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
Zarander's Tower~
Karn Merior~
tower of zarander~

17 0
0
#ROOMS

#27500
Outside Tower~
You find yourself at the top of a long, winding path through the

mountains.  A tall tower made of giant grey stones stands to your east. 

Approximately halfway up, the tower narrows and a balcony appears to

circle the tower.  A large, solid-looking oak door has been built into

the eastern side of the tower.  There is no coat of arms or any other

indication of who might reside within the structure.

~
~
335020040 1 6 0
D0
~
~
0 -1 27567 10 10 5
D1
oak door~
'oak door' door~
391 -1 27501 10 10 5
D2
~
~
0 -1 33019 10 10 5
E
1 east~
The oak door is quite weather beaten, and a bit scorched.~
E
oak door~
A massive wooden door fills much of the first floor of the tower.  It is

quite plain, but has a small brass knocker about four feet off the ground.

~
E
knocker~
A small brass knocker is centered in the large wooden door.

~
A
knock~
three times~
if( !is_open( room, east ) ) {

send_to_char( #to_char, ch );

wait(2);

send_to_char( #open, ch );

open( room, east );

}

else

act_tochar( #nope, ch );

~
E
to_char~
You knock quietly three times.

~
E
open~
The door mysteriously swings open.

~
E
nope~
The door is already open.

~
!
0 0 0
A
open~
oak wooden door east~
act_tochar( #nope, ch );

~
E
nope~
The door is locked, and you do not have the key.

~
!
0 0 0
A
knock~
oak wooden door east knocker~
act_tochar( #noise, ch );

wait( 2 );

act_tochar( #nope, ch );

~
E
noise~
You knock on the door a single time, and hear faint noises inside the

tower grow closer.

~
E
nope~
The noises recede, then vanish.

~
!
0 0 0
A
knock~
two twice~
act_tochar( #noise, ch );

wait( 2 );

act_tochar( #nope, ch );

~
E
noise~
Noises inside the tower get quite loud, then hesitate as if waiting for

something.

~
E
nope~
The noises dwindle, and then cease.

~
!
0 0 0
-1
S

#27501
Foyer~
Grey slate floor tiles cover the floor and extend down the length of

this corridor.  To the west stands a solid oak door, and there are two

doors leading off to the north and to the south.  Just inside the door is

a rack for outer clothing.  Below this is some sort of strange brush-like

device for wiping the mud off your boots.

~
[Selvast] The zap devastates you! Should be electrical damage...

~
335020036 0 6 0
D0
wooden door~
'wooden door'~
131 -1 27502 10 10 5
D1
~
~
0 -1 27504 10 10 5
D2
wooden door~
'wooden door'~
131 -1 27503 10 10 5
D3
oak door~
'oak door' door~
391 -1 27500 10 10 5
E
pockets~
There feels like there might be a key in the pocket.  

~
E
brush-like device~
This strange device has a number of upside down brushes that seem to be

on rollers.  It looks like you could wipe your shoes or boots on it.  

~
E
white coat~
This white coat has a blood-red stain on the left-hand side of it.  In

fact, closer examination shows that it is definitely blood.  There are

several large pockets sewn into the coat.

~
E
rack~
A number of different sized cloaks and jackets hang on the rack.  A white

coat with a big red stain catches your eye.  

~
A
wipe~
feet shoes boots~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
$n wipes $s feet on the brush-like device.

~
E
to_char~
You wipe the trail mud off of your shoes.

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

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  i = dice( 2, 20 );

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

  inflict( ch, mob, i, "force field" );

  }

~
E
to_room~
An invisible force field zaps $n has $e goes through the entrance.

 

~
E
to_char~
An invisible force field zaps you with a bolt of energy as you pass

through the entrance.

 

~
!
1 1 8
A
get take~
key~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  obj_to_char( oload( 165 ),ch );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  }

else

  send_to_char( #to_char_nothing, ch );

~
E
to_room~
$n reaches into the pocket of the coat and extracts a key.

~
E
to_char_nothing~
You reach into the pocket of the coat but don't find anything there at

the moment.  

~
E
to_char~
You reach into the pocket of the coat and withdraw a key.

~
!
0 0 0
A
open pick unlock~
oak door 1 west~
unlock( room, west );

continue;

~
!
8 0 8
-1
S

#27502
Bedroom~
A large bed takes up most of the floor space of this tiny bedroom,

although a small wardrobe and chest have been stuffed against the eastern

wall.  On a small table are a large bowl and jug.  The room is very

messy, and sheets and bedding are spread all around the room, most of

which are cut and ripped.  Hanging in the air is the smell of death and

decay.

