south, the path enters the high

break of the pass, while to the east, the face of the mountains are

heavy with ridged snow that seems perched far too precariously for

comfort.  To the north, the path follows the downward slant of mountain

directly into the wind.

~
Avalanche action here and in room to south.

~
301465600 5 9 0
D2
~
~
0 -1 47768 10 10 5
D5
~
~
0 -1 47775 10 10 5
E
ridge snow~
The snowy ridges above are enough to make anyone nervous...  it looks

like nearly any sort of loud noise might bring crashing down on top of you

in an avalanche.

~
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
A
~
south~
if( is_follower( ch ) )

  end;

if( num_in_room( room ) > 3 ) {

  act_room( #to_all, ch );

  wait( 2 );

  loop( all_in_room ) {

    transfer( rch, find_room( 47812 ) );

    interpret( rch, "sit" );

    act_notchar( #odrop-d, rch );

    dam_message( rch, 10d10, "The pummeling fall of the avalanche" );

    inflict( rch, mob, 10d10, "an avalanche" );

    }

  }

else {

  act_room( #to_all_not, ch );

  act_area( #to_area_not, ch );

  }

~
E
to_all~
@bWith a sharp crack and a roar, the ridges of snow above you break away

and come roaring down.  It's an @RAVALANCHE!!!@n 

~
E
odrop-d~
$n is tumbled into the crevice on the tail end of a small avalanche.

~
E
to_all_not~
@CThe echoes of your footsteps seems to cause a slight rumbling from the

ridges of snow poised above you.

~
E
to_area_not~
@bFaint rumblings from the high mountain peaks echo in the distance.

~
!
1 0 63
-1
S

#47775
An Icy Slope~
The path here is icy and steep, and subject to high mountain winds, so

you have very little attention to spare for taking in your surroundings. 

To the north, the path descends into the snowy gullys of the Cairn, and

to the south, it climbs sharply towards what might be the top of the pass.

The slope slants sharply down from east to west as well, with many false

ridges of heavy snow looming over the path from the eastern rise.

~
~
301465600 5 9 0
D4
~
~
0 -1 47774 10 10 5
D5
~
~
0 -1 47776 10 10 5
E
ridges snow~
The snowy ridges above are enough to make anyone nervous...  it looks

like nearly any sort of loud noise might bring crashing down on top of you

in an avalanche.

~
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
-1
S

#47776
Below an Icy Rise~
North and downward from this point, the path, while snow-covered, does

seem to level out, and more importantly, takes advantage of small amounts

of protection from the high winds in the area.  To the south, however,

the path engages a steep upward slope battered by strong winds and

glistening with patches of ice.

~
~
301465600 5 9 0
D4
~
~
0 -1 47775 10 10 5
D5
~
~
0 -1 47777 10 10 5
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
2505 9 1509949540 3 0
-1
S

#47777
Horseshoe Valley~
Here, the location of a path of any kind can only be guessed at:

snowdrifts as high as a human's waist completely blanket the saddle-like

valley, making the going difficult at best, as anything on foot is forced

to wade through heavy drifts.  It's likely the path continues both north

and up a steep slope to the southwest.

~
[Damiel] snow here is deep, so I set the room to 'shallows', so they are wading -- I need to get shallows set up to extinguish FS. 

[Seltha] Well, it's not exactly a typo, but the colon at the end of the first line really plays havoc with my mapper... I'd be really happy if you'd change it to a '...' :)

~
301465600 13 9 0
D0
~
~
0 -1 47778 10 10 5
D2
snowy drift~
~
415 -1 47811 10 10 5
D4
~
~
0 -1 47776 10 10 5
E
drifts~
The drifts here are as high a dwarf's collarbone and make most of the

valley impassible, though it is possible you might be able to dig 

through the drifts that lie between you and a small crevice valley to

the south.

~
A
dig~
drifts~
if( !is_open( room, south ) )

if( find_stat( ch, str ) > 14 ) {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  open( room, south );

  }

else {

  send_to_char( #char_fail, ch );

act_notchar( #rfail, ch );

  }

else

act_tochar( #already, ch );

~
E
room_fail ~
$n pits $s puny muscles against the heavy drifts to the south but

obviously lacks the strength to open a path.

~
E
to_char~
With several mighty heaves, you manage to open a way through the southern

drifts.

~
E
to_room~
$n struggles through the drifts to the south, finally managing to open a path.  

~
E
char_fail~
You struggle to shove your way through the drifts to the south but find

you are not strong enough to do so.

~
E
rfail~
$n pits $s puny muscles against the heavy drifts to the south but

obviously lacks the strength to open a path.

~
E
already~
Drifts of snow to the south have already been cleared away.

~
!
0 0 0
-1
S

#47778
Mountain Pass~
The blanket of snow thins to the north as the path drops further into the

valleys of the Cairn Mountains, but it is quite deep to the south where

it enters a rising U-shaped pass that has accumulated a great deal of

snowfall.  The slopes to the east and west are effectively impassable.

~
~
301465600 5 9 0
D2
~
~
0 -1 47777 10 10 5
D5
~
~
0 -1 47779 10 10 5
2505 9 1509949540 3 0
-1
S

#47779
Barren Slope~
The path continues steeply here, the wind blowing over the path from east

to west strongly enough that very little snow clings to the barren, hard

ground in this area.  It is, however, difficult to enjoy the lack of

clinging snow -- with the freezing wind and blood-chilling temperatures, 

the area is considerably less than welcoming.

~
~
301465600 5 9 0
D4
~
~
0 -1 47778 10 10 5
D5
~
~
0 -1 47780 10 10 5
A
~
~
send_to_char( #char, ch );

i = dice( 1, 10 );

dam_message( ch, i, "The freezing wind" );

inflict( ch, mob, i, "frost bite" );

continue;

~
E
char~
The freezing wind chills you intensely!

~
!
3 0 63
-1
S

#47780
Before a Dark Cave~
The wind is relatively still here, blocked by the cliffs and high slopes. 

