#AREA Eerie Caverns~ Rue~ Eerie Caverns~ 20 0 0 #ROOMS #65500 Small Clearing at the Base of a Cliff~ Set off to the side of the trail, this small clearing is sparsely dotted with tufts of grass. Rimmed by sharp stones and a sheer cliff face to the west, the clearing seems a great place to rest. Rounded boulders poke from beneath the hard-packed dirt, and the remains of several small fire pits can clearly be seen. ~ connects to 26539 ~ 301465600 5 6 0 D1 ~ ~ 0 -1 26539 10 10 5 D4 ~ ~ 0 -1 65501 10 10 5 E tufts grass~ The grass grows in thick tufts along the edges and cracks of the boulders. The grass is browned, and must be quite tough to live in this cold climate. ~ E boulders rounded~ These large boulders are half buried in the hard packed dirt. Tufts of grass sprout from the ground near the boulders. Made of granite, the boulders are rounded by the weather and erosion. ~ E fire pits~ Remnants of past fire pits can clearly be seen in the clearing. Dark ash and charred sticks fill some of the old pits. ~ A up u~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65501 ) ); act_notchar( #arrive, ch ); end; } else { if( find_skill( ch, climb ) > random( 3, 5 ) ) { act_tochar( #climb, ch ); act_notchar( #rmclimb, ch ); transfer( ch, find_room( 65501 ) ); act_notchar( #cliarrive, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } end; } else { send_to_char( #nochar, ch ); act_notchar( #noroom, ch ); } } ~ E fly~ You easily fly up the rock face. ~ E rmfly~ $n flies up the cliff face. ~ E arrive~ $n flies up from below. ~ E climb~ You carefully grab small handholds and hoist yourself up the cold stone. ~ E rmclimb~ $n slowly climbs the rock face, finally disappearing over a ledge. ~ E cliarrive~ $n pulls $mself over the ledge. ~ E nochar~ You make it partially up, but come to a point where you have to retreat back down the cliff. ~ E noroom~ $n tries to climb the rock, but gives up and comes back down. ~ ! 0 0 0 A search~ pit fire ash~ act_tochar( #poke, ch ); act_notchar( #rmpoke, ch ); ~ E poke~ You poke around in the old fire pit, but find nothing of any use. ~ E rmpoke~ $n pokes about in the ash, but finds nothing. ~ ! 0 0 0 A ~ ~ if( is_player( ch ) ) { if( class( ch ) == ranger ) act_tochar( #notice, ch ); } ~ E notice~ Your keen senses notice some tracks on the ground. Looking more closely, you notice the unmistakeable tracks of goblins leading towards the cliff face. ~ ! 1 0 2 246 17 1509949450 -2 0 -1 S #65501 Spacious Ledge on the Rock Face~ The cool stone of the rock face is quite rough. Handholds and places to stand abound, although they are spaced far enough apart to make the climb difficult. Below you can see a small clearing ringed by boulders. By the looks of things you could climb still higher. ~ ~ 301465600 5 9 0 D4 ~ ~ 0 -1 65502 10 10 5 D5 ~ ~ 0 -1 65500 10 10 5 E clearing boulders~ Below you there is a small clearing surrounded by stone. You are quite high up the mountainside, and can see snow on the nearby peaks. ~ A down do dow d~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65500 ) ); act_notchar( #arrive, ch ); end; } else { if( find_skill( ch, climb ) > random( 3, 5 ) ) { act_tochar( #climb, ch ); act_notchar( #rmclimb, ch ); transfer( ch, find_room( 65500 ) ); act_notchar( #cliarrive, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } end; } else { send_to_char( #nochar, ch ); act_notchar( #noroom, ch ); } } ~ E fly~ You fly gently over the ledge and down to the clearing below. ~ E rmfly~ $n flies downward towards the clearing. ~ E arrive~ $n flies in from above. ~ E climb~ You lower yourself over the edge, and slowly make your way down the cliff. ~ E rmclimb~ $n lowers $mself over the edge of the cliff. ~ E cliarrive~ $n appears from over the ledge and slowly climbs down the cliff face. ~ E nochar~ You start to lower yourself over the ledge, but just manage to catch yourself before you fall. With a pounding heart you pull yourself back up and back to the safety of the ledge. ~ E noroom~ $n begins to lower $mself over the edge, but the panicked look on $s face and subsequent mad scramble back to the safety of the ledge show that $e nearly fell. ~ ! 0 0 0 A up u~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65502 ) ); act_notchar( #arrive, ch ); end; } else { if( find_skill( ch, climb ) > random( 3, 5 ) ) { act_tochar( #climb, ch ); act_notchar( #rmclimb, ch ); transfer( ch, find_room( 65502 ) ); act_notchar( #cliarrive, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } end; } else { send_to_char( #nochar, ch ); act_notchar( #noroom, ch ); } } ~ E fly~ You easily fly up the rock face. ~ E rmfly~ $n flies up the cliff face. ~ E arrive~ $n flies up from below. ~ E climb~ You carefully make your way up the rough stone of the cliff. ~ E cliarrive~ $n pulls $mself over the ledge. ~ E rmclimb~ $n slowly climbs up the cliff. ~ E nochar~ You start to climb up higher, but fear overtakes you and you tremble as you lower yourself back to the ledge. ~ E noroom~ $n tries to climb the rock, but gives up and comes back down. ~ ! 0 0 0 -1 S #65502 Near a Crack in the Wall~ The chipped wall of stone rises still higher, but a large overhang prevents further movement up. Far below you, a small clearing interrupts the greyish stone of Cairn Mountains, as well as a small trail down to the east and south. Thankfully, there are many places to grip onto the wall here, the stone being very rough and weathered. A large vertical crevice splits into the stone here, partially hidden under the shadow of the overhang. ~ ~ 301465600 5 9 0 D3 ~ ~ 171 -1 65503 10 10 5 D5 ~ ~ 0 -1 65501 10 10 5 E overhang~ The overhang projects out at a sharp angle, making climbing any higher impossible. The smooth stone above you provides too few handholds to even try. ~ E crevice~ A large crevice slices into the stone face. It is nearly six feet tall and looks wide enough to fit an ogre inside. However, it twists in such a way as to prevent you from seeing what is inside. ~ A enter~ crevice crack~ act_tochar( #enter, ch ); act_notchar( #rmenter, ch ); transfer( ch, find_room( 65503 ) ); act_notchar( #arrive, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E enter~ You slide into the crack with surprising ease. ~ E rmenter~ $n slides into the crevice and disappears from sight. ~ E arrive~ $n pushes in through the crack to the east. ~ ! 