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
Kha-da~
Karn~
~

0 0
0
#ROOMS

#27000
Cave Entrance~
Though the outside of the cave looks natural enough you soon realise that

this is a tunnel and not a cave.  The walls and floor are much too

straight and level and the tunnel holds a true line to the east.  Snow is

blown in from out side and the wind, whistles across the mouth of the

cave making this quite a noisy place to stand.  

~
~
301465612 0 6 0
D1
~
~
0 -1 27001 10 10 5
D3
~
~
0 -1 26536 10 10 5
A
~
~
junk_mob( mob_in_room( 242, room ) );

continue;

~
E
to_all~
"And don't come back either scum!", says the dwarf guard as he heads back

down the tunnel.  

~
!
3 -1 63
78 17 1509949442 -2 0
-1
S

#27001
Tunnel~
The tunnel continues a reasonable distance into the mountain.  The floor

and sides of the tunnel are too regular to be natural as it is holding to

quite a straight line.  

~
~
301465604 0 6 0
D1
~
~
0 -1 27002 10 10 5
D3
~
~
0 -1 27000 10 10 5
-1
S

#27002
Tunnel~
The tunnel gently slopes up to a heavy iron portcullis which has big

sharp iron spikes sticking out on this side.  The floor of the tunnel is

merely smoothed off rock.  The tunnel is actually quite wide still here

probably nearly twenty feet across.  In the darkness above you you notice

an array of small lights like stars at night.  

  

A newly painted sign is bolted to the wall.

~
[Rue] fix code to check ent reps when ent reps are fixed

[Lansharra] is the gate open all the time now?

[Lansharra] what happened to the goblin threat?

~
301465612 0 6 0
D1
portcullis~
portcullis~
151 -1 27003 10 10 5
D3
~
~
0 -1 27001 10 10 5
E
sign~
<<<<< Welcome to Kha-da >>>>>

   

We the people of Kha-da, welcome you to our city and hope that you will

enjoy our hospitality.  Please feel free to visit our fine eating

establishments and partake of a little Dwarven cuisine.  

   

Visit the splendour of our temple.  Watch the sacred anvil banging in

the Square.  Keep warm with some Hot Rocks.  Visit our fine shops and

craftspeople.  

   

(this message has been sponsored by the 1st Secure Bank of Kha-da.

 The people who *want* your money. )

~
E
u up lights~
Looking more closely, you now can make out what must be a well lit room

on the other side of the ceiling and that these 'holes' actually are part

of whatever defense system there is here.  

~
E
portcullis~
The portcullis is surberbly built.  It would take a serious amount of

magic or a big seige engine to break it.  There doesn't seem to be anyway

in from this side perhaps if you bang on it you might get someone's

attention?  

~
A
bash knock bang~
portcullis gate east~
if( is_player( ch ) ) {

  if( is_open( room, east ) ) {

    send_to_char( #nothing, ch );

    continue;

    }

  if( has_obj( 319, ch ) ) {

    act_tochar( #killer_go_home, ch );

    act_notchar( #rkiller, ch );

    end;

    }

  else {

    if( reputation( ch, Khedrun ) > 0 ) {

      act_notchar( #to_room, ch );

      act_room( #to_all, ch );

      open( room, east );

      send_to_room( #port_open, find_room( 27003 ) );

      send_to_room( #wind_winch, find_room( 27034 ) );

      }

    else {

      if( race( ch ) == ent  ) {

        act_notchar( #to_room, ch );

        act_room( #to_all, ch );

        open( room, east );

        send_to_room( #port_open, find_room( 27003 ) );

        send_to_room( #wind_winch, find_room( 27034 ) );

        end;

        }

      send_to_char( #clan_char, ch );

      act_notchar( #clan_room, ch );

      }

    }

  }

~
E
wind_winch~
A small bell rings and the dwarf grinder starts to wind the winch

singing, 

"Way, Hey,

 up she rises..."

  

and the winch slowly winds up.

~
E
port_open~
Clanka, clanka, clank. The portcullis slowly opens.

~
E
clan_room~
A Dwarf Guard peers out from a small peek-door and not recognising $n say

something obscene and shuts the peek-door.  

~
E
clan_char~
A Dwarf guard peers out through a small peek-door at you and not

recognising you says something obscene in Dwarvish at you and shuts the

peek-door.  

~
E
to_all~
A small peek-door opens and a Dwarf guard peers out and looks you over.

He nods in recognition to you and slowly the portcullis opens.

~
E
to_room~
$n bangs loudly on the portcullis.

~
E
to_char~
You bang loudly on the portcullis.

~
E
nothing~
It's hard to do that when the portcullis is already open.

~
E
killer_go_home~
A dwarf guard peers out from a small peek-door, grumbles something

obscene at you and slams the small peek-door.

~
E
rkiller~
A dwarf guard peers out from a small peek-door, grumbles something

obscene at $n and slams the small peek-door.

~
!
0 0 0
A
~
~
send_to_room( #to_all, find_room( 27035 ) );

~
E
to_all~
Through the holes you see someone enter the killing zone below.

~
!
1 -1 63
A
~
~
send_to_room( #to_all, find_room( 27035 ) );

continue;

~
E
to_all~
You see someone leave the killing zone below.

~
!
3 -1 63
-1
S

#27003
Tunnel~
The tunnel has enough room for about eight dwarfs to march side by side

and more than high enough for a dwarf to swing his axe.  To the west

there is a heavy iron portcullis protected by big sharp spikes and to the

east the tunnel opens up into a cavern of some kind.  The ground is

actually paved with a criss-cross pattern of stones though the sides and

roof of the tunnel are smoothly finished rock.  

    

Beside the portcullis is a large lever set into the wall.

~
[Banfiz] I do believe that the dwarfs in the room description should be dwarves.

~
301465677 0 6 0
D1
~
~
0 -1 27004 10 10 5
D3
portcullis~
portcullis~
151 -1 27002 10 10 5
A
pull~
lever~
if( is_player( ch ) ) {

  if( is_open( room, west ) )

    send_to_char( #nothing, ch );

  else {

    send_to_char( #to_char, ch );

    act_notchar( #to_room, ch );

    act_room( #to_all, ch );

    open( room, west );

    send_to_room( #to_room2, find_room( 27002 ) );

    send_to_room( #winch_up, find_room( 27034 ) );

    }

  }

~
E
winch_up~
A small bell rings, and then the dwarf grinder starts to wind the winch

singing, 

"Way, Hey,

 up she rises..."