A dark cave mouth lies off the trail to the east, from which a rank,

heavy animal scent wafts.  The path itself climbs up the steep slope to

the south while remaining level to the north.

~
~
301465600 5 9 0
D0
~
~
0 -1 47781 10 10 5
D1
~
~
0 -1 47786 10 10 5
D4
~
~
0 -1 47779 10 10 5
-1
S

#47781
End of the Easy Road~
An old abandoned road trails off here, once well-set cobblestones lost

amid brush, snow, and rough mountain grasses long since browned by the

season.  A rough path continues to the south from this point, while the

intact portions of the road lie to the west.

~
~
301465600 5 9 0
D2
~
~
0 -1 47780 10 10 5
D3
~
~
0 -1 47782 10 10 5
E
portions road~
The works of mortals will not stand in the face of nature -- nowhere is

this message more clear than here, where the peerless stonework of the

dwarven culture has fallen to the relentless assault of brush, weather,

water, snow, and time.

~
-1
S

#47782
Turn in the Mountain Path~
Though the occasional bush has pushed up through the cut stones, the

ancient road that lies here is still largely whole -- tribute to the skill

of its original builders.  The road is straight and largely intact to the

north, though to the east it seems to have been slowly overtaken by the

wilderness.

~
~
301465600 5 9 0
D0
~
~
0 -1 47783 10 10 5
D1
~
~
0 -1 47781 10 10 5
E
bush~
These scraggling plants are the only signs in this area that nature has

won out over the dwarven stonework of this road -- so far -- but nature

has time on its side.

~
-1
S

#47783
Abandoned Mountain Road~
The snow-covered embankments to either side of the old road seem to be

the home of some sort of small, burrowing animal.  Many holes decorate

the half-earthern walls in this area, the snow covering piles of dirt

that have been forced from most of the openings.  The road continues

through the snow to the north and south.

~
~
301465600 5 9 0
D0
~
~
0 -1 47784 10 10 5
D2
~
~
0 -1 47782 10 10 5
E
holes~
The slopes beside the road are thick with many burrow holes, some wide

enough for even a large creature to enter, both to the east and west.

~
A
enter~
east~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch ); 

  act_notchar( #flying, ch ); 

  transfer( ch, find_room( 47788 ) );

  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( 47788) );

  }

else {

  send_to_char( #fail, ch );

  transfer( ch, find_room( 47788) );

  i = dice( 2, 7 );

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

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

  act_notchar( #failed, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
room~
$n climbs into a hole to the east and disappears from sight.

~
E
char~
You climb into the eastern hole.

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

~
E
failed~
$n slips and falls into the eastern hole while trying to climb into it

safely.

~
E
fly~
You fly down the hole.

~
E
flying~
$n flies into a hole in the eastern bank.

~
E
flying2~
$n flies into the room from a hole in the ceiling.

~
!
0 0 0
A
enter~
west~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch ); 

  act_notchar( #flying, ch ); 

  transfer( ch, find_room( 47789 ) ); 

  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( 47789) );

  }

else {

  send_to_char( #fail, ch );

  transfer( ch, find_room( 47789) );

  i = dice( 2, 7 );

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

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

  act_notchar( #failed, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
room~
$n climbs into a hole to the west and disappears from sight.

~
E
char~
You climb into the western hole.

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

~
E
failed~
$n slips and falls into a western hole while trying to climb into it

safely.

~
E
fly~
You fly down the hole.

~
E
flying~
$n flies into a hole in the western bank.

~
E
flying2~
$n flies into the room through a hole in the ceiling.

~
!
0 0 0
-1
S

#47784
Abandoned Mountain Road~
This forgotten road sits astride an embankment here, proceeding further

into the mountains to the south, while dropping towards open,

snow-covered valleys to the north.  Looking further north, you can see

the faint trace of the High Mountain Road running east to west, thin and

wavering like a brown ribbon draped across a white linen sheet.

~
~
301465600 5 9 0
D2
~
~
0 -1 47783 10 10 5
D5
~
~
0 -1 47785 10 10 5
1160 9 1509949540 3 0
-1
S

#47785
At the Start of a Faint Trail~
A faint path is barely visible here, possibly a remnant of a once

well-traveled road into the mountains.  It is evident that a narrow pass

lies to the south and upwards, perhaps leading through the southern Cairn

Mountains -- hopefully to warmer lands. Over the edge of the bluff 

to the north, snowy valleys level out as they near the Cairn Mountain

Road in the distance.

~
~
301465600 5 9 0
D4
~
~
0 -1 47784 10 10 5
A
climb~
down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 26522 ) );

  act_notchar( #flying2, ch );

  end;

  }

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

  send_to_char( #succ, ch );

  act_notchar( #osucc, ch );

  transfer( ch, find_room( 26522 ) );

  act_notchar( #odrop, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
failed~
$n tries to climb down the slope but fails.

~
E
fail~
You try to climb down the slope but fail.

~
E
flying2~
$n comes flying down the slope.

~
E
flying~
$n flies down the slope.

~
E
fly~
You fly down the slope.

~
E
odrop~
$n comes climbing down the slope.

~
E
osucc~
$n climbs down the slope.

~
E
succ~
You climb down the slope.

~
!
0 0 0
-1
S

#47786
Cave Entrance~
The earth underfoot is frozen and covered in snow.  The area is thick with

heavy scents of canine life, obviously rising from the den to the east. 

The main exit is to the west, though the cave can be investigated further

towards the east.

~
~
301465612 11 5 0
D1
~
~
0 -1 47787 10 10 5
D3
~
~
0 -1 47780 10 10 5
E
1 east~
In the darker part of the cave, little can be seen, but you are almost

sure you can hear some movement, and every few moments the gleam of light

reflected from canine eyes can be glimpsed.

