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

0 0
0
#ROOMS

#2500
Cave Entrance~
A thin, rocky ledge stretches north to south through this yawning cave. 

Most of the cave's surfaces are too slippery or precarious to walk on. 

Judging from the amount of detritus littered around the cave, it use to

be heavily occupied once.  But now, you see little evidence of current

dwellers.  To the south, at the cave's mouth, you can see a large,

cascading waterfall.  The cave widens to the north, where the floor

becomes less slippery.

~
*H

~
301465601 11 6 0
D0
~
~
0 -1 2501 10 10 5
D2
~
~
0 -1 25005 10 10 5
59 9 1509949540 3 0
-1
S

#2501
Cave Tunnel~
A long, steep tunnel descends north, further under the mountain.  The

temperature of the cavern is much cooler than you are accustomed to.  To

the south, you can see a faint illumination outlining the edges of an

opening.  Beads of moisture run down the side walls of the limestone

cavern.

~
*H

~
301465605 11 6 0
D0
~
~
0 -1 2504 10 10 5
D2
~
~
0 -1 2500 10 10 5
A
~
~
ch = rand_player( room );

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

act_tochar( #cold, ch );

else

act_tochar( #wind, ch );

~
E
cold~
A cold wind blasts your fast, sending a shiver down your spine.

~
E
wind~
You can hear a faint, rhythmic chant carried on the wind.

~
!
2 150 0
233 9 1509949540 3 0
233 9 1509949490 3 0
-1
S

#2502
Passageway~
You can almost feel the weight of the mountain above pressing down upon

you with its immensity.  The passageway runs from east to west over a

level limestone floor.  Stalagmites formed from dripping sediment rise

from the ground like the teeth of a cavern fish.  A small accumulation of

luminescent fungus clings to the northern wall of the passageway, casting

the shadows of the stalagmites onto the south wall.

~
*H

~
301465604 11 6 0
D1
~
~
0 -1 2504 10 10 5
D3
~
~
0 -1 2506 10 10 5
-1
S

#2503
Cavern cleft~
A damp hallway, stalagmites and stalactites adorn the ceiling and

~
~
301465604 3 6 0
D3
~
~
8 -1 2547 10 10 5
A
~
~
send_to_room( #to_all, room );

~
E
to_all~
A large stalagmite crashes to the ground sealing you in.

~
E
to_char~
~
!
1 -1 8
A
say~
zelda~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

send_to_room( #to_room, room );

~
E
to_all~
The stalagmite suddenly shovels up into the cave ceiling.

              |   |

~
E
to_room~
$n says 'Zelda'

~
E
to_char~
You mumble the word Zelda.

~
!
0 1 0
-1
S

#2504
Cave Tunnel~
The cavern here is much wider than the passageway that lies to the south. 

Thick, heavy stalagmites rise from the ground, creeping around the edges

of a small, milky pool of liquid.  Flecks of shiny minerals can be seen

embedded in the floor and the eastern wall appears to have several

mineral deposits in it.  To the far south, you can see a miniscule amount

of light streaming through a cave opening.  The passageway continues to

head north at a steep angle while to the west it branches along a more

even path.

~
*H

~
301465604 11 6 0
D0
~
~
0 -1 2505 10 10 5
D2
~
~
0 -1 2501 10 10 5
D3
~
~
0 -1 2502 10 10 5
E
mineral deposits~
Closer examination of the deposits reveal them to be some sort of guano,

possibly bat.  

~
E
floor~
The floor is covered in white and brown mineral deposits.

~
A
~
~
ch = rand_player( room );

act_tochar( #water, ch );

~
E
water~
To the distant south, you can hear the faint rush of water.

~
!
2 100 0
A
~
~
if( random( 1, 8 ) == 1 )

  act_tochar( #crunch, ch );

~
E
crunch~
You feel a crunch as you step on and crush a few mineral fragments.

~
!
1 0 11
59 9 1509949540 3 0
-1
S

#2505
Picture Room~
The walls of this particular cavern are lined with murals depicting

various forms of community life within the caves.  Drab hues of brown and

gray adorn the granite wall surfaces, with an occasional patch of white

made visible by the flickering light you provide.  The cave passages form

an intersection here, continuing from east to west and upward to the

south.  A single torch burning a foul-smelling substance illuminates the

immediate area.  

~
~
301465613 11 6 0
D0
passageway~
passageway~
235 -1 2517 10 10 5
D1
~
~
0 -1 2510 10 10 5
D2
~
~
0 -1 2504 10 10 5
D3
~
~
0 -1 2508 10 10 5
E
1 north~
The north wall, like the other walls of this cavern, is also covered in

murals.  However, the wall itself looks quite different, being smoother

than the others.  A thin crack surrounds the wall where it joins with the

rest of the room.

~
E
torch~
This torch looks very old and has strange circular scrape marks around it.

~
E
bone~
This appears to be the bone of a large, bird-like animal, possibly the

fibia of a giant eagle.  Crudely etched into its surface is a

pictographic representation of some sort of communal gathering.  

~
A
2 twist 3 turn~
torch~
if( is_open( room, north ) ) {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  close( room, north );

  end;

  }

else {

  act_tochar( #open, ch );

  act_notchar( #r_open, ch );

  open( room, north );

  }

~
E
r_open~
$n twists the torch and opens a hidden passageway.