0 0 8 A down~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65501 ) ); act_notchar( #arrive, ch ); end; } else { if( find_skill( ch, climb ) > random( 3, 5 ) ) { act_tochar( #climb, ch ); act_notchar( #rmclimb, ch ); transfer( ch, find_room( 65501 ) ); act_notchar( #cliarrive, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } end; } else { send_to_char( #nochar, ch ); act_notchar( #noroom, ch ); } } ~ E fly~ You jump off the ledge and fly downward. ~ E rmfly~ $n hops off the ledge and begins to fly down the cliff. ~ E arrive~ $n flies in from above. ~ E climb~ You lower yourself down and calmly begin your descent. ~ E rmclimb~ $n lowers $mself and begins to climb downwards. ~ E cliarrive~ $n climbs down from above. ~ E nochar~ You begin to climb down, but nearly fall and barely manage to get back to the ledge. ~ E noroom~ $n starts to climb down, but panics and returns to the ledge. ~ ! 0 0 0 -1 S #65503 Winding Tunnel~ You are surrounded by cold and damp stone; the chill air moves slowly towards the west. The quarters are cramped, and it is difficult to see very far ahead. The small tunnel twists and turns sharply, heading mainly to the west. A large crack dominates the easternmost part of the tunnel, and a strong breeze seems to come from it. ~ [Caer] "It is because you are a very small animal that you will be Useful in the adventure before us." Winnie-the-Pooh ~ 301596740 5 9 0 D1 ~ ~ 171 -1 65502 10 10 5 D3 ~ ~ 0 -1 65504 10 10 5 E crack large~ Upon closer examination, the crack appears to be a way out of the cave. It is nearly six feet tall, and wide enough for an ogre to squeeze through. The crevice turns at an angle, making it impossible to tell if it is light or dark outside. ~ A enter~ crevice crack~ act_tochar( #enter, ch ); act_notchar( #rmenter, ch ); transfer( ch, find_room( 65502 ) ); act_notchar( #arrive, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E enter~ You slide into the crevice, leaving the dark tunnel. ~ E rmenter~ $n slides into the crack and disappears. ~ E arrive~ $n suddenly appears from inside the crevice. ~ ! 0 0 0 1957 41 1509949540 3 0 1957 73 1509949540 3 0 -1 S #65504 Winding Tunnel~ The tunnel twists and turns as it heads in a generally eastern and western direction. Dark crevices and dank nooks dot the sides of the tunnel. A cool breeze comes from the west and exits out of one of the crevices, stealing past you silently. An occasional drip can be heard, echoing down one of the small nooks and into the tunnel. ~ ~ 301596740 5 9 0 D0 ~ ~ 43 -1 65505 10 10 5 D1 ~ ~ 0 -1 65503 10 10 5 E crevices nooks~ The deep crevices and dark nooks are difficult to get a clear look at. They wind and twist making seeing aything in them almost impossible. One of the crevices looks large enough to squeeze through. ~ A enter~ crevice crack~ act_tochar( #exit, ch ); act_notchar( #rmexit, ch ); transfer( ch, find_room( 65505 ) ); act_notchar( #arrive, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E exit~ You slide easily through the crevice. ~ E rmexit~ $n slides through the crevice, disappearing. ~ E arrive~ $n suddenly appears from a crevice in the south wall. ~ ! 0 0 0 A ~ ~ send_to_room( #drip, room ); ~ E drip~ The sound of dripping water echoes around you, the sound amplified by the cave. ~ ! 2 200 0 -1 S #65505 Hidden Valley~ Steep granite cliffs climb into the sky blocking all directions but north. Along the floor of the valley a thick carpet of green grass grows spreads out to the north. Along the walls a few trees grow, with tangled vines hanging from their limbs. The air is cool, and the wind crisp. ~ acode for climbing up is 65507 [Lansharra] extra of trees, vines? [Lansharra] extra for crack/crevice? ~ 301465600 5 9 0 D0 ~ ~ 0 -1 65506 10 10 5 D2 ~ ~ 43 -1 65504 10 10 5 D4 ~ ~ 0 -1 65507 10 10 5 E cliffs granite~ The rough granite walls reach high above you. The east wall is particularly rough, and what appear to be handholds become very apparent as you look more closely. To the south several stones butt up against the wall, partially blocking a crack from your view. ~ E grass~ The grass is thick and luxuriant. As you move along, it puts out a pleasant scent where your passage has crushed it. ~ A enter~ crack crevice~ act_tochar( #enter, ch ); wait( 1 ); act_notchar( #rmenter, ch ); transfer( ch, find_room( 65504 ) ); act_notchar( #arrive, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E enter~ You easily push into the crack in the stone wall. ~ E rmenter~ $n disappears into the rock face to the south. ~ E arrive~ $n pops out of the crevice in the north wall. ~ ! 0 0 0 A u up~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65507 ) ); act_notchar( #arrive, ch ); end; } else act_tochar( #nope, ch ); ~ E fly~ You easily fly up. ~ E rmfly~ $n flies upward. ~ E arrive~ $n arrives from below. ~ E nope~ You can't fly! ~ ! 0 0 0 A climb~ east wall stone rock cliff up~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65513 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 3 ); } ~ E cli~ The slope is easy to climb, with plenty of handholds. The air gets colder as you climb, and you finally pull yourself into the mouth of a large cave to the east. ~ E rmcli~ $n easily scales the eastern wall. ~ E arrives~ $n climbs up from below. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else act_tochar( #nope, ch ); ~ E nope~ In a panic, you try to scramble up the cliff, but slide down. ~ ! 3 0 16 A smell~ ~ act_tochar( #sniff, ch ); ~ E sniff~ The grass smells like fresh peppermint, a pleasant odor that wafts all about you. ~ ! 0 0 0 A ~ ~ obj_to_room( oload( 2755 ), find_room( 19 ) ); continue; ~ ! 1 0 4 -1 S #65506 Hidden Valley - Ruins of a Temple~ Vines and thick undergrowth sprout around and on the ruins of an ancient temple nestled in the narrow valley. Beneath the foliage unadorned stone pillars climb into the sky. The roof has long since collapsed, leaving only the outline left by the pillars. Steep cliffs of dark granite climb high above you to the north, east, and west. ~ acode for climbing up is 65508 Vnum: 65509 is room to climb to [Caer] It's a very funny thought that, if Bears were Bees, [Caer] They'd build their nests at the *bottom* of trees. [Caer] And that being so (if the Bees were Bears), [Caer] We shouldn't have to climb up all these stairs. temple can be expanded later- no plans currently ~ 301465664 5 9 0 D2 ~ ~ 0 -1 65505 10 10 5 D4 ~ ~ 0 -1 65508 10 10 5 E vines undergrowth thick~ Tangles of vines, shrubs and small trees grow amidst the fragile stone of an ancient temple. The vines grow over the toppled pillars, while shrubs grow in the damp ground beneath them. ~ E pillars stone~ Decomposing marble pillars still stand beneath the encroaching greenery. Some pillars have fallen, while others lean at extreme angles, defying gravity for who knows how much longer. The ruined stone steps leave bricks scattered about the area, half-hidden beneath the grass and other plantlife. ~ E cliffs dark granite~ The steep granite walls rise high above you in all directions save south. To the north what appears to be a ledge sits thirty or so feet above you. ~ E ledge~ The rough granite wall looks like you should be able to climb it to reach the ledge. ~ A up u~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65508 ) ); act_notchar( #arrive, ch ); end; } else act_tochar( #nope, ch ); ~ E fly~ You easily fly up. ~ E rmfly~ $n flies upward. ~ E arrive~ $n arrives from below. ~ E nope~ You can't fly! ~ ! 