~
-1
S

#47787
Inner Den~
You stand in a small, dank area.  The earth underfoot is packed, moist,

and pungent enough with heavy scents of canine life to make the eyes

water.  The only visible opening leads to the west.  The wolves that

inhabit this den have obviously made it home for many years: signs of

many old 'beds' show in the indentations in the ground.  The male is

apparently a good provider for his pack: several skeletons lie off to the

side against the cave walls.

~
[Kastle] pack: several, tyr pack as there are several

~
301465604 11 5 0
D3
~
~
0 -1 47786 10 10 5
E
skeletons~
The skeleton that catches your eye the most lies near the entrance in the

corner: it looks like a dwarven or gnomish skeleton, and the individual

doesn't seem to have died well -- one skeletal hand still holds the

shattered haft of a long-rusted axe, the skeleton's neck is broken and it

lies in an undignified heap atop a rotted satchel.

~
E
satchel~
It looks as though the body fell atop it's own backpack -- the body is

totally rotted, but the condition of the backpack is hard to determine.

~
E
6 indentations~
There are many old indentations on the floor here: signs of where the

mother wolf choose to lie with that generation of cubs.

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

  if( rflag( reset1, room ) ) {

    if( random( 1, 10 ) == 1 ) {

      send_to_char( #true_char, ch );

      act_notchar( #room, ch );

      obj_to_char( oload( 1622 ), ch );

      remove_rflag( reset1, room );

      end;

      }

    }

  send_to_char( #false_char, ch );

  act_notchar( #false_room, ch );

  remove_rflag( reset1, room );

  }

~
E
true_char~
You carefully extract the backpack from beneath the skeleton.

~
E
room~
You see $n carefully extract a backpack from beneath an old dwarven skelton.

~
E
false_char~
Nothing remains on the corpse but some useless bits of cloth.

~
E
false_room~
$n fiddles with the remains of a skeleton, but finds nothing useful. 

~
E
empty_char~
The backpack is already quite destroyed.

~
E
empty_room~
$n fiddles with the remains of a skeleton, but finds nothing useful.

~
!
0 0 0
1157 41 1509949540 3 0
1158 72 1509949440 3 0
1159 74 1509962240 3 0
1159 74 1509962240 3 0
1159 74 1509962240 3 0
1159 74 1509962240 3 0
1159 74 1509962240 3 0
1159 74 1509962240 3 0
-1
S

#47788
Eastern Warren Entrance Room~
This area is foul with the smell of death and fecal waste -- whatever

lives here has no sense of cleanliness or hygiene.  The room has been

widened a great deal: large enough to accomodate even very large

creatures.  The exits from this area, however, are quite small, and will

probably only admit very small humanoids.  You think you could leave the

warren here by climbing up to a hole near the top of the western wall.

~
~
301465600 11 5 0
D0
~
~
0 -1 47804 10 10 5
D1
~
~
0 -1 47802 10 10 5
E
exits~
The exits from this room look as though they might admit someone as large

as a human, but an ogre or troll has little hope of squeezing through.

~
A
climb~
up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch ); 

  act_notchar( #flying, ch ); 

  transfer( ch, find_room( 47783 ) ); 

  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( 47783 ) );

  }

else {

  send_to_char( #fail, ch );

  i = 1d3;

  act_notchar( #failed, ch );

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

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

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
room~
$n climbs out of the hole and disappears from sight.

~
E
char~
You climb out of the warren.

~
E
fail~
You slip, tumbling back into the warren.

~
E
failed~
$n slips and falls back into the warren while trying to climb to safety.

~
E
fly~
You fly through a hole in the ceiling.

~
E
flying~
$n flies through a hole in the ceiling.

~
E
flying2~
$n flies out of a hole in the east bank.

~
!
0 0 0
1228 9 1509949540 3 0
1160 9 1509949540 3 0
1160 9 1509949540 3 0
-1
S

#47789
Western Warren Entrance Room~
This area is foul with the smell of death and fecal waste -- whatever

creature lives here has no sense of cleanliness or hygiene.  The room has

been widened a great deal -- enough to accomodate even very large

creatures.  The exits from this area, however, are fairly small, and will

probably only admit smaller humanoids.  You think you could leave the

warren here by climbing up to a hole near the top of the eastern wall.

~
[Merior] can my pet climb out? or couldnt he get in here in the first place?

[Damiel] should be able to climb out if they are can_climb


[Damiel] Set room !indoors becuase lit will filter in from above if it's daylight outside.

~
301465600 11 5 0
D0
~
~
0 -1 47790 10 10 5
D2
~
~
0 -1 47794 10 10 5
E
exits~
It looks as though the main exits from this area are large enough to

admit a human, but it is unlikely they are large enough for a troll or

ogre to pass.

~
A
climb~
up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch ); 

  act_notchar( #flying, ch ); 

  transfer( ch, find_room( 47783 ) ); 

  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( 47783 ) );

  }

else {

  send_to_char( #fail, ch );

  i = 1d3;

  act_notchar( #failed, ch );

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

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

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
room~
$n climbs out of the hole and disappears from sight.

~
E
char~
You climb out of the warren.

~
E
fail~
You slip, tumbling back into the warren.

~
E
failed~
$n slips and falls back into the warren while trying to climb to safety.

~
E
fly~
You fly through a hole in the ceiling.

~
E
flying~
$n flies through a hole in the ceiling.

~
E
flying2~
$n flies out of a hole in the west bank.

~
!
0 0 0
1160 9 1509949540 3 0
1160 9 1509949540 3 0
1160 9 1509949540 3 0
-1
S

#47790
Near a Small Pool~
A small pool has accumulated along the eastern wall of the passage, and 

frost run-off from up above slowly drips down to add to the body of

liquid.  In the frozen earth of this area you can see the pawprints of

many small creatures.  The pool appears to be one of the main watering

spots for the warren inhabitants.

~
~
301465604 11 4 0
D0
~
~
0 -1 47791 10 10 5
D2
~
~
0 -1 47789 10 10 5
E
pawprints earth~
The prints in the frozen ground here indicate that the inhabitants of the

warren sport three fore toes and one rear facing toe that amounts to a

dewclaw.  Each toe shows signs of a heavy claw, with the middle fore toe

being the largest.