~
E
open~
You twist the torch and suddenly a hidden passageway opens.

~
E
close~
You twist the torch and a wall swings about concealing the passage to the

north.

~
E
rclose~
$n twists a torch and a wall swings about concealing the passage to the

north.

~
!
0 0 0
229 9 1509949540 3 0
229 9 1509949490 3 0
229 9 1509949465 3 0
229 9 1509949465 3 0
-1
S

#2506
Natural Spring~
A strange number of non-thallophytic plants grow along the edges of the

dirt-covered cavern floor.  Among them are numberous pothos vines as well

as dark creepers.  The flora within the limestone cavern grows along the

edges of a small, crystal-clear spring.  The cavern continues to the

north and east.

~
*H

[Waylander] numberous should be numerous

~
301465604 11 6 0
D0
~
~
0 -1 2507 10 10 5
D1
~
~
0 -1 2502 10 10 5
E
pothos~
Flourishing here in the cool mist of the cave is Object's golden pothos. 

With dark, chlorophyllic leaves and sinuous branches, this small plant

fares significantly better here than on the wall of its owner's office. 

~
E
natural spring~
The sping bubbles lightly out of a crack in the wall, the water, however,

does not look fit to drink.  

~
E
plants~
The apparent lifesource to the non-characteristic plants here is a small,

natural spring.  Near the spring, and faring well in this otherwise

lifeless grotto is an interesting-looking pothos.  

~
22 17 1509949540 -2 0
59 9 1509949540 3 0
59 9 1509949540 3 0
-1
S

#2507
Nature's Cavern~
This limestone cavern is very large and spacious.  The walls are lined

with numerous paintings drawn in chalk and depict things such as animals

and plants.  Piles of wood, long since petrified, lie stacked on the

floor within ancient fire pits.  Bat guano litters the floor in large

heaps.  Clearly, bats have been living within the cavern for quite some

time.  The cavern extends to the west, south, and east.

~
*H

~
301465604 11 6 0
D1
~
~
0 -1 2508 10 10 5
D2
~
~
0 -1 2506 10 10 5
D3
~
~
0 -1 2514 10 10 5
357 17 1509949540 -2 0
59 9 1509949540 3 0
59 9 1509949540 3 0
79 17 1509949445 -2 0
-1
S

#2508
Nature's Cavern~
Simple etchings on the north wall show pictographic representations of

various local fauna, including the cave bat and some form of rodentia. 

Dark brown marks, quite possibly blood, stain the areas within and

immediately surrounding the etchings, perhaps there as talismen to ward

or warn of these creatures.  To both the east and west of this cavern are

small passageways that you might be able to enter.  

~
[Waylander] talismen looks wrong...perhaps runes of warding?

~
301465604 11 6 0
D1
~
~
0 -1 2505 10 10 5
D3
~
~
0 -1 2507 10 10 5
59 9 1509949540 3 0
-1
S

#2509
Nature's Cavern~
Empty space.

~
~
301465604 3 6 0
-1
S

#2510
Gathering Room~
This is the eastern side of the gathering room.  Many important clan

meetings have taken place in this room.  If you listen closely you can

almost hear the chantings of the clan leaders who gather here. 

~
[Nettle] closly->closEly

~
301465604 11 6 0
D1
~
~
0 -1 2511 10 10 5
D3
~
~
0 -1 2505 10 10 5
16 9 1509949540 3 0
-1
S

#2511
Cave Dweller's Living Area~
The warmth of kindred family spirits seems to surround you as you enter

what is obviously the living area of the cave dwellers.  Oil stains line

the walls from torches dipped in animal fat and rocks litter the floor

partitioning the sleeping areas.  Still there is the pervading feeling of

fear and mystery as you wonder what lies ahead in the passages and

rooms.  

~
~
301465604 11 6 0
D0
~
~
0 -1 2542 10 10 5
D1
~
~
0 -1 2512 10 10 5
D3
~
~
0 -1 2510 10 10 5
79 17 1509949445 -2 0
-1
S

#2512
Nature's Cavern~
As you step into this room, you cannot help to shiver and a prickly

feeling to go up and down your spine.  The walls of the cavern undulate

in such a way as to create many shadows which jump and dance startlingly

when you move.

~
~
301465604 11 6 0
D2
~
~
0 -1 2513 10 10 5
D3
~
~
0 -1 2511 10 10 5
-1
S

#2513
Nature's Cavern~
The natural coolness of the cave has a new bone chilling feeling here. 

Scattered about the room are the bones of animals who have come here

to die.  There is only uneasiness in this room, the feeling of spirits

not at rest.  The only escape from this room of bones is back the way

you came.

~
~
301465604 11 6 0
D0
~
~
0 -1 2512 10 10 5
124 17 1509949540 -2 0
16 9 1509949540 3 0
-1
S

#2514
The Medicine Man's Room~
Unlike the rough, natural cavern to the east, this cavern looks to be

more of a modified chamber.  Its walls have been smoothed somewhat and

are graced by numerous paintings.  There is an air of respect however

around the chamber that is hard to place.  A stone slab lies in the

center of the room and looks very much like a funeral bier.  To the

north, beyond this structured chamber, lies yet more cavern.