~
[Fenlyn] why is this chest not have a key set?

~
335020044 0 6 0
D2
wooden door~
'wooden door'~
131 -1 27501 10 10 5
E
wardrobe~
The pegs in this wardrobe are empty.  The floor of this closet is also

bare, though it is covered with dust.

~
E
beds~
The bed, although wide, is abnormally short, and is devoid of sheets or

blankets.  Those items have been shredded and scattered about the room.

~
E
table~
A small mahagony table has been crammed into the northeast corner of the

room.  On it sit a large, flowered porcelain bowl and a red ceramic jug.

~
E
bowl~
A large white porcelain bowl, the size of those used to wash your hands

and face with, sits on the table.  Small blue flowers with dark green

leaves have been painted around the rim of the bowl.

~
E
jug~
A large jug made of red clay rests on the table.  It has a small chip

near the base of the handle, but otherwise is in excellent condition.

~
250 9 1509949520 3 0
167 49 1509949540 -2 0
910 81 1509949460 -2 0
-1
S

#27503
Bedroom~
This bedroom has one bed, a chest of drawers and a wardrobe.  The bedding

and clothing have been spread around the room quite a bit and have many

cuts and rips.  In order for the room to be such a mess, someone must

have gone to quite a lot of effort.  The smell of something dead hangs

about the room.

~
~
335020044 0 6 0
D0
door~
door~
131 -1 27501 10 10 5
E
closet~
A mahagony wardrobe stands open, displaying a pile of jumbled clothing on

its floor.

~
E
chest drawers~
A short chest of drawers stands in the corner of the room.  All three of

the oak drawers have been pulled from the chest, and lie on the floor of

the room.  All of the oak drawers are empty.

~
A
search examine~
wardrobe~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  obj_to_char( oload( 12 ),ch );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  }

else

  send_to_char( #to_char_nothing, ch );

~
E
to_room~
You see $n search through the wardrobe, frown, and then stand up.

~
E
to_char~
You rummage through the clothes in the wardrobe and find a small coin.

~
E
to_char_nothing~
You rummage through the wardrobe and find nothing but dirty clothes.

~
!
0 0 0
A
look search examine~
bed chest~
act_tochar( #nothing, ch );

~
E
nothing~
You search carefully, but can find nothing of interest.

~
!
0 0 0
250 9 1509949450 3 0
1384 17 1509949540 -2 0
-1
S

#27504
Corridor~
The corridor continues west to the main door and east to a flight of

stairs from here.  Though there are brackets for lamps on the walls, it

does not look like anyone has bothered with them in a long time, and the

lamps themselves are no longer here.  The corridor itself is of simple

plain, grey stone and lacks any form of adornment.  There is a doorway to

the south.  

~
~
335020036 0 6 0
D1
~
~
0 -1 27505 10 10 5
D2
~
~
0 -1 27510 10 10 5
D3
~
~
0 -1 27501 10 10 5
E
bracket lamp~
Golden brackets line the corridor, spaced evenly apart.  If a lamp were

to be hung on them, they would light the hallway with brilliant light.

~
A
hang~
lamp lantern torch~
send_to_char( #nofit, ch );

act_notchar( #notfit, ch );

~
E
nofit~
You try to hang your light from the bracket, but find it just won't fit. 

They just don't make things like they used to.

~
E
notfit~
You see $n try to hand $s light from the bracket, and then stop,

muttering quietly.

~
!
0 0 0
303 9 1509949480 3 0
-1
S

#27505
Corridor~
Plain grey stone walls line the east-west corridor.  Two doors lead off

to the north and south.  There are some lamp brackets on the walls, but

no lamps.  Further along to the east, you can see stairs leading up and

down, and further to the west, the corridor ends in a large oak door.

~
~
335020036 0 6 0
D0
~
~
0 -1 27507 10 10 5
D1
~
~
0 -1 27506 10 10 5
D2
~
~
0 -1 27511 10 10 5
D3
~
~
0 -1 27504 10 10 5
E
brackets lamps~
Golden brackets line the corridor, spaced evenly apart.  If a lamp were

to be hung on them, they would light the hallway with brilliant light.

~
-1
S

#27506
Stairwell~
Stone stairs lead up and down from this point.  A simple wooden railing

provides support for those who are not too nimble when navigating steep

stairs.  There is a plain wooden door to the south of here.

~
[Szen] if the butlers arms come off......how can he still have claws to attack with?