~
1388 17 1509949540 -2 25
-1
S

#47791
Abandoned Tunnels~
The ground slopes to the south here, making it difficult to stand upright.

Small holes dot the sides of the tunnel, possibly smaller access tunnels

for the rodents that infest this area, or tunnels remaining from some

previous inhabitant that has since been routed from the warren.  A faint

light can be seen to the south -- to the north lies only darkness.

~
[Merior] thanks for explaining history in holes extra..  but more

seriously, arent supposed to be so frank as the ousting part.  perhaps

more hints left around would be better...

[Damiel] Added a second, more detailed extra you'd have to be pretty sharp to think of.

~
301465604 11 4 0
D0
~
~
0 -1 47792 10 10 5
D2
~
~
0 -1 47790 10 10 5
E
holes~
Faint pawprints in the smaller holes and tunnels that branch off from

this point do not match those tracks seen elsewhere in the warren --

these appear to be more familiar tracks of the white winter rabbits

common in this region.

~
E
familiar rabbit~
It appears the current warren masters ousted the former inhabitants in

much the same way as certain species of birds are know to steal nests

from their less powerful cousins.

~
1228 9 1509949540 3 0
-1
S

#47792
In the Warren~
The skeletons of several creatures have been been embedded into the earth

of the walls and floors, perhaps for purpose of shoring up the tunnel, or

for no real reason at all.  Looking up, you can see that the frozen

ceiling is cracked here and threathens to open this spot to the elements. 

The only exit appears to be towards the south.

~
~
301465604 11 4 0
D2
~
~
0 -1 47791 10 10 5
E
ceiling~
A combination of freezing temperatures, water seepage, and the prying

roots of some sort of bush have turned the ceiling here into a mix of

half-melted ice and crumbling earth.  Whether the cracks reach to the

surface is highly unlikely however.

~
E
skeletons~
It looks as though the chebucto have used the skeletal remains of many of 

their meals to reinforce the crumbling earth in this area -- the

effectiveness is questionable, but the unease engendered by the primitive

parody of intelligent races' stonework and the carvings on buildings is

most certainly not.

~
1160 9 1509949540 3 0
-1
S

#47793
Eldritch Prison~
You hover within a dark void of cold emptiness.  Please contact the

immortals to come and speak with you as they would be very interested in

hearing what you have to say.

~
WHY IS THIS PLAYER HERE?  this is why...

codite ore had a problem where you could spam the search and get an

infinite supply.  Before this was discovered and stopped players had

amassed over 1,000 chunks of codite ore.  People were knowingly abusing

this bug.  Some still attempt to, despite the fact it was posted as a

known bug.  This prison catches them.

This player spammed search at least 4 times without leaving the room... 

please use mstat command to check their bank account.  As most people

don't just spam the search command the first time in an area, odds are

they will have an excessive bank acount from spamming to gain codite ore

from the bug.  Get what confession you can, perhaps decrease their bank

account accordingly (its a posted bug they're lucky they aren't banned)

and transfer them to portal or something.  If unsure how to procede

contact another imm.

                                    -----

~
301465663 5 9 0
D1
~
~
0 -1 47814 10 10 5
-1
S

#47794
Within the Warren~
The tunnel travels north and east here, the walls composed mostly of a

frozen earth and stone mix.  The earth beneath your feet is loose and

quite rank, with bits of unidentified waste mixed in with the dark earth.

~
~
301465604 11 4 0
D0
~
~
0 -1 47789 10 10 5
D1
~
~
0 -1 47796 10 10 5
E
waste bits~
It looks as though fecal matter has been tracked into this area from

elsewhere in the warren, but is unpacked enough that it has been able to

dry to a large degree, creating a dusty, crumbling humus covering the

floor.

~
-1
S

#47795
Within the Warren~
Under Construction.

~
~
301465601 5 9 0
-1
S

#47796
Fetid Hall~
It is quite evident that the ground here really isn't earth -- but is

apparently coated with fecal matter tracked in from a nearby location for

months or possibly years until it has become the whole ingredient in the

spongy surface on which you tread.  The floor is wet and slick --

creating a difficult surface to walk on.

~
~
301465604 11 4 0
D1
~
~
0 -1 47797 10 10 5
D2
~
~
0 -1 47798 10 10 5
D3
~
~
0 -1 47794 10 10 5
E
ground~
A closer look at the ground here is enough to make one wish for clean air

and and a strong breeze.  The surface here is wet, pungent, slick, and

glistens in whatever light is available, giving off small sucking noises

whenever a step is made.

~
1160 9 1509949540 3 0
1160 9 1509949540 3 0
-1
S

#47797
Waste Room~
This may be one of the only warm rooms in this warren.  There is however,

no comfort in that fact, as that warmth comes entirely from the rotting

waste material of several generations of defecating chebucto.  The floor

crawls with maggots and other parasites, a scene better left unexposed to

light until a happier time when this tunnel system collapses.

~
[Merior] an action would be fun here

[Damiel] I'll add one, but I need to think about it for a few days,

unless opening hinges on it.

~
301465604 11 4 0
D3
~
~
0 -1 47796 10 10 5
E
floor maggots ground~
The floor simply moves, it is so completely alive with fecal parasites. 

It's almost possible to feel the movement through the soles of ones

shoes, and it is hard to believe that even chebucto can stand to stay in

this room for long.

~
1160 9 1509949540 3 0
1228 9 1509949540 3 0
1228 9 1509949540 3 0
-1
S

#47798
Within the Warren~
The tunnel winds east and north as it turns in the frozen soil.  Several

skeletal bits of refuse lie on the ground, the remains of a chebucto meal

that removes any doubt about the chebucto diet.  A rank breeze from the

north stirs the air here.