~
*H

~
301465612 11 6 0
D0
~
~
0 -1 2515 10 10 5
D1
~
~
0 -1 2507 10 10 5
D5
stone bier~
stone bier~
0 -1 72500 10 10 5
E
long stone funeral bier~
Resting in the center of the chamber is a long slab of stone, cut into a

rectangular shape.  Upon the slab are scattered bits of dried herbs and

plant remnants.  There are chips and flecks of pale white bone.

~
A
~
~
ch = rand_player( room );

act_room( #lav, ch );

~
E
lav~
A ghostly odor of lavender and lilacs wafts past your nose.

~
!
2 10 0
A
nod~
spectre medicine man ghost~
if( mob_in_room( 2146, room ) ) {

  act_tochar( #nod, ch );

  act_notchar( #rnod, ch );

  wait( 2 );

  act_tochar( #accept, ch );

  act_notchar( #raccept, ch );

  wait( 1 );

  act_room( #open, ch );

remove_rflag( reset0, room );

  }

else

  continue;

~
E
nod~
You nod to the spectre of the medicine man.

~
E
rnod~
$n nods to the spectre of the medicine man.

~
E
accept~
The medicine man seems to understand your acceptance.

~
E
raccept~
The spectre of the medicine man nods back to $n.

~
E
open~
@GThe spectre of the medicine man raises his hands and chants wildly.  He

then dances in a circle about the stone bier.  When he is done, you hear

a crackle of energy and see a field of force enclosing the limestone

shaft in the floor shimmer into sight and fade away.

~
!
0 0 0
A
~
~
if( rflag( reset0, room ) )

act_tochar( #cant, ch );

else

continue;

~
E
cant~
A field of force prevents you from adventuring down the limestone shaft.

~
E
to_char~
You climb down the limestone shaft carefully, using handholds carved into

its side.

~
E
to_room~
$n climbs down the limestone shaft in the floor.

~
!
3 0 32
79 17 1509949450 -2 0
2146 9 1509949540 3 0
-1
S

#2515
Nature's Cavern~
Crude indentations have been dug into the walls on both the west and east

sides of the narrow, limestone passageway.  Within the small hollows lay

the still forms of decaying corpses veiled thinly by cobwebs and dust. 

To either side of each funerary niche there are places to jam torches

into the walls, to illuminate the alcoves.  The limestone cavern

continues north to south along a level floor.

~
+t

what's with sign redit

*H

~
301465604 11 6 0
D0
~
~
0 -1 2516 10 10 5
D2
~
~
0 -1 2514 10 10 5
E
sign~
clean up descs for rest of branch

~
230 9 1509949540 3 0
230 9 1509949540 3 0
-1
S

#2516
Ancient Burial Grounds~
This limestone chamber appears to be a burial ground of sorts.  Numerous

funerary niches line the walls.  Along with the niches, several stone

biers fill the chamber along with a large number of graves.  Many of the

older graves have been dug up and the bones within scattered about the

room.  Painted along the walls and biers are faded pictures depicting

warriors, animals, and battle.

~
*H

[Evergreen] it's should be its when you wake the skeleton

~
301465604 11 6 0
D2
~
~
0 -1 2515 10 10 5
A
1 look 3 examine~
skeleton body~
obj = obj_in_room( 420, room );

if( !obj )

  continue;

else {

  act_tochar( #chup, ch );

  act_notchar( #rup, ch );

  junk_obj( obj );

  mob = mload( 3000, room );

    attack_weapon( mob, ch, 1d4, "claw" );

  }

~
E
rup~
As $n disturbs the skeleton rises silently.

~
E
chup~
Having disturbed it's rest the skeleton rises.

~
E
nocorpse~
You don't see that here.

~
!
0 0 0
420 17 1509949540 -2 0
-1
S

#2517
Nature's Cavern~
The walls of the cavern about you seem to radiate a sort of natural

light.  Large stalactites hang from the ceiling, and likewise,

stalagmites protrude from the floor.  To the south you can see the floor

is severely scraped.  It is quite obvious that the south wall swings out

somehow.  You expect from the marks on it that it just requires a good

push.  

~
~
301465604 11 8 0
D0
~
~
0 -1 2518 10 10 5
D2
secret wall~
secret wall~
235 -1 2505 10 10 5
A
1 push~
wall 1 south~
if( !is_open( room, south ) ) {

  send_to_char( #ch, ch );

  open( room, south );

  act_notchar( #room, ch );

  }

else

  act_tochar( #is_open, ch );

~
E
room~
$n pushes on the south wall and it swings open.

~
E
ch~
You push the south wall and it swings open.

~
E
is_open~
Better look again.  Push in that direction and you'll likely fall flat on

your face.

~
!
0 0 0
A
pull close tug~
wall 1 south~
if( is_open( room, south ) ) {

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  close( room, south );

  }

else

  act_tochar( #is_open, ch );

~
E
close~
Amidst a heavy scraping sound and with a bit of effort you manage to tug

the wall back into place to the south.

~
E
rclose~
$n tugs and pulls at the wall to the south until closes up concealing the

opening that was there.  How odd that the wall moves like that.