~
335020036 0 6 0
D2
wooden door~
"wooden door"~
131 -1 27512 10 10 5
D3
~
~
0 -1 27505 10 10 5
D4
~
~
0 -1 27525 10 10 5
D5
~
~
0 -1 27513 10 10 5
E
wooden railing~
A narrow pine railing has been nailed to the wall about three feet above

the stairs.  It looks just sturdy enough to hold a human's weight if they

needed support when climbing the stairs.

~
E
1 s 3 wooden door~
A plain oak door separates the corridor from the room to the south.

~
303 9 1509949480 3 0
-1
S

#27507
Kitchen~
This kitchen is impeccably neat and tidy; every utensil is in its place,

and all perfectly lined up and ready for their owner to simply walk in

and start cooking.  A huge fireplace covers the north wall, and benches

and cupboards cover every available spare wall.  Oak doors, now torn off

their hinges, lead to the east and west.

~
~
335020036 0 6 0
D1
~
~
0 -1 27509 10 10 5
D2
~
~
0 -1 27505 10 10 5
D3
~
~
0 -1 27508 10 10 5
E
fireplace~
A large brick fireplace dominates the northern wall of this room.  A

large rotisserie spit hangs over the fireplace, but is empty and clean. 

Several wooden benches surround the fireplace, making a neat semi-circle.

~
E
cupboards benches~
Cupboards, made from the same type of oak tree as the benches, line all

space on the walls of this room.  Their doors are closed, and there is no

sign of vandalism.  The benches are neatly placed under the cupboards and

placed around the fireplace in a semi-circle.

~
A
open search~
cupboards~
send_to_char( #boring, ch );

act_notchar( #nothing, ch );

~
E
boring~
You carefully open each cupboard, and find neatly stacked plates, pots,

pans, and utensils.

~
E
nothing~
You see $n open all of the cupboards, and study the plates, pots, pans,

and utensils that are neatly stacked inside.

~
!
0 0 0
A
get take~
plates pots pans utensils~
send_to_char( #nope, ch );

act_notchar( #empty, ch );

~
E
nope~
You try to take something from the cupboard, but it just won't budge. 

You can see no earthly reason for this, but just can't remove anything

from the cupboard.

~
E
empty~
You see $n try to remove various items from the cupboard, but $e appears

to be unable to take anything.

~
!
0 0 0
288 9 1509949540 3 0
357 17 1509949540 -2 0
-1
S

#27508
Larder~
This small room is lined with shelves from floor to roof in a U shape

that opens out into the kitchen.  The shelves were obviously once filled

with food-stuffs, but something has gnawed away at the containers and

eaten virtually all of the food that once was here.

~
~
335020036 0 6 0
D1
~
~
0 -1 27507 10 10 5
E
body~
This poor soul's head was simply twisted off the top of her neck. 

Looking more closely at the body, you see that it is of a buxom, human

woman dressed in an apron.  Clutched tightly in one hand is a meat

cleaver.  

~
E
shelf shelves containers~
Long white shelves line all three walls from floor to ceiling.  Several

wooden containers similar to those used to store sugar, flour, and other

cooking staples lie open, and empty.  Several maple bowls lie on their

sides, containing only a few mouse droppings.

~
1385 17 1509949540 -2 0
-1
S

#27509
Storeroom~
This room combines a scullery with a general storeoom.  Against the north

wall is a large oak wash tub, with a pump close by.  A small pile of

powdered white flakes lie on the floor close to the tub.  The south wall

of the room is lined with white-washed cupboards, which do not appear to

be entirely empty.

~
~
335020036 0 6 0
D3
~
~
0 -1 27507 10 10 5
E
tub~
The tub is set at about waist high in level and has a pipe leading out of

the bottom and through the north wall.  Beside it is a hand pump for

pumping water into the tub.

~
E
cupboards~
The cupboards have been ransacked of anything useful.  There are simply

broken plates and bent pots and pans on the shelves.  

~
E
pump~
The pump is an old cast iron one, but it is broken.  If you want water,

you will have to look elsewhere.  

~
E
white flakes~
Upon closer examination, the white flakes appear to be made of some kind

of lye soap.

~
A
push pull turn~
pump~
send_to_char( #broke, ch );

act_notchar( #broken, ch );

~
E
broke~
You try to make the pump work, but it is truly broken.

~
E
broken~
You see $n fiddle with the pump, throw their hands in the air, and move

away from it.

~
!
0 0 0
-1
S

#27510
Bedroom~
This was once a bedroom, but now all the furniture lies broken and

scattered around the room.  Even the door to this room lies on the floor,

broken off its hinges.  A number of bones lie scattered around the floor,

half gnawed on.  In one corner of the room, a nest of sorts has been made

out of old blankets and bedding.  