   

and the winch slowly winds up.

~
E
to_room2~
With clanks and clunks, the portcullis slowly opens.

~
E
to_all~
Clanks, clanka clank. The portcullis slowly opens.

~
E
to_room~
$n pulls the lever.

~
E
to_char~
You pull the lever.

~
E
nothing~
You pull the lever but nothing happens.

~
!
0 0 0
A
push~
lever~
if( is_player( ch ) ) {

  if( is_open( room, west ) ) {

    send_to_char( #to_char, ch );

    act_notchar( #to_room, ch );

    act_room( #to_all, ch );

    close( room, west );

    send_to_room( #all, find_room( 27002 ) );

    send_to_room( #winch_down, find_room( 27034 ) );

    }

  else

    send_to_char( #nothing, ch );

  }

~
E
winch_down~
A small bell rings twice, and then the dwarf grinder starts to unwind the

winch singing, 

"Woa, ho,

 down we goe-ho..."

  

and the winch slowly unwinds.

~
E
all~
CLANG! The portcullis drops down, shut.

~
E
to_all~
CLANG! The portcullis drops down, shut.

~
E
to_room~
$n pushes the lever.

~
E
to_char~
You push the lever.

~
E
nothing~
You push the lever, but nothing happens.

~
!
0 0 0
A
l look~
lever~
if( is_player( ch ) ) {

  if( is_open( room, west ) )

    send_to_char( #to_char_open, ch );

  else

    send_to_char( #to_char_closed, ch );

  }

~
E
to_char_closed~
The lever is flush with the wall and would need to be pulled for it to

work.  

~
E
to_char_open~
The lever has been pulled slightly away from the wall.

~
!
0 0 0
-1
S

#27004
Kha-da, Square~
This is part of the main square of Kha-da.  It is at the bottom of a

large sinkhole, in which you can see a number of levels above you as the

sinkhole rises up.  The floor throughout the square is paved with an

intricate pattern of criss-cross stones in two different shades of

brown. There are a number of peddlers here selling their wares.

~
~
301465669 0 6 0
D0
~
~
0 -1 27009 10 10 5
D1
~
~
0 -1 27005 10 10 5
D3
~
~
0 -1 27003 10 10 5
-1
S

#27005
Kha-da, Square~
This is the southern wall of the main square of Kha-da.  Along the wall

sit a number of dwarfs on low wooden benches.  Beside them sits a Clerk

at a desk, and in front of these dwarfs a little out from the wall itself

is a single anvil set upon a simple stone plinth.

   

A large and ancient anvil rests on a plinth.

~
[Belgar] dwarf clerk desc,  there -> their

~
301465677 0 6 0
D0
~
~
0 -1 27008 10 10 5
D1
~
~
0 -1 27006 10 10 5
D3
~
~
0 -1 27004 10 10 5
E
anvil~
This anvil looks very old and must have been here for many centuries.

~
A
bang ring~
anvil~
if( has_quest( ch, 4 ) ) {

  if( has_obj( 234, ch ) ) {

    send_to_area( #clang, room );

    if( doing_quest( ch, 4 ) )

      update_quest( ch, 4 );

    end;

    }

  }

if( has_obj( 181, ch ) || has_obj( 338, ch ) || has_obj( 3001, ch ) ) {

  act_tochar( #tink, ch );

  act_notchar( #rtink, ch );

  end;

  }

if( has_obj( 890, ch ) || has_obj( 3019, ch ) ) {

  act_tochar( #tink2, ch );

  act_notchar( #rtink2, ch );

  end;

  }

if( has_obj( 584, ch ) || has_obj( 3020, ch ) ) {

  act_tochar( #clank, ch );

  act_notchar( #rclank, ch );

  end;

  }

if( has_obj( 654, ch ) || has_obj( 965, ch ) || has_obj( 1534, ch )

  || has_obj( 1670, ch ) || has_obj( 1802, ch ) ) {

  act_tochar( #clank2, ch );

  act_notchar( #rclank2, ch );

  end;

  }

act_tochar( #get_hammer, ch );

~
E
tink~
A tiny little tink resounds barely carrying its sounds beyond the range

of the anvil.


Several nearby dwarves look your way with dumbfounded stares then quickly

fall to the ground in a fit of guffaws and chortles at the pitiful sound

created at your behest.  Maybe someone in town could suggest a better

hammer to use.

~
E
tink2~
A little tink resounds at your efforts carrying its sound as far away as

a softly spoken word might.


Several nearby dwarves look your way with dumbfounded stares then quickly

fall to the ground in a fit of guffaws and chortles at the pitiful sound

created at your behest.  Maybe someone in town could suggest a better

hammer to use.

~
E
clank~
A fair clank resounds from your mighty hammer blow upon the anvil.


Nearby dwarves glance your way barely concealing mirthful chuckles.  When

several whispers result in louder guffaws, you aren't so sure whether it

is in appreciation of your skill or lack thereof.  Maybe someone in town

could suggest a better hammer to use.

~
E
clank2~
A loud clank resounds from your mighty hammer blow, echoing back from the

nearby walls.


Nearby dwarves look your way with smiles barely noticable beneath their

proud beards.  A few even go to the effort of offering a quiet little

clap at your success, though others walk off without much more than a nod.

~
E
clang~
A resounding CLANG echoes throughout the halls and caverns of the

keep as the great anvil in Kha-da Square is rung.


As the ringing sound echoes away to nothing, the silence is complete for

only a moment.  Suddenly a loud "Huazzah!" errupts from every dwarven

citizen as they raise a cheer throughout the keep.


~
E
rtink~
A tiny sound, sort of a "tink" seems to come from $n's directions.


After a moments silence every dwarf in sight falls to the ground in fits

of guffaws and chortles, most of them pointing in $n's direction.

~
E
rtink2~
A tremulous little tinking sounds comes from the grand anvil as $n

strikes it with a hammer.