~
E
is_open~
And how do you propose to do that?

~
!
0 0 0
59 9 1509949540 3 0
-1
S

#2518
Glowing Passageway~
Fallen rocks adorn the ground here, perhaps victims of gravity. 

A phosphorescent lichen emits a faint green glow from the walls, but not

nearly enough to illuminate the room or its contents.  The passage

continues upward to the south, and further descends the cave to the

north.  

~
~
301465605 11 6 0
D0
~
~
0 -1 2519 10 10 5
D2
~
~
0 -1 2517 10 10 5
E
lichen~
This green thallophytic plant is moist to the touch, and somewhat spongy

in texture.  An eerie incandescence emanates from its surface, which

quickly extinguishes when a component is removed from the symbiosis.

~
A
take~
lichen~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
$n removes a small piece of lichen from the wall which instantly dies in

$s hand.  

~
E
to_char~
You remove a small piece of the symbiosis which quickly dies in your hand.

~
!
0 0 0
88 17 1509949480 -2 0
-1
S

#2519
Passageway Intersection~
This passageway is part of a vast network of natural, limestone caverns. 

No sources of natural illumination can been seen along the passageway. 

The T-shaped intersection branches off to the north, south, and west. 

Directly to the south you see a faint, green glow.

~
*H

~
301465612 11 6 0
D0
~
~
0 -1 2520 10 10 5
D2
~
~
0 -1 2518 10 10 5
D3
~
~
0 -1 2533 10 10 5
A
~
~
wait( 1 );

if( rflag( reset0, find_room( 2520 ) ) ) {

  if( find_skill( ch, searching ) > 5 ) { 

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

      act_tochar( #sense, ch );

    end;

    }

  if( find_stat( ch, level ) > random( 3, 10 ) )

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

    act_tochar( #sense2, ch );

  }

else

  continue;

~
E
sense2~
Your seasoned sense of awareness causes you to notice a small, concealed

pressure plate in the floor off to the north.  Seems like if you went

north you'd have to step upon it.

~
E
sense~
You think you see some sort of pressure plate concealed in the floor, a

few paces off to the north.  You'll have to step upon it if you head

north.

~
!
1 -1 12
A
inspect~
1 north pressure plate trap~
if( rflag( reset0, find_room( 2520 ) ) ) {

  if( find_skill( ch, inspect ) > random( 4, 12 ) ) {

    act_tochar( #trap, ch );

    act_notchar( #rtrap, ch );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rtrap, ch );

    }

  }

else

  act_tochar( #already, ch );

~
E
trap~
Kneeling down, you can clearly see a pressure plate trap to the north.  A

carefully placed pebble would probably jam it.

~
E
rtrap~
$n kneels down on the ground and inspects it.

~
E
nothing~
You find nothing unusual.

~
E
already~
The pressure plate trap has already been disarmed by a cleverly placed

pebble.

~
!
0 0 0
A
throw toss place untrap disarm~
pebble nice-looking trap pressure plate~
if( rflag( reset0, find_room( 2520 ) ) ) {

  if( has_obj( 78, ch ) ) {

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

      act_tochar( #throw, ch );

      act_notchar( #rthrow, ch );

      junk_obj( has_obj( 78, ch ), 1 );

      remove_rflag( reset0, find_room( 2520 ) );

      }

    else {

      act_tochar( #miss, ch );

      act_notchar( #rmiss, ch );

      junk_obj( has_obj( 78, ch ), 1 );

      }

    }

  else

    act_tochar( #nopebble, ch );

  }

else

  act_tochar( #already, ch );

~
E
throw~
You throw a pebble and it lands directly underneath the pressure plate!

~
E
rthrow~
$n throws a pebble and it lands directly underneath the pressure plate!

~
E
nopebble~
Perhaps an inspection of the trap would help you figure out what tools

you need to disarm it.

~
E
miss~
You throw a pebble north, trying to lodge it under the pressure plate but

your throw goes wide!

~
E
rmiss~
$n throws a pebble north, trying to lodge it under the pressure plate but

$s throw goes wide.

~
E
already~
The pressure plate has already been disarmed by a cleverly placed pebble.

~
!
0 0 0
A
1 look~
pressure plate~
if( rflag( reset0, find_room( 2520 ) ) )

act_tochar( #plate, ch );

else

act_tochar( #no, ch );

~
E
plate~
You see a pressure plate of sorts set into the floor to the north.  Crude

in design, it has a large gap, large enough for a stone or pebble,

between itself and the ground.

~
E
no~
At one time, there was a pressure plate just to the north.  However, a

pebble has been jammed under it.

~
!
0 0 0
-1
S

#2520
Nature's Cavern~
Here, the walls have a hardened and glazed appearance.  It's as though

some mysterious force has baked the minerals to form this glaze, while a

strange mixture of splintered stone and ash make up the floor.  

~
[Lantol] The fireball trap here should be doing fire damage, i believe...