~
[Szen] Bedroom without a door?  What kind of freak used to sleep here? *baffle*

[Lansharra] a silver is a valuable coin piece to find in this area?

~
335020036 0 6 0
D0
~
~
0 -1 27504 10 10 5
E
furniture~
Wooden pieces of oak of what appear to be chairs and a door lie scattered

about on the floor.  Large fragments of maple once formed a chest of some

type, but not longer stand together.

~
E
bones~
Several bones of approximately the size of a terrier, or other small dog,

lie on the floor.  They show definite signs of being gnawed on by an

animal with small, sharp teeth.

~
E
nest~
Several articles of clothing and at portions of at least two blankets lie

in one corner of the room.  A depression has been formed in the middle of

the pile, much like that of a nest dug by a dog before settling down to

sleep.

~
A
search~
nest~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

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

    send_to_char( #true_char, ch );

    act_notchar( #true_room, ch );

    obj_to_char( oload( 14 ), ch );

    end;

    }

  }

send_to_char( #false_char, ch );

act_notchar( #false_room, ch );

~
E
true_char~
You search through the clothes and blankets and find a valuable coin.

~
E
true_room~
You see $n search through the nest of clothing, and stand up smiling.

~
E
false_char~
You search through the pile of clothing, and come up empty-handed.

~
E
false_room~
You see $n root through the pile of clothing, and come up empty-handed.

~
!
0 0 0
343 9 1509949470 3 0
1028 8 1509949540 3 0
-1
S

#27511
Small Bedroom~
This small room was once used as a bedroom.  There is a single, narrow

bed in here, but it is now broken, and the bedding is soiled and spread

around the room.  From the looks of some of the remains of clothing in

the room, you would say it had once belonged to the serving maids.

~
~
335020036 0 6 0
D0
~
~
0 -1 27505 10 10 5
E
bed bedding~
The frame of a narrow bed has been shattered, and lies flat on the floor. 

A thin straw mattress lies on top of the splintered frame.  Torn and

dirty sheets and a blanket lie scattered about the room.

~
E
clothes clothing~
A large pile of womans clothing lies strewn about the room.  The quality

of the material is quite poor, and shows signs of being patched and

mended.

~
1028 9 1509949540 3 0
-1
S

#27512
Small Bedroom~
This simple room has an unassuming bed, chest and table.  Though the room

must belong to someone, there is nothing in the way of personal

possessions.  The room is quite neat and tidy, though rather dusty, and

there is the unpleasant smell of something dead in the room.  

~
~
335020036 0 6 0
D0
door~
door~
131 -1 27506 10 10 5
E
bed~
The bed has been neatly made, and even has one corner turned down as

though its owner is getting ready for bed.  

~
E
chest table~
A plain oak chest lies against the eastern wall of this room.  Facing it

are a small matching table and chair.  The table is bare, and the chair

neatly pushed in.

~
304 9 1509949470 3 0
1756 49 1509949540 -2 0
14 81 1509949540 -2 0
14 81 1509949490 -2 0
14 81 1509949490 -2 0
16 81 1509949445 -2 0
-1
S

#27513
Basement, Stairwell~
A flight of stairs leads up out of the basement here, a simple wooden

rail protecting one side.  The musty smells of stale horse dung and moldy

hay fill your nostrils (or other sensory equipment), but there is an

underlying smell of death and something vaguely chemical.  There is a

horse stall lining the southern wall here.  Off to the west, you can see

one door on the far side of this room, as well as one on the northern

most wall.

~
~
335020036 0 6 0
D0
~
~
0 -1 27515 10 10 5
D2
~
~
0 -1 27514 10 10 5
D3
~
~
0 -1 27517 10 10 5
D4
~
~
0 -1 27506 10 10 5
E
horse stalls~
You can see old hay and dried dung on the floor of the stall to your

south.  A simple wooden gate once separated this staff from the rest of

the basement, but now hangs off its hinges.  The doors block a view of

the rest of the stall.

~
-1
S

#27514
Basement, Horse Stall~
This part of the basement has been made into a horse stall.  There is a

low wall which separates this stall from the one next door to the west. 

In the back of the stall are two waist-high troughs.  It doesn't look

like the stall has been cleaned out for many years, as the hay and dung

on the floor has dried and hardened on the floor.  A simple wooden gate

once enclosed the stall but this now lies broken to one side.

~
~
335020036 0 6 0
D0
~
~
0 -1 27513 10 10 5
E
hay dung~
About a foot of hay mixed with dung lines the bottom of the stall.  The

smell is quite strong, surprising since the matter is so dessicated.