~
~
301465604 11 4 0
D0
~
~
0 -1 47796 10 10 5
D1
~
~
0 -1 47799 10 10 5
E
skeletal bits refuse~
A small skull, a light ribcage crunching beneath a bootstep -- there is

very little doubt that the chebucto prefer meat over any other meal --

and aren't particularly picky about where or what they eat.

~
-1
S

#47799
Within the Warren~
Like the rest of the warren, this area is noxious in a way that suggests

that nothing which enters these tunnels can remain clean for long -- even

the frost that forms on the walls of the tunnels seems dingy.  The

twisting passages of the warren straightens out here and heads east and

west.

~
~
301465604 11 4 0
D1
~
~
0 -1 47800 10 10 5
D3
~
~
0 -1 47798 10 10 5
E
frost walls~
Although the area is cold, the air itself holds an unusual amount of

moisture from breath of so many creatures, and because of this, most of

the walls here are covered in an almost brown frost generated by freezing

condensation.

~
1160 9 1509949540 3 0
1228 9 1509949540 3 0
-1
S

#47800
Within the Warren~
The tunnel curves sharply to the north and west.  The walls narrow a bit

here, and the earth is frosted and hard.  The air is quite still and

rank, with a damp, musty odor hanging about you.  The ground is covered

with many loose pebbles here, though few rocks can be seen.

~
~
301465604 11 4 0
D0
~
~
0 -1 47801 10 10 5
D3
~
~
0 -1 47799 10 10 5
E
ground rock stone~
The ground is covered with many tiny bits of stone that have fallen here

from a slightly crumbly roof and walls -- most are of no useful size at

all, and stones of any size at all are almost entirely submerged within

the frozen earth here.

~
78 17 1509949540 -2 0
78 17 1509949490 -2 0
-1
S

#47801
Within the Warren~
The tunnel widens a bit here, as if to allow several creatures to pass at

once.  The ground is frozen and hard, and the prints of dozens of paws

can be seen in the frost, heading in both directions.

~
~
301465604 11 4 0
D0
~
~
0 -1 47802 10 10 5
D2
~
~
0 -1 47800 10 10 5
E
prints~
The prints in the frozen ground here indicate that the inhabitants of the

warren sport three fore toes and one rear facing toe that amounts to a

dewclaw.  Each toe shows signs of a heavy claw, with the middle fore toe

being the largest.

~
1160 9 1509949540 3 0
1160 9 1509949540 3 0
-1
S

#47802
Within the Warren~
A faint light shines to the west.  The tunnels extend into darkness to

the north and south, with no indication of what lies ahead.  The earth

here is hard and frozen, and tracks indicate many feet pass this way.

~
~
301465604 11 4 0
D0
~
~
0 -1 47803 10 10 5
D2
~
~
0 -1 47801 10 10 5
D3
~
~
0 -1 47788 10 10 5
E
tracks~
The prints in the frozen ground here indicate that the inhabitants of the

warren sport heavily clawed, three toed feet, with the middle fore toe

being the largest.

~
-1
S

#47803
Within the Warren~
The dank smell of feces nearly overwhelms you.  A faint light glows far

to the south; darkness extends in all other directions.  The wall to the

east is slick with water, other directions seem open.

~
~
301465604 11 4 0
D0
~
~
0 -1 47807 10 10 5
D2
~
~
0 -1 47802 10 10 5
D3
~
~
0 -1 47804 10 10 5
E
wall~
For no reason that you can determine, the wall to the north is not

covered in frost, but instead seems to accumulate normal condensation, a

great deal of it, for that matter.  Standing near the wall, you are

fairly certain it is noticably warmer the other areas of the warren.

~
1160 9 1509949540 3 0
1228 9 1509949540 3 0
-1
S

#47804
Within the Warren~
The ground slopes sharply to the east here, apparently dug down to pass

under a large boulder which juts out of the ceiling.  The air is thick

and barely breathable, and the smell of wet fur and waste is quite strong.

The tunnel curves east and south here, but it is too dark to see where it

might lead.

~
~
301465604 11 4 0
D1
~
~
0 -1 47803 10 10 5
D2
~
~
0 -1 47788 10 10 5
E
boulder~
A large as this huge stone appears to be, it's possible a portion of the

same boulder might also be exposed somewhere on the surface.

~
1160 9 1509949540 3 0
1160 9 1509949540 3 0
1160 9 1509949540 3 0
-1
S

#47805
Before a Chamber of Green Crystal~
The walls of this chamber are fringed with long, cylindrical green

crystals.  Much like quartz, the crystals have a definite fracture

pattern and in some cases reach as long as three feet.  High up, towards

the ceiling, is a small hole, which would only be reachable through

climbing.  To the north, where there should be either a tunnel or a wall

of green crystal, there is nothing but a field of wispy green energy.

~
~
301465600 11 9 0
D0
~
~
0 -1 47806 10 10 5
D4
~
~
105 -1 47813 10 10 5
E
green crystals~
The green crystals look like and are shaped like pieces of quartz

crystal, but their lattice structure is most unusual.  Each growing

crystal appears to have an internal fire of green flame within it.

~
A
climb~
1 up wall cavern~
if( find_skill( ch, climb ) > random( 1, 7 ) ) {

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  transfer( ch, find_room( 47813 ) );

  loop( followers ) {

act_tochar( #follow, rch );

act_notchar( #rfollow, rch );

    transfer( rch, find_room( 47813 ) );

    act_notchar( #arrives, rch );

    }

  }

else {

  act_tochar( #fail, ch );

  act_notchar( #rfail, ch );

  }

~
E
climb~
You grab ahold of a green crystal tine and pull yourself out of the

cavern.

~
E
rclimb~
$n grabs ahold of a green crystal tine and pulls $mself out of the cavern.

~
E
follow~
You climb up behind and leave the cavern.

~
E
rfollow~
$n follows by climbing up out of the cavern.

~
E
arrives~
$n arrives from below, squeezing through a hole in the ground.