0 0 0 A climb~ north wall rock cliff up~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65509 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } ~ E cli~ The slope is easy to climb, with plenty of handholds. When you reach the top, you pull yourself onto the ledge to the north. ~ E rmcli~ $n easily scales the northern wall. ~ E arrives~ $n climbs up from below. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else act_tochar( #jump, ch ); ~ E jump~ In a panic, you try to scramble up the cliff, but slide down. ~ ! 3 0 16 -1 S #65507 Above the Valley - In the Air~ Flying high above the green valley below, you feel the freedom of flight. A strong wind howls above you along the tops of the cliffs that form the valley, creating great turbulence in the air and making flight out of the valley impossible. Below you the green grass of the valley grows, and to the east a small cave opens up on the cliffside. ~ value should be set to about 9000 on random code ~ 301465664 9 9 0 D0 ~ ~ 0 -1 65508 10 10 5 D1 ~ ~ 0 -1 65513 10 10 5 D5 ~ ~ 0 -1 65505 10 10 5 A ~ ~ loop( all_in_room ) { if( !can_fly( rch ) ) { act_tochar( #fall, rch ); act_notchar( #rmfalls, ch ); transfer( rch, find_room( 65505 ) ); i = dice( 4, 20 ); dam_message( rch, i, #fallpain ); inflict( rch, rch, i, "Falling" ); } } ~ E fall~ You plummet downwards! ~ E rmfalls~ $n falls downwards towards the ground. ~ E fallpain~ Hitting the ground ~ ! 2 0 0 A east eas ea e~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65507 ), 1 ); ~ ! 0 0 0 A n north nort nor~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65507 ), 1 ); ~ ! 0 0 0 A down dow do d~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65507 ), 1 ); ~ ! 0 0 0 1853 9 1509949515 3 0 1854 8 1509949540 3 0 -1 S #65508 Above the Temple - In the Air~ Soaring high above the green valley below your breath is nearly taken away by the howling wind that screams above you. Turbulent air buffets you and it is difficult to even stay aloft as the wind tosses you about like a feather. To the north you see the safety of a large and dark cave. below you are the remains of a temple, slowly being choked by the greenery of the valley. ~ Need some extras to look at, and possibly a random action about the experience of flying. ;) -- Caer ~ 301465664 9 9 0 D0 ~ ~ 0 -1 65509 10 10 5 D2 ~ ~ 0 -1 65507 10 10 5 D5 ~ ~ 0 -1 65506 10 10 5 A ~ ~ loop( all_in_room ) { if( !can_fly( rch ) ) { act_tochar( #fall, rch ); act_notchar( #rmfalls, ch ); transfer( rch, find_room( 65506 ) ); i = dice( 4, 20 ); dam_message( rch, i, #fallpain ); inflict( rch, rch, i, "Falling" ); } } ~ E fall~ You plummet downwards! ~ E rmfalls~ $n falls downwards towards the ground. ~ E fallpain~ Hitting the ground ~ ! 0 0 0 A down dow do d~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65508 ), 1 ); ~ ! 0 0 0 A south sout sou so s~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65508 ), 1 ); ~ ! 0 0 0 A n north nort nor no~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65508 ), 1 ); ~ ! 0 0 0 -1 S #65509 Cave Mouth - Overlooking the Hidden Valley~ You stand on a cliff-edge overlooking a small valley that spreads out below to the south. The wind howls about you, chilling you to your bones and making hearing difficult. To the north looms a large cave mouth, gaping wide and providing some shelter from the wind. Large piles of guano are spattered about the ledge, and you can smell more from inside the cave. ~ wind whistling by [Caer] Weenie. ~ 301465664 11 5 0 D0 ~ ~ 0 -1 65510 10 10 5 D2 ~ ~ 0 -1 65508 10 10 5 E valley~ From here you have a spectacular view of the valley below. It stretches off into the distance, the green grass vibrant against the dark stone of the valley walls. The ruins of a temple of some sort are just below you, although somewhat obscured by trees and vines. Along the eastern wall, far to the south, you can see a tunnel leading into the stone cliff. ~ E guano piles~ Sticky and white, these guano piles were left by some very large birds! They smell of rot, and small bits of bone can be seen in some of them. ~ E bone bits~ The bones appear to be those of small rodents. ~ A south sout sou so s~ ~ if( can_fly( ch ) ) { continue; end; } else act_tochar( #nope, ch ); ~ E nope~ Climbing down would be better for your health than jumping off the cliff. ~ ! 0 0 0 A climb~ d down south cliff~ act_tochar( #climb, ch ); act_notchar( #rmclimb, ch ); transfer( ch, find_room( 65506 ) ); act_notchar( #cliarrive, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } ~ E climb~ You easily lower yourself down the cliff. ~ E rmclimb~ $n disappears below the edge of the ledge. ~ E cliarrive~ $n climbs down from the cliff to the north. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else { act_tochar( #fall, ch ); act_notchar( #rmfalls, ch ); transfer( ch, find_room( 65506 ) ); i = dice( 4, 20 ); dam_message( ch, i, #fallpain ); inflict( ch, ch, i, "Falling" ); } ~ E fall~ In a moment of panic you leap from the cave and fall screaming to the valley floor. ~ E rmfalls~ $n panics, leaping from the cave and falling to the valley floor. ~ E fallpain~ Hitting the ground ~ ! 3 0 32 A ~ ~ send_to_room( #wind, room ); ~ E wind~ A chill wind howls by the cave mouth, eerily whistling across the stone cliff face. ~ ! 2 200 0 1853 137 1509949540 3 0 -1 S #65510 Inside a Dark and Smelly Cave~ Broken stalactites litter the floor, and large heaps of guano dot the cave floor. The ground is uneven, probably because the cave is natural. The walls are rough, and climb up into the darkness above. A large passage leads to the south, where a good deal of fresh air rushes into the cave. You can see a large ledge on the west wall about twenty feet above you. ~ up is 65511 ledge is 65512 ~ 301465604 11 7 0 D2 ~ ~ 0 -1 65509 10 10 5 D4 ~ ~ 0 -1 65511 10 10 5 E stalactites broken~ Shattered columns of stone lie about the floor. They appear to have been broken off ages ago, from how thickly they are covered in guano. The stone is seemingly randomly placed, as you can find no order to its arrangement at all. ~ E ledge west wall~ The ledge appears to be quite wide, and the rough wall looks like it would not be very difficult to climb. As you look closer at the ledge it becomes apparent that there is a tunnel leading off behind it. ~ E guano heaps~ Thick piles of guano cover the floor. Much of it has turned a light tan color, but there are many fresh and white piles dotting the room. The fresh piles are sticky, and give off a revolting odor. ~ A up u~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65511 ) ); act_notchar( #arrive, ch ); end; } else act_tochar( #nope, ch ); ~ E fly~ You easily fly up. ~ E rmfly~ $n flies upward. ~ E arrive~ $n arrives from below. ~ E nope~ You can't fly! ~ ! 