Moments later several nearby dwarves fall to the ground in fits of

guffaws and chortles at the pitiful sound $n created.

~
E
rclank~
A solemn clank sounds as $n strikes the grand anvil with a hammer.


Nearby dwarves glance $n's way barely concealing mirthful smiles that

only widen after they whisper to each other in barely concealed tones of

derision.

~
E
rclank2~
A loud clank resounds from $n's mighty hammer blow upon the grand anvil.


Nearby dwarves look $n's way with smiles barely noticable beneath their

proud beards.  A few even go to the effort of offering a quiet little

clap at $n's success, though others walk off without much more than a nod.

~
E
get_hammer~
It might help if you found a hammer to ring the anvil with first.

~
E
test~
Code reaches this point.

~
!
0 0 0
228 9 100 3 0
372 9 1509949540 3 0
-1
S

#27006
Kha-da, Square~
All to the west extends the main square of Kha-da.  You can hear the

sounds of hawkers as they proclaim their wares.  Above you extending up

into the gloomy dark is a shaft or sinkhole.  As it rises you can see a

number of lights from level cut into the sides of the shaft.  

~
~
301465669 0 6 0
D0
~
~
0 -1 27007 10 10 5
D1
~
~
0 -1 27051 10 10 5
D2
gate~
gate~
131 -1 27014 10 10 5
D3
~
~
0 -1 27005 10 10 5
232 9 1509949540 3 0
-1
S

#27007
Kha-da, Square~
All the west extends the main square of Kha-da. You can hear the

sounds of hawkers as they proclaim their wares. Above you and to

the south is a dark, gloomy shaft extending into the darkness above.

A number of lights can be seen coming from above.

~
~
301465669 0 6 0
D0
~
~
0 -1 27012 10 10 5
D1
iron gate~
iron gate~
0 -1 27015 10 10 5
D2
~
~
0 -1 27006 10 10 5
D3
~
~
0 -1 27008 10 10 5
245 9 1509949540 3 0
242 9 1509949540 3 0
372 9 1509949540 3 0
-1
S

#27008
Kha-da, Square~
You are standing at the bottom of an extremely large and high sinkhole. 

Looking up you can see a number of levels cut into the sides of the

sinkhole as it rises up.  The main square of Kha-da extends in all the

four directions from here, where you can see Dwarfs going about their

normal business and traders plying the available custom.  

   

A small fountain burbles with water here.

~
~
301465669 0 6 0
D0
~
~
0 -1 27011 10 10 5
D1
~
~
0 -1 27007 10 10 5
D2
~
~
0 -1 27005 10 10 5
D3
~
~
0 -1 27009 10 10 5
1 17 1509949540 -2 0
242 9 1509949540 3 0
372 9 1509949540 3 0
-1
S

#27009
Kha-da Square~
To the west of here you see through an open doorway some Guards.  All to

the east is the main square of Kha-da.  Above you extending up into the

gloomy dark is a sinkhole or shaft.  You can see however a number of

lights from levels cut into the sides of the shaft.

~
~
301465669 0 6 0
D0
~
~
0 -1 27010 10 10 5
D1
~
~
0 -1 27008 10 10 5
D2
~
~
0 -1 27004 10 10 5
D3
~
~
0 -1 27032 10 10 5
-1
S

#27010
Kha-da, Square~
This is the north-western corner of the main square of Kha-da.  North of

here through an iron gate are some stairs.  Above you extending up into

the gloom is a large shaft.  Though it is darker higher up you can see

lights from a number of levels cut into the sides of the shaft. 


~
~
301465669 0 6 0
D0
gate~
gate~
131 -1 27013 10 10 5
D1
~
~
0 -1 27011 10 10 5
D2
~
~
0 -1 27009 10 10 5
245 9 1509949540 3 0
263 9 1509949540 3 0
372 9 1509949540 3 0
-1
S

#27011
Kha-da, Square~
You can hear the sounds of hawkers selling their wares in the square.

Above you extending up into the dark is a shaft or sinkhole.  There is

quite a bustle of dwarfs going about their daily business.  

~
~
301465669 1 6 0
D0
~
~
0 -1 27049 10 10 5
D1
~
~
0 -1 27012 10 10 5
D2
~
~
0 -1 27008 10 10 5
D3
~
~
0 -1 27010 10 10 5
-1
S

#27012
Kha-da, Square~
The smell of something tasty greets you from the east of here.  Above

extends a sinkhole and you can see a number of lights on different

levels as it goes up.  

~
[Terek] Guards Modified (yes that damage is real) die darkies!

~
301469765 1 6 0
D0
~
~
0 -1 27028 10 10 5
D1
~
~
0 -1 27029 10 10 5
D2
~
~
0 -1 27007 10 10 5
D3
~
~
0 -1 27011 10 10 5
219 9 1509949540 3 0
26 17 1509949520 -1 0
27 17 1509949540 -1 0
372 9 1509949540 3 0
330 17 1509949540 -1 0
-1
S

#27013
Stairs, level Main Square~
Sturdy stairs head up and down, a handrail runs along both the inside and

outside walls.  At each level there is a heavy iron gate that can be

closed.  At each half level there is a small flat platform obviously

designed for fighting from.  The sounds of the market square can be heard

comming from the south exit of this level.

~
no mob

~
301465677 0 6 0
D2
gate~
gate~
131 -1 27010 10 10 5
D4
~
~
0 -1 27018 10 10 5
-1
S

#27014
Lifter, level Kha-da Square~
This room open up into a 20 by 10 foot area with a wooden floor held by a

chain at each corner of the room.  Peering over the edge of the wooden

floor you can see up and down a number of different levels.  On the east

wall of the room there are two smaller chains side by side, one painted

red and the other painted blue.  Beside the chains there is a small

sign.  

~
no_mob

~
301465677 0 6 0
D0
gate~
gate~
131 -1 27006 10 10 5
E
floor~
The floor though made of wood looks quite sturdy and well made.  You can

see a number of wheels at the edges of the floor which seem to keep the

floor from banging against the walls of the shaft.  