~
E
fail~
You slip and fall, unable to get a hold on the wall.

~
E
rfail~
$n slips and falls, unable to get a hold on the wall.

~
!
0 0 0
A
~
~
if( find_skill( ch, cure blindness ) > 7 ) {

  if( find_skill( ch, holy wrath ) > 9 ) {

    if( find_skill( ch, turn undead ) > 9 )

      continue;

    else

      act_tochar( #cant, ch );

    }

  else

    act_tochar( #cant, ch );

  }

else {

  act_tochar( #blind, ch );

  act_notchar( #rblind, ch );

  mob = mob_in_room( 2060, find_room( 85 ) );

  do_spell( blind, mob, ch );

  }

~
E
to_char~
You pass harmlessly through the field of protective energy.

~
E
to_room~
$n passes harmlessly through the field of protective energy.

~
E
cant~
As you approach the field of energy, it repulses you in a type of

protective effort.

~
E
blind~
As you near the energy field, it becoming blinding bright.

~
E
rblind~
As $n nears the energy field, it becoming blinding bright around $m.

~
!
3 0 1
A
1 up~
~
if( find_stat( ch, level ) < 92 )

act_tochar( #cant, ch );

else

continue;

~
E
cant~
You cannot go back up without climbing.

~
!
0 0 0
-1
S

#47806
Inside a Pocket of Green Crystal~
An undulating field of translucent green energy stands to the south of

here, guarding the entrance of this chamber.  Little more than a pocket

inside a giant green crystal, this chamber is warm.  Its crystalline

surfaces reflect any and all light, seemingly to focus it back towards

the energy field.  There is no other way out of this place except by way

from which you came.

~
~
301465600 11 9 0
D2
~
~
0 -1 47805 10 10 5
2258 9 1509949540 3 0
-1
S

#47807
Within the Warren~
The twisting path of the tunnels forms a 'T' here.  All directions but

west are possible, and all seem equally dark and uninviting.  The damp

atmosphere is filled with scent wholly unpleasant, and the area itself is

cold and miserable.

~
~
301465604 11 4 0
D0
~
~
0 -1 47808 10 10 5
D1
~
~
0 -1 47810 10 10 5
D2
~
~
0 -1 47803 10 10 5
1160 9 1509949540 3 0
1160 9 1509949540 3 0
1160 9 1509949540 3 0
-1
S

#47808
Sleeping Area~
This area is covered in matted grasses, hair, bones and any other bits of

garbage that can be shaped into multiple nests.  Chunks of furred flesh

and small bones lie about the area, and maggots and other carrion insects

swarm to feast on the remains.

~
~
301465604 11 4 0
D1
~
~
0 -1 47809 10 10 5
D2
~
~
0 -1 47807 10 10 5
E
grasses hair bones garbage nests~
Any trash available has been fashioned into multiple nests with pockmark

the foor here like small craters.

~
E
chunks flesh bones~
These bits of bone with meat still adhering to them look like the remains

of the most recent chebucto meal, as the meat, while filthy, is not yet

rotten.

~
E
maggots insects carrion~
Attracted by the fresh meat, various carrion-eaters crawl amongst the

trash here, looking to feed amongst the plenty.

~
1160 9 1509949540 3 0
1160 9 1509949540 2 0
-1
S

#47809
Within the Warren~
The smell in this room is indescribable.  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 the remains.

~
~
301465604 11 4 0
D2
~
~
0 -1 47810 10 10 5
D3
~
~
0 -1 47808 10 10 5
E
carcasses animals remains flies~
Corpses have been left here, apparently to 'ferment' a bit before

consumption.  These carcases are crawling with flies and other insects,

attracted by the ripe meat.

~
1228 9 1509949540 3 0
1160 9 1509949540 3 0
-1
S

#47810
Flotsam and Jetsam~
Two tunnels converge in this slightly sunken chamber which has

accumulated ankle to knee-deep icy water.  The water is dark,

half-frozen, and vile odors rise from its surface, probably originating

from the chunks of unidentified matter floating on its surface.

~
~
301465604 13 4 0
D0
~
~
0 -1 47809 10 10 5
D3
~
~
0 -1 47807 10 10 5
E
water~
The water here is filthy and disgusting -- perhaps not enought to kill a

chebucto, but probably quite unhealthy for other creatures.

~
E
matter chunks~
Feces, rotten meat, bits of earth, chunks of ice...  this and more float

in the 'water' that has accumulated in this fetid pool of water.

~
1228 9 1509949540 3 0
1388 17 1509949540 -2 0
-1
S

#47811
Snow-filled Crevice~
Snowdrifts as high as a human's waist completely blanket this narrow

valley, making the going difficult as anything on foot is forced to wade

through heavy drifts.  The valley -- really more of a glorified crevice,

is quite deep, the eastern and western walls rising at least fifty feet

or more.  Swirls of snow dance over the crevice opening far above your

head, stirred by winds you are thankfully too secluded to feel.

~
~
301465600 13 9 0
D0
snowy drift~
~
415 -1 47777 10 10 5
D2
~
~
0 -1 47812 10 10 5
E
snow drifts~
The drifts to the north look as though they could be shifted enough to

allow egress to the wide valley to the north.

~
A
dig~
1 north drift~
send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

   open( room, north );

~
E
to_char~
With several mighty heaves, you manage to open a way through the northern drifts.

~
E
to_room~
$n struggles through the drifts to the north, finally managing to open a path.  

~
!
0 0 0
-1
S

#47812
Snow-filled Crevice~
All about you lie deep drifts of snow -- hard-packed and frozen -- the

accumulation of countless years of freezing temperatures.  It looks as

though one might be able to exit this small abandoned valley through the

high drifts to the north, while to the south the snow has been beaten and

churned up in a way that is at once odd and disturbing.