0 0 0 A climb~ western wall w u up ledge~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65512 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } ~ E cli~ There are many handholds which make for an easy climb. You reach the ledge, and pull yourself westwards onto it. ~ E rmcli~ $n easily scales the western wall. ~ E arrives~ $n climbs up from below. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else act_tochar( #nope, ch ); ~ E nope~ You try to scramble up, but end up back on the cave floor. ~ ! 3 0 16 A search~ guano pile~ acode( find_room( 65526 ), 2 ); ~ ! 0 0 0 -1 S #65511 In a Cave - Flying~ The rough stone of this naturally large cavern is bumpy and pocked. Small stalactites hang from the ceiling, and their is evidence of larger ones that have been broken off. The ceiling is somewhat rounded, curving downwards towards the uneven floor. To the west you can see a small ledge that leads into a dark tunnel. ~ fix ter ~ 301465604 9 9 0 D3 ~ ~ 0 -1 65512 10 10 5 D5 ~ ~ 0 -1 65510 10 10 5 E stalactites~ Tiny calcified stalactites hang from the damp stone of the ceiling. The largest are only an inch or two long, and are a greenish-white hue. ~ E broken large~ The bases of several larger stalactites remain on the ceiling, however they have all been broken off. ~ E ledge west tunnel dark~ The rough stone of the cave forms a large ledge along the west wall, and just beyond the ledge a tunnel looms. ~ A ~ ~ loop( all_in_room ) { if( !can_fly( rch ) ) { act_tochar( #fall, rch ); act_notchar( #rmfalls, ch ); transfer( rch, find_room( 65510 ) ); i = dice( 4, 20 ); dam_message( rch, i, #fallpain ); inflict( rch, rch, i, "Falling" ); } } ~ E fall~ You plummet downwards! ~ E rmfalls~ $n falls downwards towards the ground. ~ E fallpain~ Hitting the ground ~ ! 2 0 0 A d do dow down~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65511 ), 1 ); ~ ! 0 0 0 A w we wes west~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65511 ), 1 ); ~ ! 0 0 0 A sl sleep si sit re rest r m me meditate~ ~ acode(find_room( 65511 ), 1 ); ~ ! 0 0 0 1854 9 1509949540 3 0 -1 S #65512 Cave Tunnel~ This tunnel has seen obvious work done to straighten and expand it. The tunnel is almost a perfect cylinder carved out of the dark stone. The floor is spattered with large piles of droppings; some damp and others old and dry. To the west the tunnel ends, looking out over a large cavern. A smaller cave opens up along the east end of the tunnel. A thick rope hangs over the edge to the west. ~ add flee code west od 65514 east is 65511 climbing down east is Vnum: 65510 [Rue] ~ 301465604 11 7 0 D1 ~ ~ 0 -1 65511 10 10 5 D3 ~ ~ 0 -1 65514 10 10 5 E droppings piles~ Large piles of stinking guano are spattered all over the floor. Many of them are still fresh, while others are dry and browned with age. ~ E cavern~ It is difficult to see very far through the darkness, but it appears as if the cavern leads quite some distance to the west. A rope is tied a thick iron ring near the western edge, and hangs down over the edge. ~ E rope ring~ Attached to a thick iron ring, the heavy rope hangs down into the cavern below. ~ E work obvious~ Rough chisel marks carved ages ago still show on the walls of the tunnel. Whoever did this work was either lazy or in a hurry, as it shows no skill in stoneworking. ~ A climb~ climb e east d down~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65510 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E cli~ The climb down is made easy by the high number of handholds. ~ E rmcli~ $n easily climbs down to the east. ~ E arrives~ $n climbs down from the west. ~ ! 0 0 0 A climb descend~ w west rope~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65515 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } ~ E cli~ You easily climb down the thick rope to the cavern floor. ~ E rmcli~ $n descends the rope to the west. ~ E arrives~ $n climbs down the rope, jumping the last foot to the floor. ~ ! 0 0 0 A search~ guano pile~ acode( find_room( 65526 ), 2 ); ~ ! 0 0 0 A west wes we w e ea eas east~ ~ if( can_fly( ch ) ) { continue; end; } else act_tochar( #nope, ch ); ~ E nope~ Climbing down would be better for your health than jumping down to the floor. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else { act_tochar( #fall, ch ); act_notchar( #rmfalls, ch ); transfer( ch, find_room( 65510 ) ); i = dice( 4, 20 ); dam_message( ch, i, #fallpain ); inflict( ch, ch, i, "Falling" ); } ~ E fall~ In a moment of panic you leap from the cave and fall screaming to the cavern floor. ~ E rmfalls~ $n panics, leaping from the cave and falling down to the cavern floor. ~ E fallpain~ Hitting the cave floor ~ ! 3 0 2 A ~ ~ if( can_fly( ch ) ) continue; else { act_tochar( #fall, ch ); act_notchar( #rmfalls, ch ); transfer( ch, find_room( 65515 ) ); i = dice( 4, 20 ); dam_message( ch, i, #fallpain ); inflict( ch, ch, i, "Falling" ); } ~ E fall~ In a moment of panic you leap from the cave and fall screaming to the cavern floor. ~ E rmfalls~ $n panics, leaping from the cave and falling down to the cavern floor. ~ E fallpain~ Hitting the cave floor ~ ! 3 0 8 -1 S #65513 Small Cave - Overlooking the Hidden Valley~ This small cave seems to have been carved from the cliffside ages ago, the ancient stonework worn by the passage of time. A massive slab of stone, a bit darker than that of the cave itself, leans against the east wall of the cave. Attached to the stone are the remnants of two iron chains, long since rusted into a useless state. A small brass and iron gong hangs suspended from a stone frame alongside the north wall. Looking out the cave you can see the grey stone of the valley wall to the west, and down below the green grass of the valley. ~ ~ 301465604 5 9 0 D3 ~ ~ 0 -1 65507 10 10 5 E slab massive~ Carved from a single slab of almost black granite, this massive slab leans against the far wall of the cave. A deep groove is carved along each side of the slab, leading to a small pool at the base. The rusty remnants of manacles still hang from near the top of the slab. ~ E groove~ Each of these grooves has been carved deeply into the granite slab. They run parallel to the long edges of the stone, and lead towards a deep depression in the floor. ~ E depression bowl~ The depression is about a foot deep, the sides of which are covered with a red-brown crust. The sides are polished smooth, and two deep grooves in the stone slab lead towards the bowl. ~ E chains manacles iron~ The thick iron chains are rusted beyond any use. They are frozen almost rope-like by rust as they hang across the granite slab. At one time they must have held a captive against the stone. ~ E gong iron brass~ This gong is untouched by tarnish or rust. The gong itself is fashioned from iron with a brass rim. To thin metal wires hang from the gong frame and suspend the disk in the air. A small padded mallet is connected to the dark stone frame as well, with enough play to effectively strike the gong. ~ A west wes we w~ ~ if( can_fly( ch ) ) { continue; end; } else act_tochar( #nope, ch ); ~ E nope~ You should climb down instead of jumping out of the cave. ~ E rmcli~ $n climbs down the cliff. ~ E arrives~ $n climbs down from above. ~ E You should probably climb down instead of leaping into the unknown~ You should probably climb down instead of falling down. ~ ! 