[Rue] code is correct for fire damage

~
301465604 11 6 0
D0
~
~
0 -1 2521 10 10 5
D2
~
~
0 -1 2519 10 10 5
A
~
~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  act_tochar( #Char_enter, ch );

  act_notchar( #Room_Enter, ch );

  loop( all_in_room ) {

    i = dice( 6, 5 );

    dam_message( rch, i, "the fireball" );

    inflict_fire( rch, mob, i, "fireball" );

    }

  if( find_stat( ch, str ) < random( 8, 14 ) ) {

    act_tochar( #Char_Trans, ch );

    act_notchar( #Room_Trans, ch );

    transfer( ch, find_room( 2519 ) );

    act_notchar( #Return_Room, ch );

    }

  }

else

  act_tochar( #stuck, ch );

~
E
Return_Room~
@R@b$n comes flying in from the north, slightly burnt and crisp.

~
E
Room_Trans~
@R@b$n gets blown out of the room by the raging fireball!

~
E
Char_Trans~
@R@bThe fireball knocks you head over heels!

~
E
Room_Enter~
@b@RAs $n enters the room a blazing fireball engulfs $m. 

~
E
Char_Enter~
@R@bAs you enter, a blazing ball of fire shoots out of the wall at you!

~
E
stuck~
You step on a pressure plate as you enter, but it appears to be jammed.

~
!
1 0 4
-1
S

#2521
Top of the Pit~
Before you lies a large gaping hole in the ground.  On the far side of

the hole you can see a small ledge with a shadowy crevice behind it. 

There are several large stalactites hanging from the ceiling over the

hole.  A long rope is tied to one of them and dangles down into the pit.

~
~
301465604 11 6 0
D2
~
~
0 -1 2520 10 10 5
A
2 slide 3 climb~
2 rope 2 cord 1 down~
send_to_char( #Jump, ch );

act_notchar( #char_jump, ch );

transfer( ch, find_room( 2522 ) );

act_notchar( #Char_Enter, ch );

~
E
Char_Enter~
$n comes sliding down the rope.

~
E
char_jump~
$n grabs the rope and slides down into the pit.

~
E
Jump~
You grab the rope and slide down to a ledge in the pit.

~
!
0 0 0
A
3 swing~
2 rope 2 cord 1 north~
if( !can_fly( ch ) ) { 

  if( !is_player( ch ) )

    end;

  }

send_to_char( #Swing, ch );

act_notchar( #Char_Swing, ch );

transfer( ch, find_room( 2548 ) );

act_notchar( #Char_Enter, ch );

~
E
Char_Enter~
$n grabs the rope and swings across from the other side.

~
E
Char_Swing~
$n grabs the rope and swings across the pit to the ledge on the other side.

~
E
Swing~
You grab the rope and swing to the ledge on the other side of the pit.

~
!
0 0 0
-1
S

#2522
A Small Rocky Ledge in a Pit~
You are standing on a small rocky ledge part of the way down the pit.  A

rope ends here, hanging down from the darkness above.  The ledge bends

around part of the pit to the small mouth of a tunnel heading south.  

~
[Celine] the down action here is lame. :P

~
301465604 11 6 0
D2
~
~
0 -1 2523 10 10 5
A
3 climb 3 scale~
2 rope 2 cord 1 up~
send_to_char( #Char_Climb, ch );

act_notchar( #Room_Climb, ch );

transfer( ch, find_room( 2521 ) );

act_notchar( #Char_Enter, ch );

~
E
Char_Enter~
$n climbs up the rope out of the pit.

~
E
Room_Climb~
$n grabs hold of the rope and climbs to the top of the pit.

~
E
Char_Climb~
You grab hold of the rope and climb up to the top of the pit.

~
!
0 0 0
A
2 jump 2 leap~
2 pit 2 well 2 hole 1 down~
if( find_skill( ch, swimming ) > 0 ) {

  send_to_char( #Char_Jump, ch );

  act_notchar( #Room_Jump, ch );

  transfer( ch, find_room( 2549 ) );

  act_notchar( #Room_Enter, ch );

  }

else

send_to_char( #no, ch );

~
E
no~
You don't want to go down there, you can't swim.

~
E
Room_Enter~
$n comes flying in from above.

~
E
Room_Jump~
$n leaps into the dark pit.

~
E
Char_Jump~
You jump into the dark pit.

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

~
E
Rock_Fall~
A rock dropping down from above almost hits you!

~
!
2 100 0
A
1 down~
~
send_to_char( #char, ch );

~
E
char~
I dunno, it looks kinda like a long drop...

~
!
0 0 0
59 9 1509949540 3 0
59 8 1509949441 3 0
-1
S

#2523
Small Tunnel~
This tunnel is small with a low ceiling and narrow walls.  To the north

the tunnel ends at some kind of shaft, at a ledge, while east the tunnel

continues a ways before ending into a large cavern.  

~
~
301465604 11 6 0
D0
~
~
0 -1 2522 10 10 5
D1
~
~
0 -1 2524 10 10 5
E
south s~
The door has been expertly hidden so that it blends perfectly into the

rock around it.  A small dark keyhole lies in its center.

~
59 9 1509949540 3 0
59 9 1509949490 3 0
59 9 1509949490 3 0
-1
S

#2524
Large Cavern~
You have just entered a large cavern hewn out of solid stone.  Large

stalactites hang from the ceiling with water dripping off them.  The

drops of water land on the equally large stalagmites.  There must be some

volcanic activity nearby, as the floor of the room is quite hot, with

steam rising from the shallow pools of water.