~
~
301465600 13 7 0
D0
~
~
0 -1 47811 10 10 5
D2
~
~
0 -1 47813 10 10 5
-1
S

#47813
Bottom of Deep Crevice~
The bottom of this deep crevice does not, unfortunately, look abandoned

-- at least not by very large creatures with footprints the size of a

city fountain.  The deep snow here shows many signs of activity, and the

activity looks as though something very, very large was at work.  The

mouth of a small mine peeks through the snow to the west, and it looks as

though one might be able to exit this small abandoned valley through the

drifts to the north.

~
~
301465600 13 9 0
D0
~
~
0 -1 47812 10 10 5
D3
~
~
0 -1 47814 10 10 5
D5
beneath the glacier serpent~
beneath glacier serpent~
105 -1 47805 10 10 5
E
3 activity snow~
Deep claw marks score both the hard-packed snow and the stone of this

circular crevice.  It looks as though most of the snow and larger stones

have been shoved out of the main open area and piled against the southern

wall.

~
E
1 south wall pile~
The south wall has had many tons of snow and detritus piled against it,

apparently to keep it out of the main open spots in this area.  Some of

the stones seem to catch the light oddly.

~
E
rocks stones~
Some of the stones torn loose and tossed into the pile of snow and debris

to the south seem to have flecks of silver in them.  They may even be

some solid chunks of ore in the pile somewhere.

~
A
climb~
pile stones snow mound~
i = 3d6+3;

if( find_skill( ch, climb ) > random( 1, 10 ) ) {

  send_to_char( #succ, ch );

  act_notchar( #osucc, ch );

  transfer( ch, find_room( 47816 ) );

  act_notchar( #odrop, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

dam_message( ch, 2d10, "a rain of stones and ice chunks" );

inflict( ch, mob, 2d10, "falling debris" );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
failed~
$n tries to scramble over the mound of snow to the south but fails.

~
E
succ~
You scramble over the shifting pile of snow and rocks to the south.

~
E
osucc~
$n scrambles over the mounds of snow to the south.

~
E
odrop~
$n comes clambering over the mound of snow to the north.

~
E
fail~
You try to scramble over the mound of snow to the south but fail.

~
!
0 0 0
A
search~
pile stones snow mound~
act_tochar( #false_char, ch );

end;

if( mob_in_room( 1243, room ) ) {

  send_to_char( #cant, ch );

  end;

  }

if( rflag( reset1, room ) ) {

  if( random( 1, 4 ) == 1 ) {

    send_to_char( #true_char, ch );

    act_notchar( #room, ch );

    obj_to_char( oload( 1811 ), ch );

    remove_rflag( reset1, room );

    end;

    }

  }

remove_rflag( reset1, room );

send_to_char( #false_char, ch );

act_notchar( #false_room, ch );

dam_message( ch, 2d10, "a rain of stones and ice chunks" );

inflict( ch, mob, 2d10, "falling debris" );

~
E
true_char~
You rummage around in the huge snow pile and locate a chunk of silver ore!

~
E
true_room~
You see $n rummage around in the snow pile and stand up smiling.

~
E
false_char~
You rummage around in the snow pile -- dislodging alot of debris but

coming up empty-handed.

~
E
false_room~
You see $n rummage around in the snow pile, dislodging alot of debris,

but coming up empty-handed.

~
E
room~
You see $n rummage around in the snow pile and stand up smiling.

~
E
cant~
You find it difficult to concentrate on searching with that serpent still

lurking around.

~
!
0 0 0
A
1 look~
hole tunnel down shallow~
if( is_open( room, down ) )

act_tochar( #open, ch );

else

continue;

~
E
open~
You can see a hole at the bottom of the crevice's floor, barely wide

enough to squeeze through.  The edges of the hole are rimmed with a

strange, green crystal.  It looks like a fair distance down.

~
!
0 0 0
1243 9 1509949490 3 0
-1
S

#47814
Ancient Mine~
Snow reaches into the mouth of this ancient mine with wispy fingers lying

along the floor, as though trying to touch the bits of abandoned mining

gear still left here: a long-rusted pike, an old ore cart resting on iron

rails long since gone to dust -- although the tunnels leading deeper into

the mountain have been long-since intentionally collapsed, there is still

a sense here of a great undertaking, now lost in time dusty rubble.

~
remove acodes 4 and 5 once codite ore bugs are fixed.

for now they make an effective trap to find out who isn't reading

announcements and who is abusing the bugs intentionally.  -Talis 

~
301465600 5 9 0
D1
~
~
0 -1 47813 10 10 5
D3
~
~
0 -1 47793 10 10 5
E
ore cart~
This ancient cart is long rusted, its wheels frozen to the railing now

turned nearly to dust.  The cart is completely useless, but does still

seem to contain some detritus and assorted waste material.

~
E
pike gear mining~
The gear remaining here is long past useful: a few pikes are here, rusted

so badly that some appear to be nothing by orange latticework.  Most

crumble to the touch, or have crumbled already.

~
E
rubble~
The rubble fills the tunnels that once led deeper into the mountain --

within the rubble you can spot old cross-braces and abandoned tools.

~
A
~
cart~
if( mob_in_room( 1243, room ) ) {

  send_to_char( #cant, ch );

  end;

  }

if( rflag( reset1, room ) ) {

  if( random( 1, 4 ) == 1 ) {

    send_to_char( #true_char, ch );

    remove_rflag( reset1, room );

    act_notchar( #room, ch );

    obj_to_char( oload( 1612 ), ch );

    }

  else {

    act_tochar( #false_char, ch );

    act_notchar( #false_room, ch );

remove_rflag( reset1, room );

    }

  }

else {

  act_tochar( #false_char, ch );

  act_notchar( #false_room, ch );

  }

~
E
true_char~
You rummage around in the ore cart and find a chunk of blueish ore.

~
E
true_room ~
You see $n rummage around in the ore cart and stand up smiling.

~
E
false_char~
You rummage around in the ore cart but come up empty-handed.

~
E
false_room~
You see $n rummage around in the ore cart but come up empty-handed.

~
E
room~
You see $n rummage around in the ore cart and stand up smiling.