~
E
trough~
Two troughs line the southern wall of the stall.  One contains just a bit

of very dry oats, and the other is quite empty.  An empty bucket rests in

the empty trough, must like those used to carry water.

~
E
bucket~
A medium-size wooden bucket rests in a trough.  Although it is empty now,

a dried ring around the inside indicates that it has been used to carry

liquids.

~
340 137 1509949470 3 0
-1
S

#27515
Basement~
A large door takes up most of the north wall, which must lead outside,

since there is quite a draft coming in from underneath it.  There is some

riding tack hanging from hooks along the east wall.  There are some

scratches on the base of the door.

~
~
335020036 0 6 0
D0
large door~
'large door' door~
391 -1 27563 10 10 5
D2
~
~
0 -1 27513 10 10 5
D3
~
~
0 -1 27516 10 10 5
E
scratches base of door~
The wood at the base of the door has been scratched quite badly on the

side that normally swings open, as though a dog (or something) has been

trying to get out.  

~
E
riding tack~
Several halters and harnesses that would fit a horse hang from rusty

metal hooks.  A finely crafted saddle rests on a saddle horse.

~
E
saddle~
A finely made leather saddle rests on a rickety saddlehorse.  Although it

shows signs of heavy use, you can still see the fine craftsmanship that

created it.

~
A
open unlock pick~
~
if( !is_open( room, north ) ) { 

  open( room, north );

  send_to_char( #opening, ch );

  }

else

  send_to_char( #already, ch );

~
E
already~
It's open already!

~
E
opening~
Ok.

~
!
8 0 0
-1
S

#27516
Basement, Feed Store~
This was once an area to store bags of horse feed, barley, oats and some

hay.  But something has been gnawing away at the bags, as there is a tidy

little hole in the bottom of each (now) empty bag.  To your east you can

see an area of the basement used for storing tack.  An open area to the

south leads to what appears to be an empty horse stall.

~
~
335020036 0 6 0
D1
~
~
0 -1 27515 10 10 5
D2
~
~
0 -1 27517 10 10 5
E
bags~
Old canvas bags neatly labeled with barley and oats lie on the floor. 

Several other bags lie on the floor, but something has chewed holes in

their labels.

~
A
search~
bags~
send_to_char( #empty, ch );

act_notchar( #nothing, ch );

if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( !mob_in_room( 6, room ) ) {

    act_tochar( #rats, ch );

    act_notchar( #nrats, ch );

    mload( 6, room );

    if( random( 1, 5 ) > 3 )

      mload( 6, room );

    if( random( 1, 4 ) > 2 )

      mload( 6, room );

    }

  }

~
E
empty~
You search through the bags, but find only rotten grain.

~
E
nothing~
You see $n search through the rotting bags, then stand up slowly.

~
E
rats~
In searching through the bags, you have disturbed some rats.

~
E
nrats~
In searching through the bags, $n has disturbed some rats.

~
!
0 0 0
-1
S

#27517
Basement~
Creeping out from under the door to the west is a bluish mist which

dissipates quickly once it reaches the warmish air of this basement.  To

the south is an empty horse stall, and to the north, a pile of empty and

scattered bags.  

~
~
335020036 0 6 0
D0
~
~
0 -1 27516 10 10 5
D1
~
~
0 -1 27513 10 10 5
D2
~
~
0 -1 27518 10 10 5
D3
wooden door~
'wooden door' door~
391 165 27519 10 10 5
E
blue mist~
A faint blue mist peeks out from under the door.  It dissipates too

quickly for you to be able to ascertain if it has any odor.

~
-1
S

#27518
Basement, Horse Stall~
A low wall separates this horse stall from the one next door to the

east.  At the back of this stall are two troughs, one of which has a

little bit of moldy barley still left in it.  Otherwise, the stall is

clean and tidy with the wooden gate that covers the front of the stall

neatly pinned back against the wall.  

~
~
335020036 0 6 0
D0
~
~
0 -1 27517 10 10 5
E
trough~
Two troughs line the southern wall of the makeshift stall.  One trough

still holds a bit of moldy barley, but the other is completely empty.

~
340 137 1509949540 3 0
-1
S

#27519
Monster Laboratory~
Strange, magical energy arcs across tall, strangely shaped metal poles. 

This is a large room, and to the north you can see two large tables, both

of which are covered with a number of body parts.  The air here is damp

and musty.  A bluish mist covers the floor at about ankle height.  There

is a door to the east of here.

~
~
335020036 0 6 0
D0
~
~
0 -1 27520 10 10 5
D1
wooden door~
'wooden door' door~
391 165 27517 10 10 5
D2
~
~
0 -1 27524 10 10 5
D3
~
~
0 -1 27522 10 10 5
E
tables~
A bit to the north stand two large wooden tables.  One table appears to

have on it the lower half of a humanoid body.  The other table seems to

have more body parts.