~
E
sign~
+---------------+

         |  Red  - up    |

         |  Blue - down  |

         +---------------+

~
A
pull~
red chain~
send_to_char( #ch, ch );

act_notchar( #room, ch );

transfer_all( room, find_room( 27027 ) );

~
E
room~
$n pulls the red chain and the lift goes up a level.

~
E
ch~
You pull the red chain and the lift goes up a level.

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

~
E
char~
You are already on the bottom floor so pulling the blue chain does

nothing.  

~
!
0 0 0
-1
S

#27015
Tunnel~
This is a medium-sized tunnel that runs west-east.  It is about fifteen

feet across and has no less than three heavy irons gates in it's length.

The sides and roof are merely smoothly finished rock, but the floor has a

criss-crossing pattern of paving stones.  Just to the west of here the

tunnel opens up into the main square of Kha-da.  

~
~
301465669 0 6 0
D1
iron gate~
iron gate~
0 -1 27016 10 10 5
D3
iron gate~
iron gate~
0 -1 27007 10 10 5
-1
S

#27016
Tunnel~
Although the sides and roof are merely smoothly finished rock, the floor

is covered in a criss-crossing pattern of paving stones.  What you notice

most about the tunnel however are the three heavy iron gates in its'

length.  Just to the east of here the tunnel opens up into a temple.  

~
~
301465669 0 6 0
D1
gate~
gate~
0 -1 27017 10 10 5
D3
gate~
gate~
0 -1 27015 10 10 5
A
~
~
if( reputation( ch, thorstag ) < 0 ) {

act_tochar( #tochar, ch );

act_notchar( #notchar, ch );

transfer( ch, find_room( 27007 ));

act_notchar( #notchar2, ch );

}

~
E
notchar2~
$n is pushed out of the temple by several very large guards.

~
E
notchar~
One of the large guards sees $n and says, "Your type isn't liked by

us!" and the guards puch him back out the door to the north.

~
E
tochar~
One of the large guards sees you and says, "Your type isn't liked by

us!" and the guards puch you back out the door to the north.

~
!
1 0 1
372 9 1509949540 3 0
-1
S

#27017
Temple - West Wing~
Gold is all over this very large room.  The roof is gold, gold pillars

stand straight and tall, and gold statues line the sides of the hall. 

This is the west wing of a temple.  Many benches run in two aisles down

the length of the room.  To the east, in the center of the temple, is a

magnificent golden altar.  

   

There is a Newbie sign on the wall - Look Sign.

~
~
301465799 0 6 0
D1
~
~
0 -1 27038 10 10 5
D3
gate~
gate~
0 -1 27016 10 10 5
E
sign~
Welcome to Forest's Edge.  This is the Temple in the city of Kha-da home

of the Dwarfs of clan Khedrun.  In general there should be some equipment

and provisions here to help you get started, please don't keep on taking

them as you improve in level.  Type 'Help' to get you used to this Mud. 

Good places to start for low level characters is out the main gate, go

south and look out for a sign leading to the goblin caves.  There is a

bounty on Goblins so be sure to collect their ears.  If you get stuck you

can always 'chat' to everyone on the mud for some help.  

  

Happy hunting, and may your axe never dull,

   

                        Karn - Immortal of the Dwarfs

    

~
A
take grab steal get~
gold statue pillars benches~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 27033 ) );

~
E
to_room~
Four burly dwarf guards quickly appear, grab $n and frog-march them away.

~
E
to_char~
Four burly dwarf guards appear out of no where and grab you before you

realise it.  They then frog-march you to a small, dingey and smelly

room.  

~
!
0 0 0
26 17 1509949540 -2 0
158 17 1509949450 -2 0
171 17 1509949450 -2 0
3013 17 1509949450 -2 0
-1
S

#27018
Stairs, level Diamond Way~
Sturdy stairs head up and down, a handrail runs along both the inside and

outside walls.  At each level there is a heavy iron gate that can be

closed.  At each half level there is a small flat platform obviously

designed for fighting from.  

~
no mob

~
301465677 0 6 0
D2
gate~
gate~
131 -1 27019 10 10 5
D5
~
~
0 -1 27013 10 10 5
-1
S

#27019
Diamond Way~
From here you can look over the edge down into the main square of Kha-da

and up at further levels cut into the sinkhole.  To the north are the

stairs and reeling drunkingly out is the occasional dwarf from a bar to

the west.  These dwarves seem barely able to manage the stairs and you'd

hate to think what they would do in the lifter.  

~
~
301465669 0 6 0
D0
gate~
gate~
131 -1 27018 10 10 5
D1
~
~
0 -1 27026 10 10 5
D2
~
~
0 -1 27020 10 10 5
D3
door~
door~
128 -1 27030 10 10 5
242 9 1509949540 3 0
372 9 1509949540 3 0
-1
S

#27020
Diamond Way~
Lit by lamps on the outside wall you can see that the Way continues north

and south from here.  Peering over the side you can see down into the

main square below and up into the sinkhole as it rises.

~
~
301465669 0 6 0
D0
~
~
0 -1 27019 10 10 5
D2
~
~
0 -1 27021 10 10 5
D3
~
~
0 -1 27044 10 10 5
242 9 1509949540 3 0
-1
S

#27021
Diamond Way~
This it the south west corner of Diamond Way.  The Way is lit by oil

lamps set high on the outside wall of the perimeter that runs around the

sinkhole.  Peering down into the shaft you can see the main square of

Kha-da and up into the gloomy dark.

~
~
301465669 0 6 0
D0
~
~
0 -1 27020 10 10 5
D1
~
~
0 -1 27022 10 10 5
D3
~
~
0 -1 27034 10 10 5
242 9 1509949540 3 0
-1
S

#27022
Diamond Way~
Diamond Way continues east and west from here and is lit by lamps set

high on the wall.  Looking over a small wall into the shaft you can see

down into the main square and up into the gloomy dark of the sinkhole as

it rises.  

~
~
301465669 0 6 0
D1
~
~
0 -1 27023 10 10 5
D2
~
~
0 -1 27047 10 10 5
D3
~
~
0 -1 27021 10 10 5
-1
S

#27023
Diamond Way~
From here you can see down into the main square of Kha-da and up the

shaft into the gloomy dark.  There is a small wall that protects the path

around the sinkhole.  A office can be seen to the east and strange

rumbling sounds can be heard to the south.  