0 0 0 A climb~ down d out west w cliff~ act_tochar( #climb, ch ); act_notchar( #rmclimb, ch ); transfer( ch, find_room( 65505 ) ); act_notchar( #cliarrive, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } ~ E climb~ You easily climb down the slope. ~ E rmclimb~ $n climbs out of the cave. ~ E cliarrive~ $n climbs down from above. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else { act_tochar( #fall, ch ); act_notchar( #rmfalls, ch ); transfer( ch, find_room( 65505 ) ); i = dice( 4, 20 ); dam_message( ch, i, #fallpain ); inflict( ch, ch, i, "Falling" ); } ~ E fall~ In a moment of panic you leap from the cave and fall screaming to the valley floor. ~ E rmfalls~ $n panics, leaping from the cave and falling to the valley floor. ~ E fallpain~ Hitting the ground ~ ! 3 0 8 A bang ring hit pound~ gong~ if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); act_tochar( #uring, ch ); act_notchar( #rings, ch ); send_to_area( #gong, room ); i = random( 1, 10 ); Wait( 2 ); send_to_room( #flapping, room ); if( i == 1 ) { mload( 1857, room ); mload( 1854, room ); end; } if( i < 5 ) { mload( 1854, room ); mload( 1854, room ); } mload( 1854, room ); end; } else { act_tochar( #uring, ch ); act_notchar( #rings, ch ); wait( 1 ); act_room( #nothing, ch ); } ~ E gong~ The resonant sound of the gong echoes throughout the area! The sound echoes sonorously through the cold air, the single note reverberating off the stone over and over. ~ E rings~ $n bangs the gong! ~ E nothing~ Strangely, the gong makes no noise. ~ E flapping~ You hear a flurry of flapping sounds, followed quickly by a horrible stench and a darkening of the sky at the cave entrance! ~ E uring~ You bang the gong solidly! ~ ! 0 0 0 -1 S #65514 In a Large Cavern - In the Air~ The cave roof arches high over the irregular stone floor below. The dark stone blends with the darkness, making it difficult to judge distance. The cavern stretches out far to the west, and a small carved tunnel leads off to the east. A particularly rancid smell rises from the floor of the cave making the air thick and almost palpatable. ~ [Caer] Again, since the smell is mentioned in rdesc, a smell/sniff action might be appropriate here. ~ 301465604 12 9 0 D1 ~ ~ 0 -1 65512 10 10 5 D3 ~ ~ 0 -1 65517 10 10 5 D5 ~ ~ 0 -1 65515 10 10 5 A ~ ~ loop( all_in_room ) { if( !can_fly( rch ) ) { act_tochar( #fall, rch ); act_notchar( #rmfalls, ch ); transfer( rch, find_room( 65515 ) ); i = dice( 4, 20 ); dam_message( rch, i, #fallpain ); inflict( rch, rch, i, "Falling" ); } } ~ E fall~ You plummet downwards! ~ E rmfalls~ $n falls downwards towards the ground. ~ E fallpain~ Hitting the ground ~ ! 2 0 0 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65514 ), 1 ); ~ ! 3 0 8 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65514 ), 1 ); ~ ! 3 0 32 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65514 ), 1 ); ~ ! 3 0 2 1854 9 1509949540 3 0 1854 9 1509949540 3 0 -1 S #65515 Cavern Floor - East End~ You are at the east end of a large cavern, the walls of which rise high above you into darkness. Bits of stone cover the uneven floor, intermingled with the stinking piles of guano. Steep walls rise up in each direction except the west, where the cavern stretches out beyond your range of vision in the darkness. A thick rope hangs down along the east wall. ~ up is 65515 up is 65514 [Caer] I LOVE THE GOBLINS! *dance* ~ 301465604 11 7 0 D3 ~ ~ 0 -1 65516 10 10 5 D4 ~ ~ 0 -1 65514 10 10 5 E rope thick~ A thick hemp hemp rope hangs from the ledge up above you. It looks like it would be an easy task to climb up there using the rope. ~ E guano piles~ Thick drifts of dry and brown guano cover the floor. It is dusty and has the consistency of potting soil. Damp spots occur where the guano is fresher. ~ A search~ guano pile~ acode( find_room( 65526 ), 2 ); ~ ! 0 0 0 A climb~ rope east up~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65512 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } ~ E cli~ You easily climb up the thick rope. ~ E rmcli~ $n climbs the rope to the west. ~ E arrives~ $n climbs up from the west. ~ ! 0 0 0 A u up~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65514 ) ); act_notchar( #arrive, ch ); end; } else act_tochar( #nope, ch ); ~ E fly~ You easily fly up. ~ E rmfly~ $n flies upward. ~ E arrive~ $n arrives from below. ~ E nope~ You can't fly! ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else act_tochar( #nope, ch ); ~ E nope~ You try to scramble up, but end up back on the cave floor. ~ ! 3 0 16 -1 S #65516 Cavern Floor - West End~ The floor of the cave is spattered with a thick layer of guano. The rough stone walls of the cavern rise high above you into the darkness. Broken bits of stalactites litter the floor, partially hidden beneath the guano. To the east the cavern stretches out into darkness, while a small tunnel leads off to the west. Up through the darkness, you can make out two small caves; one to the north and one to the south. With some effort, you could climb up to them. ~ air up is 65517 ~ 301465604 11 7 0 D1 ~ ~ 0 -1 65515 10 10 5 D3 ~ ~ 0 -1 65520 10 10 5 D4 ~ ~ 0 -1 65517 10 10 5 E guano~ Several inches of dried and old guano covers the floor. Small insects crawl over and in the guano, feeding happily upon it. ~ E broken stalactites~ Although partially buried under the guano, the remnants of stalactites can be seen on the floor. They are all broken from the fall, resting in small pieces. ~ A search~ guano pile~ acode( find_room( 65526 ), 2 ); ~ ! 0 0 0 A climb~ n no north~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65518 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 2 ); } ~ E cli~ The climb is difficult, but you manage to pull yourself up the north wall and into the small roost in the north wall. ~ E rmcli~ $n slowly climbs the north wall. ~ E arrives~ $n climbs in from the south. ~ ! 