~
no_mob to keep dragon alone

[Lansharra] stalactites

[Lansharra] hang

~
301465612 11 6 0
D1
~
~
0 -1 2556 10 10 5
D2
~
~
0 -1 2558 10 10 5
D3
~
~
0 -1 2523 10 10 5
-1
S

#2533
Passageway~
The passageway once again narrows as it passes between larger caverns. 

To the west a dull green glow radiates, apparently from the walls

themselves.  The passageway continues to the east and west.  

~
~
301465604 11 6 0
D1
~
~
0 -1 2519 10 10 5
D3
~
~
0 -1 2534 10 10 5
429 9 1509949540 3 0
-1
S

#2534
Passageway~
The passageway is impeded by large stalagmites and stalactites protruding

from the floor and ceiling.  The passageway continues, toward a bend in

the caverns to the west, and to the east.

~
~
301465604 0 6 0
D1
~
~
0 -1 2533 10 10 5
D3
~
~
0 -1 2535 10 10 5
-1
S

#2535
Nature's Cavern~
The walls sparkle in the light like a million diamonds.  They are damp

and the floor is muddy.  The passageway widens into a small cavern as it

turns to the east and north.  

~
~
301465604 11 6 0
D0
~
~
0 -1 2536 10 10 5
D1
~
~
0 -1 2534 10 10 5
D3
~
~
0 -1 2553 10 10 5
E
mud water floor~
The floor is damp and muddy.  Water seems to be seeping in from the north.

~
E
walls diamonds~
Upon closer examination, you realize that the "diamonds" were really

light reflecting off of crystals embedded into the walls and the water to

the north.

~
59 9 1509949540 3 0
-1
S

#2536
Nature's Cavern~
Stepping into this large natural cavern, the first thing you notice is

the huge pool dominating most of the room.  An occasional splash disturbs

the otherwise peaceful serenity of this area.  A small plank bridge has

been extended across the center of it allowing you access to the other

side.  

~
~
301465604 11 6 0
D0
~
~
0 -1 2537 10 10 5
D1
~
~
0 -1 2554 10 10 5
D2
~
~
0 -1 2535 10 10 5
D3
~
~
0 -1 2552 10 10 5
E
bridge~
A rickety looking bridge constructed of old logs, lashed together with

bits of rawhide.  

~
E
pool~
A large crystal clear pool being fed from an underground spring.  As you

look closer you see the shapes of many small fish darting about.  

~
E
sign~
change room name

rework water stuff

add action stuff to do with the water

remove darkness

~
E
Small white fish~
Small white cave fish swimming around frantically in the pool. As you look closer you notice they have no eyes.

~
59 9 1509949540 3 0
59 9 1509949540 3 0
59 9 1509949540 3 0
1513 17 1509949540 -2 0
-1
S

#2537
Vertical Passageway~
This chamber is at the base of a very long, vertical passageway.  While

it is difficult from this vantage point to determine the exact height of

this tunnel, it is apparent that the most adroit of spelunkers would

attempt such a journey.  Heavy cast iron rungs are set into the wall of

the passageway providing some assistance in traversing the otherwise

sheer face of the bedrock.  The caverns continue at a significantly more

reasonable angle to the south and east of here.

~
need to bar creatures who shouldn't be able to make it up somehow

*H

~
301465612 11 5 0
D1
~
~
0 -1 2555 10 10 5
D2
~
~
0 -1 2536 10 10 5
D4
~
~
1024 -1 26500 10 10 5
E
sign~
add extras(maybe)

good desc and name

~
A
~
~
acode( find_room( 26508 ), 1 );

continue;

~
!
3 0 16
59 9 1509949540 3 0
-1
S

#2542
The Apse~
This room is obviously the home of the religious leader of the cave

dwellers.  It is a vaulted room with an altar to their gods.  

~
[Mantispid] There is an Altar in the description, but you can't sacrifice anything here.

~
301465604 11 6 0
D0
~
~
0 -1 2543 10 10 5
D2
~
~
0 -1 2511 10 10 5
-1
S

#2543
Traverse Gallery~
You follow a long low tunnel that gets tight and widens at intervals. 

Along much of the walls are pictures crudely drawn in plant inks,

depicting scenes of spirits and supernatural beings.  The tunnel at one

point turns and heads east and south.  

~
~
301465604 11 6 0
D1
~
~
0 -1 2544 10 10 5
D2
~
~
0 -1 2542 10 10 5
-1
S

#2544
Traverse Gallery~
The pathway twists and turns as it heads east and west.  The smell of

decaying meat is strong here, and gets stronger the farther east you go. 

Bones litter the sides of the passage, some animal, but others appear to

be humanoid. Could they be sacrifices from the primitive cave dwellers?

~
flagging the west on the action caused a bug so leave it unflagged for now

~
301465604 11 6 0
D1
~
~
0 -1 2545 10 10 5
D3
~
~
0 -1 2543 10 10 5
A
~
~
if( find_stat( ch, level ) < 10 )

  act_tochar( #warn, ch );

else

  continue;

~
E
warn~
@bThe spirit of a dead warrior rises from the ground to tell you that you

are not yet ready for what lies beyond.  