~
~
301465669 0 6 0
D0
~
~
0 -1 27024 10 10 5
D1
~
~
0 -1 27043 10 10 5
D2
gate~
gate~
131 -1 27027 10 10 5
D3
~
~
0 -1 27022 10 10 5
242 9 1509949540 3 0
242 9 1509949540 3 0
372 9 1509949540 3 0
-1
S

#27024
Diamond Way~
The low wall that runs around the shaft side of Diamond Way has crumbled

away a little here.  Otherwise you can see a shop to the east of here and

the Way continues north and south from here.  

~
~
301465669 0 6 0
D0
~
~
0 -1 27025 10 10 5
D1
~
~
0 -1 27037 10 10 5
D2
~
~
0 -1 27023 10 10 5
242 9 1509949540 3 0
242 9 1509949540 3 0
-1
S

#27025
Diamond Way~
Lit by lamps on the walls of the Way, you can see a shop to the north and

over the edge of the railing into the main square below.  

~
~
301465669 0 6 0
D0
~
~
0 -1 27036 10 10 5
D1
~
~
0 -1 27045 10 10 5
D2
~
~
0 -1 27024 10 10 5
D3
~
~
0 -1 27026 10 10 5
372 9 1509949540 3 0
-1
S

#27026
Diamond Way~
The perimeter continues around to the east and west cut out of the walls

of the sinkhole. Although the path is called Diamond Way you haven't seen

any diamonds set into the stone yet.  To the north you can see the

entrance to a weapon shop.  

~
~
301465677 0 6 0
D0
~
~
0 -1 27031 10 10 5
D1
~
~
0 -1 27025 10 10 5
D3
~
~
0 -1 27019 10 10 5
242 9 1509949540 3 0
-1
S

#27027
Lifter, level Diamond Way~
This room opens up into a 20 by 10 foot area with a wooden floor held by

a chain at each corner of the room.  Against one wall there is a blue and

a red chain.  

~
no mob

~
301465677 0 6 0
D0
gate~
gate~
131 -1 27023 10 10 5
A
pull~
blue chain~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer_all( room, find_room( 27014 ) );

~
E
room~
$n pulls the blue chain and the lift goes down a level.

~
E
char~
You pull on the blue chain and the lift goes down a level.

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

~
E
char~
The lift is on the top floor so pulling the red chain does nothing.

~
!
0 0 0
-1
S

#27028
Hot Rock Shop~
Over on the west side of the room are large piles of smoothly rounded

rocks sorted out into piles according to size.  In the middle of the

south side of the room is a winch and a number of wicker baskets.  Below

the winch is a hole in the ground, out of which steam rises.  Just inside

the door is a small table behind which there is probably a clerk.  

~
fix this grinder, same as in room 27034, also, make aedit to get stuff

out of basket 

~
335024199 1 5 0
D2
~
~
0 -1 27012 10 10 5
E
rocks~
These rocks seem to be of a special type of mineral and are quite heavy

to handle, they must be very dense.  The rocks have been sorted into

different sizes, but all are smooth to the touch.  

~
E
winch~
The winch consists of a wheel and ratchet system for lowering and raising

the baskets containing the rocks.  To operate the winch it looks like you

would either wind or unwind the winch.  

~
E
weighing machine~
The weighing machine is a simple pole suspended length-ways from the

ceiling, at each end of the pole two baskets are attached to the pole by

some light chains.  Beside the machine are a number of metal weights. 

These are used to guage the weight of rock put in one basket.  

~
A
l look~
winch~
if( rflag( status1, room ) )

  send_to_char( #to_char_up, ch );

else

  send_to_char( #to_char_down, ch );

~
E
to_char_down~
The winch is currently lowered.

~
E
to_char_up~
The winch is currently raised.

~
!
0 0 0
A
wind~
winch~
if( rflag( status1, room ) )

  send_to_char( #winch_already_up, ch );

else {

if( find_stat( ch, str ) > 13 ) {

    send_to_char( #wind_winch_char, ch );

    act_notchar( #wind_winch_room, ch );

    set_rflag( status1, room );

    }

  else {

    send_to_char( #char_not_strong, ch );

    act_notchar( #room_not_strong, ch );

    }

  }

~
E
room_not_strong~
$n struggles and strains with the winch in a feeble attempt to wind it up

but $e is simply not strong enough.  

~
E
char_not_strong~
You attempt to wind the winch but your puny muscles are not strong enough

to turn the winch.  

~
E
wind_winch_room~
$n winds the winch, raising the baskets from below.

~
E
wind_winch_char~
You wind the winch raising the baskets from below.

~
E
winch_already_up~
The winch is already wound up.

~
!
0 0 0
A
unwind~
winch~
if( rflag( status1, room ) ) {

  send_to_char( #unwind_winch_char, ch );

  act_notchar( #unwind_winch_room, ch );

  remove_rflag( status1, room );

  }

else

  send_to_char( #winch_already, ch );

~
E
winch_already~
You can't unwind the winch because it is already unwound.

~
E
unwind_winch_room~
$n unwinds the winch, lowering the baskets.

~
E
unwind_winch_char~
You unwind the winch lowering the baskets.

~
!
0 0 0
1951 9 1509949540 3 0
141 17 1509949540 -1 0
142 17 1509949540 -1 0
143 17 1509949540 -1 0
1999 17 1509949460 -1 0
2837 17 1509949445 -1 0
872 17 1509949450 -2 0
-1
S

#27029
Hagar's Hall of Food~
The passage from the square opens up into quite a large hall.  There are

tables and benches along the north and south walls and enough places to

sit a hundred dwarfs easily.  The smell of mushrooms and fish wafts down

the hall from the far end where you can see some doors to what must be

the kitchen area.  Standing next to a counter by the entrance to the

square is a tubby dwarf.  Behind him there is a menu on the wall listing

the dishes of this establishment.  