~
E
cant~
You find it difficult to concentrate on searching with that serpent still

lurking around.

~
!
0 0 0
A
get~
gear pike~
send_to_char( #fail-d, ch );

act_notchar( #failed-d, ch );

~
E
fail-d~
You pick up an old mining pick, but it crumbles in your hands.

~
E
failed-d~
$n picks up an old mining tool, but it crumbles in $s grasp.

~
!
0 0 0
A
search~
rubble~
if( rflag( reset2, room ) ) {

  send_to_char( #cant, ch );

  end;

  }

if( rflag( reset0, room ) ) {

if( random( 1, 4 ) == 1 ) {

    send_to_char( #true_char, ch );

    act_notchar( #room, ch );

    obj_to_char( oload( 1632 ), ch );

    remove_rflag( reset0, room );

    end;

    }

  }

     remove_rflag( reset0, room );

send_to_char( #false_char, ch );

act_notchar( #false_room, ch );

dam_message( ch, 2d10, "a tumble of falling rubble" );

inflict( ch, mob, 2d10, "falling debris" );

~
E
room~
You see $n rummage around in the rubble and stand up smiling.

~
E
false_room~
You see $n rummage around in the rubble, dislodging alot of debris, but

coming up empty-handed.

~
E
false_char~
You rummage around in the rubble -- dislodging alot of debris but

coming up empty-handed.

~
E
true_room~
You see $n rummage around in the rubble and stand up smiling.

~
E
true_char~
You rummage around in the rubble and withdraw an old iron pickaxe.

~
E
cant~
You find it difficult to concentrate on searching with that serpent still

lurking about.

~
!
0 0 0
A
search~
~
if( rflag( status0, room ) ) {

  remove_rflag( status0, room );

  act_tochar( #fail, ch );

  act_notchar( #rfail, ch );

  end;

  }

if( rflag( status1, room ) ) {

  remove_rflag( status1, room );

  act_tochar( #fail, ch );

  act_notchar( #rfail, ch );

  end;

  }

if( rflag( status2, room ) ) {

  remove_rflag( status2, room );

  act_tochar( #fail, ch );

  act_notchar( #rfail, ch );

  end;

  }

transfer( ch, find_room( 47793 ) );

act_notchar( #poof, ch );

~
E
fail~
You rummage around in the ore cart but come up empty-handed

~
E
rflag~
You see $n rummage around in the ore cart but come up empty-handed.

~
E
rfail~
You see $n rummage around in the ore cart but come up empty-handed.

~
E
poof~
$n disapears in a mushroom cloud of smoke.

~
!
0 0 0
A
~
~
set_rflag( status0, room );

set_rflag( status1, room );

set_rflag( status2, room );

continue;

~
!
3 0 10
-1
S

#47815
Top of a Huge Boulder~
The top of this huge boulder is quite expansive, and affords a good view

of the surrounding area.  The boulder is rough along the sides, however,

and can probably be scaled on any side.

~
~
301465600 5 9 0
E
view~
South of you, the path enters a small canyon crevice, and then seems to

emerge near a waterfall.  To the north, the path quickly abuts a steep

cliff, and has been forced along a ledge to the west -- further than that

you cannot see.

~
A
climb~
down~
if( can_fly( ch ) ) {

send_to_char( #fly, ch );

act_notchar( #flying, ch );

transfer( ch, find_room( 47755 ) );

act_notchar( #flying2, ch );

end;

}

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

send_to_char( #succ, ch );

act_notchar( #osucc, ch );

transfer( ch, find_room( 47755 ) );

act_notchar( #odrop, ch );

}

else {

send_to_char( #fail, ch );

act_notchar( #failed, ch );

end;

}

loop( followers ) {

ch = rch;

acode( room, 1 );

}

~
E
failed~
$n tries to climb down the side of the rock but can't seem to find a route down.

~
E
fail~
You try to climb down the side of the rock but fail to find a decent way down.

~
E
flying2~
$n comes flying in from above you.

~
E
flying~
$n flies to the area below.

~
E
fly~
You fly off the top of the rock.

~
E
odrop~
$n comes climbing down the side of the rock.

~
E
osucc~
$n climbs down the side of the rock.

~
E
succ~
You climb down the side of the rock.

~
!
0 0 0
1244 9 1509949540 3 0
1244 9 1509949540 3 0
1619 17 1509949539 -2 0
407 16 1509949441 -2 0
-1
S

#47816
Serpent's Nursery~
Though not small, this secluded crevice alcove it is quite protected from

the elements: it is surrounded on all sides but the north by sheer

overhanging cliffs, which further shadow the area.  In the freezing

terrain of the Cairn Mountains, this is far and away the best place for a

mother to keep her more vulnerable young.  The only possible exit

available is by climbing up and over the huge pile of snow and rocks that

have been jammed into the mouth of the opening to the north.

~
[Lansharra] should be able to climb down

~
301465604 13 9 0
E
1 north pile snow~
This pile of snow and rocks has been placed in such a way as to totally

block off the exit to the north -- the only visible way to leave the area

is by climbing over the pile.

~
A
climb~
pile~
i = 3d6+3;

if( find_skill( ch, climb ) > random( 1, 10 ) ) {

  send_to_char( #succ, ch );

  act_notchar( #osucc, ch );

  transfer( ch, find_room( 47813 ) );

  act_notchar( #odrop, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  dam_message( ch, i, "a rain of stones and ice chunks" );

  inflict( ch, mob, i, "falling debris" );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
failed~
$n tries to scramble over the mound of snow to the north but fails.

~
E
fail~
You try to scramble over the mound of snow to the north but fail.

~
E
odrop~
$n comes clambering over the mound of snow to the south.

~
E
osucc~
$n scrambles over the mounds of snow to the north.

~
E
succ~
You scramble over the shifting pile of snow and rocks to the north.

~
!
0 0 0
1245 9 1509949540 3 0
-1
S

#0