0 0 0 A climb~ s so south~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65519 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 3 ); } ~ E cli~ The climb is difficult, but you manage to pull yourself up the south wall and into the small opening in the south wall. ~ E rmcli~ $n slowly climbs the south wall. ~ E arrives~ $n climbs in from the north. ~ ! 0 0 0 A climb~ up~ act_tochar( #which, ch ); ~ E which~ Which wall do you want to climb up? ~ ! 0 0 0 A u up~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65517 ) ); act_notchar( #arrive, ch ); end; } else act_tochar( #nope, ch ); ~ E fly~ You easily fly up. ~ E rmfly~ $n flies upward. ~ E arrive~ $n arrives from below. ~ E nope~ You can't fly! ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else act_tochar( #nope, ch ); ~ E nope~ You try to scramble up, but end up back on the cave floor. ~ ! 3 0 16 -1 S #65517 In a Large Cavern - In the Air~ You are in the air, near the ceiling of a large cavern. The cold stone curves over your head, irregular where stalactites once grew. A large hole is in the north wall, while a similar feature marks the south wall as well. Nearly forty feet below you is the rugged and guano covered floor of the cave. ~ down is 65516 north is 65518 south is 65516 east is 65514 ~ 301465604 12 9 0 D0 ~ ~ 0 -1 65518 10 10 5 D1 ~ ~ 0 -1 65514 10 10 5 D2 ~ ~ 0 -1 65519 10 10 5 D5 ~ ~ 0 -1 65516 10 10 5 A ~ ~ loop( all_in_room ) { if( !can_fly( rch ) ) { act_tochar( #fall, rch ); act_notchar( #rmfalls, ch ); transfer( rch, find_room( 65516 ) ); i = dice( 4, 20 ); dam_message( rch, i, #fallpain ); inflict( rch, rch, i, "Falling" ); } } ~ E fall~ You plummet downwards! ~ E rmfalls~ $n falls downwards towards the ground. ~ E fallpain~ Hitting the ground ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65517 ), 1 ); ~ ! 3 0 1 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65517 ), 1 ); ~ ! 3 0 4 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65517 ), 1 ); ~ ! 3 0 2 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65517 ), 1 ); ~ ! 3 0 32 -1 S #65518 Cramped Roost~ Twigs, leaves and other refuse make a comfortable nest in this cave. The ceiling is low, and ribbed, making it difficult for those over six feet tall to stand up straight. The stone walls are rough, mottled and covered with a thick lichen. A large opening in the south wall peers out over a large cavern. ~ climb down code 65516 ~ 301465604 11 5 0 D2 ~ ~ 0 -1 65517 10 10 5 E twigs leaves refuse nest~ A thick pile of leaves covers the floor of this cramped cave. The leaves and twigs are intermixed with guano and old bones. The whole nest is several inches deep, and spongy under your feet. ~ E ceiling ribbed~ The low ceiling is formed from striated granite that appears folded into wavy forms. The walls are smooth, although covered with a layer of oil thT gives off a rancid smell. ~ E mottled lichen blood spatters~ Upon closer examnination what appeared at first as lichen, can be seen to be blood spatters. ~ A climb~ d down s south~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65516 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E cli~ You lower yourself from the cave and climb slowly down the wall. ~ E rmcli~ $n slowly climbs down and out of the roost. ~ E arrives~ $n climbs down from the north. ~ ! 0 0 0 A s so sou sout south~ ~ if( can_fly( ch ) ) { continue; end; } else act_tochar( #nope, ch ); ~ E nope~ Climbing down would be better for your health than jumping down to the floor. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else { act_tochar( #fall, ch ); act_notchar( #rmfalls, ch ); transfer( ch, find_room( 65516 ) ); i = dice( 4, 20 ); dam_message( ch, i, #fallpain ); inflict( ch, ch, i, "Falling" ); } ~ E fall~ In a moment of panic you leap from the cave and fall screaming to the cavern floor. ~ E rmfalls~ $n panics, leaping from the cave and falling down to the cavern floor. ~ E fallpain~ Hitting the cave floor ~ ! 3 0 4 A search~ nest twigs~ if( is_player( ch ) ) { i = random( 1, 5 ); if( rflag( reset1, room ) ) { if( i == 1 ) { act_tochar( #fpile, ch ); act_notchar( #rfpile, ch ); obj = oload( 2755 ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } act_tochar( #pile, ch ); act_notchar( #rpile, ch ); end; } act_tochar( #pile, ch ); act_notchar( #rpile, ch ); end; } ~ E fpile~ You poke around in the nest until you find a feather! ~ E rfpile~ $n pokes around in the nest, finally pulling out a ragged feather. ~ E pile~ You poke around in the nest, but find nothing useful. ~ E rpile~ $n pokes around in the nest, but gives up after a while. ~ ! 0 0 0 1855 9 1509949540 3 0 1854 9 1509949540 3 0 -1 S #65519 Dark Roost~ A thick bed of dry leaves and twigs covers the floor of this cramped cave. The small entrance to the cave leads out to the north, and from there drops down about forty feet to the cave floor. The walls are covered with a thick layer of grime and a blanket of torn and dirty feathers is mixed in with the leaves and twigs. ~ climb down code to room 65516 north is 65517 ~ 301465604 11 5 0 D0 ~ ~ 0 -1 65517 10 10 5 E nest twigs leaves dry~ The dry leaves and twigs have been formed into a nest of sorts. Most of the cave is filled by the nest, which is covered in a rancid-smelling oil. ~ E grime walls~ The grime covering the walls is oily and smells terrible. ~ E feathers~ These feathers are torn and broken, they would appear to be useless. ~ A climb~ d down s south~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65516 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E cli~ You lower yourself from the cave and climb slowly down the wall. ~ E rmcli~ $n slowly climbs down and out of the roost. ~ E arrives~ $n climbs down from the south. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else { act_tochar( #fall, ch ); act_notchar( #rmfalls, ch ); transfer( ch, find_room( 65516 ) ); i = dice( 4, 20 ); dam_message( ch, i, #fallpain ); inflict( ch, ch, i, "Falling" ); } ~ E fall~ In a moment of panic you leap from the cave and fall screaming to the cavern floor. ~ E rmfalls~ $n panics, leaping from the cave and falling down to the cavern floor. ~ E fallpain~ Hitting the cave floor ~ ! 3 0 1 A north nort nor no n~ ~ if( can_fly( ch ) ) { continue; end; } else act_tochar( #nope, ch ); ~ E nope~ Climbing down would be better for your health than jumping down to the floor. ~ ! 0 0 0 A search~ nest~ if( is_player( ch ) ) { i = random( 1, 5 ); if( rflag( reset1, room ) ) { if( i == 1 ) { act_tochar( #fpile, ch ); act_notchar( #rfpile, ch ); obj = oload( 2755 ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } act_tochar( #pile, ch ); act_notchar( #rpile, ch ); end; } act_tochar( #pile, ch ); act_notchar( #rpile, ch ); end; } ~ E fpile~ You poke around in the nest until you find a feather! ~ E rfpile~ $n pokes around in the nest, finally pulling out a ragged feather. ~ E pile~ You poke around in the nest, but find nothing useful. ~ E rpile~ $n pokes around in the nest, but gives up after a while. ~ ! 