~
~
335020111 0 5 0
D3
~
~
0 -1 27012 10 10 5
A
read~
menu~
send_to_char( #to_char, ch );

~
E
to_char~
Hagar's Hall of Food - Menu

  

    - Mushroom Soup

    - Mushroom Pie

    - Boiled Mushrooms

    - Steamed Mushrooms

 

    - Cavefish Soup

    - Poached Cavefish

    - Roast Cavefish

    - Cold Roast Cavefish

~
!
0 0 0
A
l look~
menu~
send_to_char( #to_char, ch );

~
E
to_char~
You stare blankly at the menu before realising that you should try to

read it.  

~
!
0 0 0
A
1 order~
~
send_to_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
262 9 1509949540 3 0
158 17 1509949540 -1 16
171 17 1509949540 -1 0
172 17 1509949540 -1 0
173 17 1509949540 -1 0
1460 17 1509949540 -1 0
-1
S

#27030
Dragon-Slayer~
This is a bar dedicated to the honourable dwarven profession of Dragon

Slaying.  Since most dwarf heros have slayed the odd dragon or two it is

full of dragon scales, dragon teeth, other trophies so on.  Behind the

bar is an old battle-worn dwarf that looks like a dragon might have got

the better of him one day.  But as they say, any dragon you can walk away

from is a good dragon.  Along the walls are a number of dragon scales,

dragon teeth and other trophies.  

~
[Marija] I believe this room should be flagged as sanc since it's a shopkeeper..

~
335020103 0 5 0
D1
door~
door~
128 -1 27019 10 10 5
A
~
~
i = random( 1, 10 );

if( i == 1 )

act_room( #one, ch );

if( i == 2 )

act_room( #two, ch );

~
E
two~
"So this elf comes up to me, and asks for the gem!  Typical.  The Eleint 

- bah.  Pass me an ale, will ya, Drurh?" 

~
E
one~
You hear some dwarves laughing about goblins and their inability to mine

their way out of a cave-in.

~
!
2 50 0
221 9 1509949540 3 0
24 17 1509949510 -1 26
23 17 1509949490 -1 26
-1
S

#27031
Master Smith, Harkin~
A number of axes and other weapons line the shelves of this shop. 

Although there is no forge here there is a small work-bench for minor

work and sharpening.  The axes take pride of place here and any other

weapons are somewhere down the back of the shop.  

~
~
335020103 0 5 0
D2
~
~
0 -1 27026 10 10 5
A
1 order~
~
send_To_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
222 9 1509949540 3 0
3014 17 1509949540 -1 0
3013 17 1509949510 -1 0
3016 17 1509949480 -1 0
3000 17 1509949500 -1 0
3018 17 1509949520 -1 0
3020 17 1509949480 -1 0
3028 17 1509949530 -1 0
380 17 1509949445 -1 0
935 17 1509949445 -1 0
3033 17 1509949445 -1 0
966 17 1509949465 -1 0
3021 17 1509949445 -1 0
745 17 1509949445 -1 0
1056 17 1509949490 -1 0
1060 17 1509949450 -1 0
-1
S

#27032
Guard's Room~
There are a number of staunch guards sitting around a table playing cards. 

The room is otherwise fairly spartan though an iron grill in the west

wall covers what is obviously an armoury of weapons and other equipment. 

Another iron grill door in the north wall leads into a room with a number

of sorry looking dwarfs.  There is a sign above the door.  A water trough

has been placed in the center of the room for various personal pets to

drink from and rest in safety.

~
[Issib] how by looking at this goblin do I know it is scared

[Celine] Um, have you ever seen anyone scared irl?  Think about it.

~
301465671 0 6 0
D0
iron grill~
iron grill~
151 -1 27033 10 10 5
D1
~
~
0 -1 27009 10 10 5
E
sign~
------------

          <<< Gaol >>>

          ------------

  

~
242 9 1509949540 3 0
242 9 1509949540 3 0
-1
S

#27033
Gaol~
Looking about, you are now standing in a dirty, smelly room with nothing

to sit on other than the floor - and you don't really want to do that. 

You are now in Dwarf Gaol and will have to spend some time here with the

other occupants until someone decides you have served enough time for

your crimes.  

~
~
301465685 0 6 0
D2
iron grill~
iron grill~
151 -1 27032 10 10 5
A
~
~
ch = rand_char( find_room( 27033 ) );

send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 27032 ) );

act_notchar( #to_all, ch );

~
E
to_all~
$n is let out of the Gaol.

~
E
to_room~
A dwarf guard rattle some keys in the lock and then sticks his head in

and points at $n.  "Right, you.  Out and don't let me catch you doing

that again." he says.

~
E
to_char~
A dwarf guard rattles some keys in the lock, sticks his head in and

points at you.  "Right, you.  Out and don't let me catch you doing that

again." he says.  

~
!
2 75 0
-1
S

#27034
Winch room~
A mass of gears, rope, chain, wheels, pulleys, and levers clutter this

room.  Two strapping young dwarfs stripped to the waist are in this

room.  Over in one corner of the room is a bell when it rings the dwarfs

set to and start to wind a windlass or if it is wound release it slowly. 

~
fix this grinder's actions, nothing happens in room, she just sings basically

~
301465669 0 6 0
D1
~
~
0 -1 27021 10 10 5
D3
~
~
0 -1 27035 10 10 5
377 9 1509949540 3 0
-1
S

#27035
Murder room~
There are about two dozen holes drilled into the floor of this room in a

nice neat pattern that covers the entire floor in an efficent manner. In

one corner of the room is a large dwarf-sized iron pot.  The pot is set

in a cradle so that it can be tipped and is on wheels so that it can be

moved around the room.  

~
[Mokel] heavy

[Paige] pot desc = bad

~
301465669 0 6 0
D1
~
~
0 -1 27034 10 10 5
E
iron pot~
Looking more closely at the pot you can see a little bit of oil in the bottom of it. It is quite heavy and while with a bit of effort you could push it around the room, there is no way it will get through the door.

~
E
holes~
Getting down on the ground and peering through a hole you can see the

occasional light of a traveller as they leave or enter through the

portcullis below.  