~
E
blue mist~
A fine blue mist comes up to your ankles.  It feels cool and dry, and

has no odor.

~
E
metal poles~
One pole stands to your north, and one to your south, separated by about

two armspans.  The poles are both made of the same dark metal, and have

red pentagrams drawn around their bases.  Bright flashes of blue light

periodically run from one pole, hesitate, and return to their source.

~
A
~
~
if( rflag( status0, room ) ) {

  remove_rflag( status0, room );

  close( room, east );

  send_to_room( #closed_now, room );

  }

else {

  set_rflag( status0, room );

  send_to_room( #to_all, room );

  open( room, east );

  }

~
E
closed_now~
You hear the door slowly close shut.

~
E
to_all~
You hear the groan of some timbers and the door swings open.

~
!
2 50 0
A
~
~
if( is_follower( ch ) )

  end;

wait( 1 );

close( room, east );

act_tochar( #to_all, ch );

remove_rflag( status0, room );

send_to_room( #close2, find_room( 27517 ) );

~
E
close2~
The door closes in front of you.

~
E
to_all~
You hear the door slowly close shut.

~
!
1 3 2
A
~
~
mob = mob_in_room( 249, room );

if( mob ) {

  send_to_room( #loiter, room );

  end;

  }

continue;

~
E
loiter~
@YThe golem loiters near the door, blocking it momentarily.@n

~
!
3 0 2
-1
S

#27520
Monster Laboratory~
In the northeast corner of this large laboratory is a oversized work table. 

On the table is the bottom half of a humanoid of some vague description. 

You can see where it has been stitched together, because you can see the

thread connecting the feet to the shins and the shins to the thighs. 

Beside this table is a smaller table with what must be the rest of the

humanoid.  The torso, head and one arm are submerged in a vat of green

slime.  A small desk is against the north wall with a number of papers on

top of it.  

~
~
335020036 0 6 0
D2
~
~
0 -1 27519 10 10 5
D3
~
~
0 -1 27521 10 10 5
E
work table~
This work table is about twelve feet long and quite wide as well.  It is

very sturdy, though a bit mucky from all the body parts that have been on

it.  

~
E
vat green slime~
The slime is a very bright color of green.  You could have sworn it just

moved, swirling about something inside of it.

~
E
desk~
Walking over to the desk, you can see quite a number of papers on top of

it, but someone or something has spilled blood all over the desk, and you

are unable to make out any details.

~
A
search examine~
desk~
act_tochar( #empty, ch );

act_notchar( #nothing, ch );

~
E
empty~
You search the desk carefully, but find nothing of interest.

~
E
nothing~
You see $n open the desk draws, but never pick anything up.

~
!
0 0 0
249 9 1509949540 3 0
-1
S

#27521
Monster Laboratory~
There is a large work table in the middle of this northwest corner of

the room, but it is completely bare of anything other than a few

bloodstains.  The bluish mist gets quite thick here and seems to fall out

of a pipe in the wall.  

~
blue chalk here

~
335020036 0 6 0
D1
~
~
0 -1 27520 10 10 5
D2
~
~
0 -1 27522 10 10 5
E
pipe~
About half of a foot of pipe sticks out of the west wall at about knee

height and pours blue mist into the room.  

~
E
mist~
Light blue mist swirls as it exits the pipe.  The mist itself has no

odor, but feels cool and dry.

~
A
search examine~
pipe~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

    send_to_char( #drop, ch );

    act_notchar( #fell, ch );

    obj_to_room( oload( 205 ), room );

    }

else {

  send_to_char( #nothing, ch );

  act_notchar( #nofall, ch );

  }

~
E
drop~
You seem to have jarred something loose while examining the pipe.

~
E
fell~
In examining the pipe, $n seems to have jarred something loose.

~
E
nothing~
You carefully check out the pipe, but can find nothing unusual.

~
E
nofall~
You see $n examine the pipe, then stand up, frowning.

~
!
0 0 0
-1
S

#27522
Monster Laboratory~
There is a bathtub sized vat of green slime here.  A table with some

buckets of chemicals and bottles of multi-colored liquids stands beside

the vat.  The bluish mist on the floor leaves a two foot circle of space

around the vat, as if it were avoiding touching it.

~
~
335020036 0 6 0
D0
~
~
0 -1 27521 10 10 5
D1
~
~
0 -1 27519 10 10 5
D2
~
~
0 -1 27523 10 10 5
E
vat slime~
A rusty metal vat large enough to hold a human rests on the floor. 