0 0 0 1855 9 1509949540 3 0 1854 9 1509949540 3 0 -1 S #65520 Curving Tunnel~ The tunnel curves, changing from natural walled caves to the east, to an expanded and smooth-walled hallway to the south. White and black splotches of guano cover the floor, some splattering up the sides of the wall. The air is thick here, and the sounds of water dripping in the dark, hidden recesses of the cave echo about in the eerie silence. ~ ~ 301465604 11 7 0 D1 ~ ~ 0 -1 65516 10 10 5 D2 ~ ~ 0 -1 65521 10 10 5 E guano~ There is less guano than most of the rest of the cave here. What little guano there is is quite fresh and sticky. ~ E wall~ The walls here have been worked by unskilled tunnelers. What at first glance appeared to be smooth walls is actually rather crudely carved stone. ~ A search~ guano pile~ act_tochar( #nope, ch ); ~ E nope~ There is so little guano here that searching through it is useless. ~ ! 0 0 0 -1 S #65521 Hall of Statues~ This hallway is large, chiseled from the natural caves, and expanded both to the sides and upwards. Four large statues are arranged around the hallway, two each facing north and south. They are all carved to resemble harpies, with wings folded along their backs, and spears in their hands. To the south a large chamber opens up, while the hallway continues to the north. ~ ~ 301465604 11 7 0 D0 ~ ~ 0 -1 65520 10 10 5 D2 ~ ~ 0 -1 65522 10 10 5 E statues harpies~ These statues are large, almost fifteen feet tall. They are carved out of a black granite with small silvery flecks. Each harpy statue carries a stout spear in its hands, and is in a crouched position with wings folded back. Each face is carved into a look of hatred and fury. Two face south, and the other two face north. The craftsmanship is outstanding, and the stone is polished to a shine. ~ A search~ statues harpies~ act_tochar( #nada, ch ); act_notchar( #rnada, ch ); ~ E nada~ You search the statues for anything out of the ordinary, but can't find anything. ~ E rnada~ $n spends some time looking over the statues. ~ ! 0 0 0 1857 9 1509949540 3 0 1957 137 1509949540 3 0 1955 137 1509949540 3 0 -1 S #65522 Spiraled Chamber~ Broken bones lay in a random pile about the floor, mixing with the guano that seems to be everywhere. Above you the rough walls stretch up and into the darkness. The stench of death is heavy here, mingling with the scent of guano. A large opening along the south wall leads into a cave, while to the north another opening leads into a long hallway. Far above you in the darkness, the flickering of a muted light can be seen faintly illuminating the high cave. ~ ~ 301465604 11 7 0 D0 ~ ~ 0 -1 65521 10 10 5 D2 ~ ~ 0 -1 65524 10 10 5 D4 ~ ~ 0 -1 65523 10 10 5 E bones broken~ A tangled pile of broken bones covers the floor. Aside from the fact they have been stripped clean of flesh and gnawed on extensively, they don't appear special. ~ A climb~ u up~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65525 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E cli~ You pull yourself up the cylindrical tunnel and into a stinking cave to the east. ~ E rmcli~ $n slowly climbs up the dark tunnel. ~ E arrives~ $n climbs into the cave from below. ~ ! 0 0 0 A up u~ ~ if( can_fly( ch ) ) { act_tochar( #fly, ch ); act_notchar( #rmfly, ch ); transfer( ch, find_room( 65523 ) ); act_notchar( #arrive, ch ); end; } else act_tochar( #nope, ch ); ~ E fly~ You easily fly up. ~ E rmfly~ $n flies upward. ~ E arrive~ $n arrives from below. ~ E nope~ You can't fly! ~ ! 0 0 0 A search~ bones broken~ act_tochar( #bones, ch ); act_notchar( #rbones, ch ); ~ E bones~ You sift through the shattered bones, finding nothing but filth. ~ E rbones~ $n sifts through the bones, giving up after a fruitless search. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else act_tochar( #nope, ch ); ~ E nope~ You try to scramble up, but end up back on the cave floor. ~ ! 3 0 16 -1 S #65523 Jagged Cave - In the Air~ Dark stone, and jagged formations make up the curving cavern walls. Along the eastern wall, a large cave mouth opens, flanked on either side by carved figures. A foul stench, stronger than the rest of the caves, seeps from the opening to the east. A few bones litter the entrance of the cave, stripped clean of any flesh. The cave is too dark to see down more than a few feet. ~ east is 65525 65522 is air room ~ 301465605 9 5 0 D1 ~ ~ 0 -1 65525 10 10 5 D5 ~ ~ 0 -1 65522 10 10 5 E carved figures~ These human-sized figures are carved out of the stone of the wall. They depict tortured humans writhing in agony, chained to a slab of stone. ~ E bones~ You could get a better look at the bones if you entered the cave. ~ E formations stone~ The cave walls are jagged here, natural stone and carved rock mingling at sharp angles. ~ A ~ ~ loop( all_in_room ) { if( !can_fly( rch ) ) { act_tochar( #fall, rch ); act_notchar( #rmfalls, ch ); transfer( rch, find_room( 65522 ) ); i = dice( 4, 20 ); dam_message( rch, i, #fallpain ); inflict( rch, rch, i, "Falling" ); } } ~ E fall~ You plummet downwards! ~ E rmfalls~ $n falls downwards towards the ground. ~ E fallpain~ Hitting the ground ~ ! 2 0 0 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65523 ), 1 ); ~ ! 3 0 2 A ~ ~ if( can_fly( ch ) ) { continue; end; } else acode(find_room( 65523 ), 1 ); ~ ! 3 0 32 A ~ ~ loop( all_in_room ) { if( !can_fly( rch ) ) { act_tochar( #fall, rch ); act_notchar( #rmfalls, ch ); transfer( rch, find_room( 65522 ) ); i = dice( 4, 20 ); dam_message( rch, i, #fallpain ); inflict( rch, rch, i, "Falling" ); } } ~ E fall~ You plummet downwards! ~ E rmfalls~ $n falls downwards towards the ground. ~ E fallpain~ Hitting the ground ~ ! 1 0 34 1853 9 1509949475 3 0 -1 S #65524 Dark Cave Above a Stinking Pit~ This dark and cramped cave reeks of rot. A gaping pit carves downward, and seems to be the source of the stench. An old iron railing rims the pit, too short to be an effective means to prevent your falling in. A huge pile of guano rests on the cave floor at the edge of the pit. ~ ~ 301465668 11 7 0 D0 ~ ~ 0 -1 65522 10 10 5 D5 ~ ~ 0 -1 65526 10 10 5 E pit~ A deep pit is carved out of the dark stone floor. Rimmed by a rusty iron rail about two feet tall. From within the pit a horrendous smell wafts upward. The pit is about fifty feet in diameter, however, it is so dark seeing to the bottom is impossible. ~ E iron railing~ Too short to prevent anybody from toppling into the pit, this iron railing runs the full circumference of the pit. Rusted and bent, it has seen years of abuse and neglect. ~ E guano pile~ The pile of guano reeks! It is comprised of a thick mixture of old and fresh guano, creating a sticky mess that looks like it is shoveled into the pit. ~ A ~ ~ if( mob_in_room( 1947, find_room( 65526 ) ) ) { find_room( 65524 ); i = 1d3; if( i == 1 ) send_to_room( #croak, room ); if( i == 2 ) send_to_room( #stomp, room ); } ~ E croak~ @YA deep and resonating croak echos up from within the pit!