~
A
1~
1~
send_to_char( #to_char, ch );

act_notchar( #room, ch );

room = find_room( 27002 );

send_to_room( #oil, room );

loop( all_in_room ) {

  i = dice( 3, 10 );

  dam_message( rch, i, "The burning oil" );

  inflict( rch, mob, i, "burning oil" );

  }

~
E
oil~
Before you have time to react, boiling oil pours from holes in the

ceiling above, cauterizing your skin and disfiguring you in a most horrid

and painful way.  

~
E
room~
With a mighty heavy, $n overturns the pot, spilling its boiling, acrid

contents onto the area below.

~
E
to_char~
With a mighty heavy, you overturn the pot, spilling its boiling, acrid

contents onto the area below.  

~
!
0 0 0
-1
S

#27036
Glond's Armoury~
Set on stands are quite a number of different suits of armour.  Banded,

scale, chainmail, plate and so on.  If there is a certain type metal

armour ever made then it is probably here somewhere.  Then on the walls

of this shop are dozens and dozens of shields of different sizes and

shapes.  

~
~
335020103 0 5 0
D2
~
~
0 -1 27025 10 10 5
A
1 order~
~
send_To_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
226 9 1509949540 3 0
2063 17 1509949441 -1 0
2003 17 1509949515 -1 0
2103 17 1509949490 -1 0
2182 17 1509949490 -1 0
2001 17 1509949525 -1 0
2080 17 1509949490 -1 0
2101 17 1509949515 -1 0
2180 17 1509949465 -1 0
506 17 1509949450 -1 0
2002 17 1509949490 -1 0
985 17 1509949490 -1 0
2043 17 1509949470 -1 0
2023 17 1509949470 -1 0
2005 17 1509949470 -1 0
-1
S

#27037
Damon Hill - Jeweler~
A U-shaped counter blocks, and only permits you a little way into this

shop.  Over behind the counter you can see a dwarf hunched over a desk

working on something small and intricate.  But what really catches your

eye are dozens of gems, rings and other jewelery on small velvet pads

sitting on shelves against the far wall.  

~
~
301465671 0 6 0
D3
~
~
0 -1 27024 10 10 5
A
1 order~
~
send_to_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
677 9 1509949540 3 0
180 17 1509949540 -1 0
182 17 1509949465 -1 0
180 17 1509949505 -1 0
1039 17 75 -1 0
-1
S

#27038
Temple Centre, Altar~
Set up, on a circular dais is a completely golden altar, upon which is a

huge platter of gold coins, all polished and gleaming in the bright

light.  Beside the altar, set out in a square, are four golden

candlestick stands that must be about five feet tall.  Looking up, you

can see the ceiling covered in the golden relief of a dwarf battling with

a Dragon.  


A very large platter of shiny gold coins rests here, glimmering.

~
remember to add code with priest shoving pet out of room

People keep tripping get all acode when they try to get all off their

mounts.

-Talis

~
301465799 0 6 0
D0
~
~
0 -1 27039 10 10 5
D3
~
~
0 -1 27017 10 10 5
A
take grab get steal~
all gold coins altar candlesticks~
if( mob_in_room( 239, room ) ) {

  act_tochar( #no, ch );

  act_notchar( #rno, ch );

  wait( 1 );

  transfer( ch, find_room( 27033 ) );

  act_notchar( #arr, ch );

  }

else

  act_tochar( #haha, ch );

~
E
not_char~
Four burly dwarf guards spring out of no where grab $n and bundle them

off somewhere.  

~
E
to_char~
From out of no where spring four burly dwarf guards who bundle you up and

drag you through the square to a small, smelly room.  

~
E
no~
As you reach for the platter of coins the dwarven priest lets out a

bellow and several guards come running in and apprehend you.  The next

thing you know you're being dragged off through some dark tunnel and

tossed into a cramped, smelly room.

~
E
rno~
As $n reaches for the plate of gold coins the dwarven priests lets out an

enraged bellow.  Sudednly several dwarven guards rush into the room, see

the problem, and drag $n away for theft.

~
E
arr~
The cell door opens just long enough for several guards to toss $n in,

then it slams shut and you hear the lock clicking shut again.

~
E
haha~
You reach for the gold coins only to find them turn to a dish of small

pebbles when you touch them.  Appearantly an elaborate illusion that has

effectively ensnared many a thief for the crafty dwarves of Kha-da.  I

wonder where they really keep their gold.  In the bank maybe?

~
!
0 0 0
239 9 1509949540 3 0
98 17 1509949540 -1 0
1194 17 1509949540 -1 0
109 17 1509949490 -1 0
-1
S

#27039
Temple, North Wing~
There are a more aisles of benches here and the high vaulted ceiling is

covered in gold.  Golden statues of dwarfs with a balance in one hand and

coins in the other line the sides of the temple.  The room is brightly

lit by many lamps that have been fixed to the walls.  

~
~
301465671 0 6 0
D0
gate~
gate~
131 -1 27040 10 10 5
D2
~
~
0 -1 27038 10 10 5
239 9 1509949540 3 0
-1
S

#27040
Tunnel~
After a short passage through some very dark rock the tunnel opens up

into a huge box-like cavern.  The cavern is flooded and a still, dark

water fills the square sides of a cavern that must be at least 300 feet

square.  At the center of this cavern, a cube-like building rises from

the lake, crossing the lake to the building is a thin rickety bridge that

only looks like it's a few good axe swings away from being tumbled into

the water.  There are no paths around the side of the square cavern and

no paths around the outside of the building, both simply go straight up

out of the water.  

~
~
335020101 0 5 0
D2
gate~
gate~
131 -1 27039 10 10 5
E
bridge~
The bridge extends from the building in the centre of the lake to the

tunnel edge.  It looks very flimsy but might be crossable.  

~
A
go jump cross~
bridge 1 north~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 27041 ) );

~
E
to_room~
$n crosses over the bridge.

~
E
to_char~
You cross onto the bridge.

~
!
0 0 0
-1
S

#27041
Bridge~
Standing on the flimsy bridge you can see a cube-like building to your

north and a tunnel entrance to the south, small lamps on the railing of

the bridge provide the only light in this cavernous room.  To the north

standing on top of the building are a number of dwarf guards in heavy

plate mail.  