@n

~
!
3 1 2
-1
S

#2545
The Crypt~
On the wall you see a drawing of a man lying with his arms outstretched

as if he had fallen over backwards.  Over the man stands a hideous

creature, its bull-like horns pointing at the man lying before it.  The

@B@bfountain@n in the center of the room looks to be a recent addition

compared to the rest of the room.

~
drinking from fountain should make wierd appear

~
301465604 11 6 0
D3
~
~
0 -1 2544 10 10 5
E
fountain~
This fountain is made from gleaming white marble that contrasts with the

rough stone walls of the rest of the caves.  

~
1 17 1509949540 -2 0
482 9 1509949540 3 0
-1
S

#2546
Cavern cleft~
Under Construction.

~
~
301465604 3 6 0
-1
S

#2547
Cavern cleft~
Under Construction.

~
~
301465604 3 6 0
-1
S

#2548
Shadowy Crevice~
Here on the other side of the pit you can see the shadowy crevice more

clearly.  It looks like there is a tunnel that has been hewn out of the

solid rock.  A long rope is tied to one of the stalactites on the

ceiling.  

~
~
301465604 11 6 0
D0
~
~
0 -1 31502 10 10 5
A
3 swing~
2 rope 2 cord 1 south~
if( !can_fly( ch ) ) { 

  if( !is_player( ch ) )

    end;

  }

send_to_char( #Char_Exit, ch );

act_notchar( #Room_Exit, ch );

transfer( ch, find_room( 2521 ) );

act_notchar( #Char_Enter, ch );

~
E
Char_Enter~
$n comes swinging across the pit on a rope.

~
E
Room_Exit~
$n grabs the rope and swings across the pit.

~
E
Char_Exit~
You grab the rope and swing across the pit.

~
!
0 0 0
-1
S

#2549
The Pit~
The bottom of the pit opens into a natural underground cavern.  It's not

large, but its floor is lost somewhere below the surface of the dark

water that wells up and fills the room: An underground river.  Some light

catches your eye to the north, and you see a ledge just above you.  Old,

slime-covered rings have been driven into the wall, a way to climb out.

~
[Ssleestaq] can these be made skinnable?

[Lansharra] crocodile's foreleg

~
301465604 6 8 0
D0
~
~
0 -1 2550 10 10 5
E
ledge~
The ledge juts out, just above the roiling dark water.  Rings driven into

the wall of the cavern begin from the ledge on the side of an opening. 

~
E
1 north opening~
Faint light flickers along the walls of a tunnel.

~
E
slime rings~
Old slime covered brass rings that have been driven at intervals, up the

side of the cavern, near the opening and ledge.  Looks like someone

wanted to be able to pass through this way.  You could not see the rings

before, from above.  

~
A
3 climb 2 jump~
3 rings 1 up 2 top~
if( random( 0, 100 ) > 40 ) {

  send_to_char( #Climb_Yes, ch );

  act_notchar( #Char_Yes, ch );

  transfer( ch, find_room( 2522 ) );

  act_notchar( #Room_Yes, ch );

  };

else {

  send_to_char( #Climb_No, ch );

  act_notchar( #Room_No, ch );

  };

~
E
Room_No~
$n slips and falls back into the water.

~
E
Climb_No~
You slip on some slime and fall back into the water.

~
E
Room_Yes~
$n climbs out of the pit.

~
E
Char_Yes~
$n manages to climb out of the pit.

~
E
Climb_Yes~
You manage to make it to the top and out of this pit.

~
!
0 0 0
327 9 1509949540 3 0
327 9 1509949515 3 0
327 9 1509949490 3 0
324 17 1509949540 -2 0
-1
S

#2550
Narrow Passage~
To the north, the passage leads towards a chamber lit from flickering

firelight.  South, the passage ends at a chamber dominated by the

surface of a dark underwater river.  

~
~
301465604 0 5 0
D0
~
~
0 -1 2551 10 10 5
D2
~
~
0 -1 2549 10 10 5
-1
S

#2551
Secluded Cave Chamber~
What an odd chamber.  The last thing you expected was thick maroon

carpeting, scattered with large pillows and low tables of delicately

crafted wood, surrounding an open-hearth fire pit.  The chamber is warm

but still damp, and comfortable in a closed-in sort of way.  From behind

some interceding stalactites, you see that two of the walls are actually

ebon-wood bookcases sporting large dark tomes and old volumes.  

~
[Lansharra] extras of bookcases, tome, volumes, stalactites, fire pit, carpeting, etc?

[Brenna] When you give the mind flayer a ruby, useful is misspelled.

~
301465605 0 6 0
D2
~
~
0 -1 2550 10 10 5
E
tables food~
The tables are for low sitting and are delicately carved from rosewood and

ebon.  They support platters of food, unlit oil lamps, open tomes, and

other things.  

~
E
carpeting pillows~
The carpet is a rich thick maroon, of some material that seems unaffected

by the dampness.  Scattered around over much of its surface are sitting

pillows, of somber dark colors and expensive designs.  