Although the vat is not moving, you can see the green slime inside of it

sloshing back and forth, making little waves that splash over the side of

the vat and onto the floor.

~
E
table buckets bottles~
A small table, with many dark stains on its surface, stands near the vat. 

On it rest several buckets and bottles, filled with liquids of various

colors.  Several of the containers hold familiar-smelling chemicals.

~
-1
S

#27523
Monster Laboratory~
The southwest corner of the room contains shelves evenly spaced apart. 

Each row contains neatly labeled bottles, each full of liquid and

something floating inside.  On the floor just below the specimens is a

dark red stain, much the color of dried blood.

~
~
335020036 0 6 0
D0
~
~
0 -1 27522 10 10 5
D1
~
~
0 -1 27524 10 10 5
E
bottles~
Although the bottles are of different sizes and colors of glass, they all

have two things in common: each contains a clear liquid and each contains

something solid suspended in the liquid.  Those items that you can

identify closely resemble inner organs from approximately human-sized

animals.

~
E
floor~
A large, circular splotch of dark red has stained the pine flooring. 

Several matching drops radiate from the larger mass, forming an irregular

pattern.

~
249 9 1509949540 3 0
-1
S

#27524
Monster Laboratory~
This portion of the room contains several large oak cabinets with doors

hanging off their hinges.  Inside each cabinet are bodies of different

humanoid figures, neatly lined up.  Looking at the bodies, you notice

several things about them that are quite unusual.

~
[Merior] no-mob so golems throw you here

~
335020044 0 6 0
D0
~
~
0 -1 27519 10 10 5
D3
~
~
0 -1 27523 10 10 5
E
cabinet~
As you examine the cabinets, you notice that each one contains bodies of

a different race.  And upon further study, you realize that each one is

missing at least one body part.

~
E
body bodies~
About a dozen bodies of humanoid creatures, including those of vyans,

orcs, and dwarves, line the cabinet.  Each body is missing at least one

body part, but otherwise seems to be in excellent condition.

~
A
take get~
body~
act_tochar( #notake, ch );

act_notchar( #noget, ch );

~
E
notake~
You try to take one of the bodies, but some force seems to have created

an invisible barrier.

~
E
noget~
You see $n reach for the bodies, but suddenly pull back, empty-handed.

~
!
0 0 0
-1
S

#27525
Stairwell, Second Floor~
There are a set of stairs leading down here and a open wooden door to the

north.  But what really dominates the area is a huge solid looking copper

door to the south.  The corridor continues to the west, and a large

tapestry covers the eastern wall.

~
~
335020036 0 6 0
D0
~
~
0 -1 27534 10 10 5
D2
copper door~
'copper door' door~
391 160 27526 10 10 5
D3
~
~
0 -1 27530 10 10 5
D5
~
~
0 -1 27506 10 10 5
E
tapestry~
The tapestry, at first glance, shows a man standing over someone on a

bed, resting.  Upon closer examination, however, you can see that the

second person is not sleeping on a bed, but rather laying on an large

wooden table, with his head not quite attached to the rest of his body.

~
E
1 south copper ~
A large solid-looking copper door closes off the room to the south.

~
A
open~
1 south~
if( is_open( room, south ) )

  send_to_char( #already_open, ch );

else {

  if( find_stat( ch, str ) > 15 ) {

    send_to_char( #to_char, ch );

    act_notchar( #to_room, ch );

    open( room, south );

    }

  else {

    send_to_char( #char_fail, ch );

    act_notchar( #room_fail, ch );

    }

  }

~
E
already_open~
You try to open the door, but since it is already open - you find this a

little difficult.  

~
E
room_fail~
$n pits $s puny muscles against the mighty copper door and is sadly

lacking in the strength to open it.  

~
E
char_fail~
You struggle to open the south door and find you are not strong enough to

do so.  

~
E
to_room~
$n struggles and strains against the south door, finally managing to get

it open.  

~
E
to_char~
With a mighty heave, you manage to open the south door.

~
!
0 0 0
-1
S

#27526
Corridor~
You are standing in the eastern end of a long corridor which must run the

length of the tower.  Down the length of the corridor are a number of

metal grills, and you can just glimpse them all: bronze, brass, and iron

in that order, with the bronze immediately to your west.  The walls to

your north and south are made of wood paneling.

~
key hidden in panel

~
335020036 0 6 0
D0
copper door~
'copper door'~
391 160 27525 10 10 5
D3
bronze grill~
'bronze grill'~
407 161 27527 10 10 5
E
wall wood paneling~
Wide vertical panels of alternating teak and rosewood line the north and

south walls.