~
~
335020101 0 5 0
D0
~
~
0 -1 27042 10 10 5
D2
~
~
0 -1 27040 10 10 5
-1
S

#27042
1st Secure Bank of Kha-da~
You enter the building and find yourself in a smallish room with a number

of grilled tellers.  Armed guards stand both inside the building and

out.  The 1st Secure Bank looks very secure.  Opposite the teller stands

a bench with weighing equipment for measuring valuable objects.  The room

has a very somber and serious mood.  

~
~
335022181 0 5 0
D2
~
~
0 -1 27041 10 10 5
-1
S

#27043
Bounty Office~
A waist high counter seperates you from the rest of the office where some

dwarfs are sitting behind desks shuffling paperwork. Beside the counter

is a handcart full of very smelly and yucky body parts.  Over the counter

hangs a sign.  

~
~
301465671 0 6 0
D3
~
~
0 -1 27023 10 10 5
E
sign~
+-------------------------+

           |                         |

           |      Bounty Office      |

           |                         |

           |  - Goblin Ears          |

           |  - Orc's Ears           |

           |  - Dragon Teeth         |

           +-------------------------+

~
A
list~
~
send_to_char( #to_char, ch );

~
E
to_char~
The dwarf clerk says, "I'm sorry I only buy Goblin ears and other body

parts." 

~
!
0 0 0
228 9 1509949540 3 0
-1
S

#27044
Quzar's Reliable Magic Shoppe~
Covered in books, scrolls, jars, bubbling pots, and steamming cups this

is an extremely cluttered room.  There are books on chairs, under chairs,

mugs overflowing with strange froth.  And an extremely unusally colored

bird sitting on a perch in one corner of the room.  

~
[Worfle] first line of the Prenslie quest should read 'a goblin ear FOR

me latest creation' I would guess 

~
335020103 0 5 0
D1
~
~
0 -1 27020 10 10 5
E
bird~
Staring at the bird the bird stares back at you, it has a bit of a moth

wing in it's beak.

~
A
1 order~
~
send_to_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
238 9 1509949540 3 0
78 17 1509949540 -1 0
37 17 1509949540 -1 0
1025 17 1509949500 -1 0
1029 17 1509949480 -1 0
1020 17 1509949500 -1 0
249 17 1509949465 -1 0
1182 17 1509949540 -1 0
977 17 1509949490 -1 0
81 17 1509949540 -1 0
79 17 1509949515 -1 0
284 17 1509949540 -1 0
872 17 1509949540 -1 0
1269 17 1509949490 -1 0
189 17 1509949465 -1 0
210 17 1509949465 -1 0
1410 17 1509949480 -1 0
1194 17 1509949465 -1 0
474 17 1509949540 -1 0
1974 17 1509949490 -1 0
98 17 1509949540 -1 0
243 17 1509949540 -1 0
-1
S

#27045
Y.D.C.A.~
The Young Dwarves' Carefull Assault school is a large room with lots of

large rocks tied to steel bars, dwarfs attacking wooden posts and the

smell of a strange pungent herb in the air.  Against one wall are racks

of blunted practice weapons and running down the side of the opposite

wall are a number of dwarfs, flat on their backs lying on wooden benches

lifting a steel pole with rocks tied to it, up and down repeatdley.  

~
[Clai'mh] carefull

~
301465671 0 6 0
D3
~
~
0 -1 27025 10 10 5
234 9 1509949540 3 0
-1
S

#27046
Deserted Shrine~
Outcast's restarting place.

~
~
301465605 0 6 0
-1
S

#27047
Marander's Cut Price Armour~
Armour and shields clutter the room, most of it is just dumped on tables

and none of it looks new.  Some of it even looks extremely well past

new.  The 'subdued' lighting gives the place a run down sort of feeling. 

You think the reason the lighting isn't too great is that the owner

doesn't want the blemishes and broken bits on the goods in the room to

show up.  

~
~
335020103 0 5 0
D0
~
~
0 -1 27022 10 10 5
A
1 order~
~
send_to_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
275 9 1509949540 3 0
116 17 1509949520 -1 0
2080 17 1509949520 -1 0
2060 17 1509949540 -1 0
2021 17 1509949540 -1 0
2041 17 1509949540 -1 0
2001 17 1509949540 -1 0
2101 17 1509949540 -1 0
2060 17 1509949540 -1 0
2200 17 1509949465 -1 0
-1
S

#27048
Karn's Office~
A stark and sparten place.

~
~
301465613 0 6 0
D0
~
~
0 -1 27050 10 10 5
E
test~
none~
-1
S

#27049
Gawn's General~
This store is just simply jamped packed with everything you could ever

hope to imagine or need.  There is shelving all around the walls of this

store, with pots, pans, rope, kettles, spades, picks, bags, packs,

rations, etc etc.  

~
~
335020111 0 5 0
D2
~
~
0 -1 27011 10 10 5
A
1 order~
~
send_to_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
344 9 1509949540 3 0
55 17 1509949540 -1 0
6 17 1509949540 -1 0
25 17 1509949510 -1 0
234 17 1509949540 -1 0
230 17 1509949490 -1 0
229 17 1509949540 -1 0
26 17 1509949540 -1 0
948 17 1509949540 -1 0
-1
S

#27050
Karn's Office~
Under Construction.

~
~
301465613 0 6 0
D2
~
~
0 -1 27048 10 10 5
-1
S

#27051
Da'nuks Wild and Savage Animals~
With smelly animal cages along the north and south walls, full of;

barking, chirping and baying animals this is quite a noisey and smelly

pet shop.  

~
[Belgar] noisey noisy

~
335028295 0 6 0
D3
~
~
0 -1 27006 10 10 5
D5
"floor grate" grate~
"floor grate" grate~
375 -1 27052 10 10 5
A
1 order~
~
send_To_char( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
383 9 1509949540 3 0
-1
S

#27052
Wild Animals, hidey-hole~
This is where the animals stay.

~
~
301465669 0 6 0
D4
~
~
375 -1 27051 10 10 5
109 9 1509949540 3 0
115 9 1509949540 3 0
110 9 1509949540 3 0
114 9 1509949540 3 0
119 9 1509949540 3 0
975 9 1509949540 3 0
-1
S

#0