~
417 9 1509949540 3 0
-1
S

#2552
Nature's Cavern~
Stepping into this large natural cavern, the first thing you notice is

the huge pool dominating most of the room.  An occasional splash disturbs

the otherwise serenity of this area.

~
~
301465604 11 9 0
D1
~
~
0 -1 2536 10 10 5
D2
~
~
0 -1 2553 10 10 5
59 9 1509949540 3 0
1513 17 1509949540 -2 0
-1
S

#2553
Nature's Cavern~
Stepping into this large natural cavern, the first thing you notice is

the huge pool dominating most of the room.  An occasional splash disturbs

the otherwise peaceful serenity of this area.

~
[Lansharra] what's the pool? you can't sear it. look at it.

~
301465604 11 9 0
D0
~
~
0 -1 2552 10 10 5
D1
~
~
0 -1 2535 10 10 5
59 9 1509949540 3 0
59 9 1509949540 3 0
1513 17 1509949540 -2 0
-1
S

#2554
Nature's Cavern~
Stepping into this large natural cavern, the first thing you notice is

the huge pool dominating most of the room.  An occasional splash disturbs

the otherwise peaceful serenity of this area.

~
~
301465604 11 9 0
D0
~
~
0 -1 2555 10 10 5
D3
~
~
0 -1 2536 10 10 5
59 9 1509949540 3 0
1513 17 1509949540 -2 0
-1
S

#2555
Nature's Cavern~
Stepping into this large natural cavern, the first thing you notice is

the huge pool dominating most of the room.  An occasional splash disturbs

the otherwise peaceful serenity of this area.

~
~
301465604 11 9 0
D2
~
~
0 -1 2554 10 10 5
D3
~
~
0 -1 2537 10 10 5
59 9 1509949540 3 0
59 9 1509949540 3 0
-1
S

#2556
Large Cavern~
You have just entered a large cavern hewn out of solid stone.  Large

stalactites hang from the ceiling with water dripping off them.  The

drops of water land on the equally large stalagmites.  There must be some

volcanic activity nearby, as the floor of the room is quite hot, with

steam rising from the shallow pools of water.

~
~
301465612 11 6 0
D0
~
~
0 -1 2559 10 10 5
D1
~
~
0 -1 2561 10 10 5
D2
~
~
0 -1 2557 10 10 5
D3
~
~
0 -1 2524 10 10 5
59 9 1509949540 3 0
-1
S

#2557
Large Cavern~
You have just entered a large cavern hewn out of solid stone.  Large

stalactites hang from the ceiling with water dripping off them.  The drops

of water land on the equally large stalagmites.  There must be some

volcanic activity nearby, as the floor of the room is quite hot, with

steam rising from the shallow pools of water.  

~
~
301465612 11 9 0
D0
~
~
0 -1 2556 10 10 5
D3
~
~
0 -1 2558 10 10 5
59 9 1509949490 3 0
-1
S

#2558
Large Cavern~
You have just entered a large cavern hewn out of solid stone.  Large

stalactites hang from the ceiling with water dripping off them.  The drops

of water land on the equally large stalagmites.  There must be some

volcanic activity nearby, as the floor of the room is quite hot, with

steam rising from the shallow pools of water.  

~
[Lansharra] stalactites hang...equally...

~
301465612 11 9 0
D0
~
~
0 -1 2524 10 10 5
D1
~
~
0 -1 2557 10 10 5
59 9 1509949540 3 0
-1
S

#2559
Large Cavern~
You have just entered a large cavern hewn out of solid stone.  Large

stalactites hang from the ceiling with water dripping off them.  The drops

of water land on the equally large stalagmites.  There must be some

volcanic activity nearby, as the floor of the room is quite hot, with

steam rising from the shallow pools of water.  

~
[Lansharra] stalactites

[Lansharra] dripping

[Lansharra] equally

~
301465612 11 9 0
D1
~
~
0 -1 2560 10 10 5
D2
~
~
0 -1 2556 10 10 5
-1
S

#2560
Large Cavern~
You have just entered a large cavern hewn out of solid stone.  Large

stalactites hang from the ceiling with water dripping off them.  The drops

of water land on the equally large stalagmites.  There must be some

volcanic activity nearby, as the floor of the room is quite hot, with

steam rising from the shallow pools of water.

~
~
301465612 11 9 0
D2
~
~
0 -1 2561 10 10 5
D3
~
~
0 -1 2559 10 10 5
A
~
~
loop( all_in_room ) {

if( has_obj( 1735, rch ) )

  act_tochar( #glint, rch );

}

end;

~
E
glint~
A flicker of light gleams off of a dark obsidian keyhole in the rock of

the north wall.

~
!
2 750 0
-1
S

#2561
Large Cavern~
You have just entered a large cavern hewn out of solid stone.  Large

stalactites hang from the ceiling with water dripping off them.  The drops

of water land on the equally large stalagmites.  There must be some

volcanic activity nearby, as the floor of the room is quite hot, with

steam rising from the shallow pools of water.  

~
[Lansharra] extras of steam? holes? volcanic vents?

~
301465612 11 9 0
D0
~
~
0 -1 2560 10 10 5
D3
~
~
0 -1 2556 10 10 5
62 9 1509949490 3 0
-1
S

#0