@n ~ E stomp~ @YThe ground shakes as a huge bulk shifts around down below!@n ~ ! 2 50 0 A feed shovel~ stomp guano~ act_tochar( #feed, ch ); act_notchar( #rfeed, ch ); send_to_room( #plop, find_room( 65526 ) ); if( rflag( reset1, room ) ) { if( mob_in_room( 1947, find_room( 65526 ) ) ) { remove_rflag( reset1, room ); send_to_room( #feeds, find_room( 65526 ) ); wait( 1 ); send_to_room( #feeding, room ); } } ~ E feed~ You grab the filthy shovel and dump some of the guano down into the pit. ~ E rfeed~ $n grabs the shovel and dumps a clump of guano into the pit. ~ E feeds~ @YThe stomp hungrily hops towards the fresh pile of guano and devours it in one bite!@n ~ E plop~ A sticky pile of guano falls from above, plopping sickly onto the floor! ~ E feeding~ @YYou hear sounds of frantic feeding coming from inside the pit!@n ~ ! 0 0 0 A get take~ guano-covered shovel~ act_tochar( #nope, ch ); act_notchar( #rnope, ch ); ~ E nope~ The thick chain prevents you from taking the shovel. ~ E rnope~ $n tugs at the shovel, but the chain holds firm. ~ ! 0 0 0 A search~ pile guano heap~ if( is_player( ch ) ) { i = random( 1, 25 ); if( rflag( reset2, room ) ) { if( i == 1 ) { act_tochar( #fpile, ch ); act_notchar( #rfpile, ch ); send_to_room( #plop, find_room( 65526 ) ); obj = oload( 2762 ); obj_to_room( obj, find_room( 65526 ) ); remove_rflag( reset2, room ); end; } act_tochar( #pile, ch ); act_notchar( #rpile, ch ); end; } act_tochar( #pile, ch ); act_notchar( #rpile, ch ); end; } ~ E pile~ You dig about in the guano for a while, smearing yourself with the stinking slop. ~ E rpile~ $n plunges $s hands into the stinking pile of guano! Pheew! ~ E fpile~ @Y You plunge your hands into the stinking guano knocking something out of the pile, which bounces across the floor and falls in the pit below. @n ~ E rfpile~ @Y$n plunges $s hands into the guano and searches about. As $e gives up, something shiny falls from the pile, bouncing into the pit.@n ~ E plop~ Something small and shiny falls in from above, landing softly in the guano. ~ ! 0 0 0 919 137 1509949540 3 0 2723 17 1509949540 -2 0 1953 137 1509949540 3 0 -1 S #65525 Stinking Cave Littered with Bones~ The dark stone of the cave walls practically drip with gore. Shattered bones and discarded weapons and armor litter the floor, glinting in the feeble light emitted by the sputtering brazier along the southern wall. The stench here is overpowering, the scent of rot mixes with a sickly-sweet smoke that wafts through the thick air. To the west a tunnel leads to a precipitous drop, and down into darkness. ~ climb down to 65522 air west is 65523 ~ 301465605 12 7 0 D3 ~ ~ 0 -1 65523 10 10 5 E armor weapons discarded~ Broken and useless bits of weapons and armor are strewn about in a chaotic mess. None of them have any value as they are all tarnished, rusty and broken. ~ E bones~ These bones are of various humanoids. They have been gnawed on and split open; the marrow sucked clean out. ~ A climb~ d down w west~ act_tochar( #cli, ch ); act_notchar( #rmcli, ch ); transfer( ch, find_room( 65522 ) ); act_notchar( #arrives, ch ); loop( followers ) { ch = rch; acode( room, 1 ); } ~ E cli~ You lower yourself down and slowly climb down the dark tunnel. ~ E rmcli~ $n lowers $mself down the exit to the west. ~ E arrives~ $n climbs down from above. ~ ! 0 0 0 A ~ ~ if( can_fly( ch ) ) continue; else { act_tochar( #fall, ch ); act_notchar( #rmfalls, ch ); transfer( ch, find_room( 65522 ) ); i = dice( 4, 20 ); dam_message( ch, i, #fallpain ); inflict( ch, ch, i, "Falling" ); } ~ E fall~ In a moment of panic you leap from the cave and fall screaming to the cave floor. ~ E rmfalls~ $n panics, leaping from the cave and falling down the tunnel. ~ E fallpain~ Hitting the cave floor ~ ! 3 0 8 A w west wes we~ ~ if( can_fly( ch ) ) { continue; end; } else act_tochar( #nope, ch ); ~ E nope~ Climbing down would be better for your health than jumping down to the floor. ~ ! 0 0 0 A ~ ~ send_to_room( #flicker, room ); ~ E flicker~ The orange glow from the brazier flickers, causing shadows to dance along the cave wall. ~ ! 2 200 0 A get~ incense orange stick~ if( is_player( ch ) ) continue; ~ ! 0 0 0 2732 49 1509949540 -2 0 2733 81 1509949540 -2 0 2664 81 1509949450 -2 0 1856 9 1509949540 3 0 1857 9 1509949460 3 0 1853 9 1509949460 3 0 -1 S #65526 Pit~ The floor of the pit is covered with bones and a thick damp layer of guano. Gore literally drips from the walls, rotting as it slowly creeps down the pitted black stone. Thick iron rungs are embedded in the stone, and lead up and out of the pit. The stench of death hangs heavy in the air, mixing with smells of guano and excrement. ~ ~ 301465676 11 7 0 D4 ~ ~ 0 -1 65524 10 10 5 E rungs iron~ Looped bands of iron are embedded deeply in the north wall of the pit. They are clearly intended to be a ladder of some sort to provide easy entry and exit for the pit. The iron is a bit rusty, and some of the lower ones are bent and appear gnawed on. ~ E guano~ The guano here is several inches thick, and in a state of decomposition. Tiny beetles and worms crawl in and among the piles of guano, feeding upon the rich and satisfying meal, in a neverending quest for sustenance. ~ E gore~ Blood, bits of flesh, stray feathers and other unidentifiable things cover the walls. It is all decomposing, and has turned black with mold and rot. ~ A ~ ~ act_tochar( #up, ch ); act_notchar( #rup, ch ); continue; ~ E up~ You clasp the rungs and quickly exit the pit. ~ E rup~ $n grabs the rungs and climbs quickly out of the pit. ~ ! 3 0 16 A search~ guano piles~ if( is_player( ch ) ) { if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); i = random( 1, 15 ); if( i < 4 ) { obj = oload( 2755 ); act_tochar( #found_itemh, ch, obj ); act_notchar( #found_rmitemh, ch, obj ); obj_to_char( obj, ch ); end; } } send_to_char( #empty_char, ch ); act_notchar( #empty_notchar, ch ); } ~ E found_itemh~ You dig through the guano searching for something, when your hands comes across a feather! ~ E found_rmitemh~ $n searches through the dusty piles of guano, finally pulling out a feather! ~ E empty_char~ You dig through the guano searching for something, but you come up with nothing other than a smelly hand. ~ E empty_notchar~ $n digs through the dusty guano searching for something, but comes up with nothing. ~ ! 0 0 0 1947 9 1509949540 3 0 -1 S #0