~
E
bronze grill~
The bronze grill has a small bronze key hole at the very bottom of the

barrier, almost touching the floor.

~
E
rosewood~
A central rosewood panel looks like it is not quite flush with the others.

~
E
brass iron~
Peering through the bronze grill, you can see a brass grill to the west,

and an iron grill even further west.

~
A
open~
1 north~
if( !is_open( room, north ) ) {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  open( room, north );

  }

else

  send_to_char( #isopen, ch );

~
E
to_room~
$n opens the copper door to the north easily.

~
E
to_char~
You open the copper door to the north quite easily.

~
E
isopen~
The door is already open.

~
!
0 0 0
A
move open~
rosewood panel~
if( rflag( reset0, room ) ) {

send_to_char( #key, ch );

obj_to_room( oload( 161 ), room );

remove_rflag( reset0, room );

}

else

act_tochar( #empty, ch );

~
E
key~
As you open the panel, a small bronze key drops on the floor.

~
E
empty~
The panel appears empty.

~
!
0 0 0
-1
S

#27527
Corridor~
From here you can see west through a brass grill into another empty room

and further down the corridor to the end.  To the east, the corridor ends

just beyond the bronze grill.  Both the north and south walls are made of

dark wood.  Centered on the north wall is the picture of a dark

cavern.

~
picture describes site of brass key

~
335020036 0 6 0
D1
bronze grill~
'bronze grill'~
407 161 27526 10 10 5
D3
brass grill~
'brass grill'~
407 162 27528 10 10 5
E
1 north picture cavern~
The picture is one of a dark, cavern setting.  A long bier of stone rests

in the center of the cavern, and upon it lies a body.  All around the

bier dance the images of ever-watchful puppies and hounds.

~
E
wall wood~
Dark mahagony panels line the north and south walls.  A large picture has

been hung in the center of the north wall.

~
-1
S

#27528
Corridor~
Now that you have entered this room you can see that the ceiling is

covered in a spider's web.  The entire ceiling glows white with the silky

thread of webs.  A brass grill blocks the corridor to the east, and an

iron one to the west.

~
~
335020036 0 6 0
D1
brass grill~
'brass grill'~
407 162 27527 10 10 5
D3
iron grill~
'iron grill'~
407 163 27529 10 10 5
E
ceiling web~
The ceiling in this area of the house glows a bright, almost iridescent

white.

~
293 9 1509949540 3 0
163 17 1509949540 -1 0
-1
S

#27529
Corridor~
Now that you have entered this room you are able to see the cunningly

concealed stairs against the west wall, leading up.  To the east extends

the rest of this long corridor and the metal grills that are spread out

along its length.  

~
~
335020044 0 6 0
D1
iron grill~
'iron grill'~
407 163 27528 10 10 5
D4
~
~
0 -1 27537 10 10 5
-1
S

#27530
Corridor~
The corridor ends at a door to the west.  There is a open door to the

north, and the corridor continues to the east.  The corridor is fairly

spartan, with little in the way of decoration; just the occasional

bracket on the wall for lamps to be affixed.

~
~
335020036 0 6 0
D0
~
~
0 -1 27531 10 10 5
D1
~
~
0 -1 27525 10 10 5
D3
~
~
0 -1 27533 10 10 5
-1
S

#27531
Dining Room, West End~
This is the western end of a large dining room.  Against the north wall

is a large fireplace.  In the middle of the room, you can see a pile of

wood which must have been the dining table.  At the far eastern end of

the room, a number of candles provide flickering light.  This was once a

very nice room with nice wall hangings covering the stone walls, but now

everything is broken or ripped.

~
~
335020036 0 6 0
D1
~
~
0 -1 27534 10 10 5
D2
~
~
0 -1 27530 10 10 5
E
wall hangings~
Shredded tapestries hang from wooden poles close to the ceiling.  They

are far too torn to determine what once was pictured on them.

~
E
fireplace~
A large brick fireplace takes almost the entire northern wall of this

large room.  A thick pile of ashes lie on the bottom of the fireplace,

and the grate holds a few partially-burned logs.

~
-1
S

#27532
Library~
This is the tower's library.  There are two areas here, this room and one

further to the west.  Both are lined with bookshelves full of books from

the floor to the ceiling.  You won't have any problems finding some

information here, it's just a question of finding the information that

you require.  There is a desk here with a sign on it.

~
~
335020036 0 6 0
D2
door~
door~
131 -1 27533 10 10 5
D3
~
~
0 -1 27535 10 10 5
E
sign~
LIBRARIAN

~
E
books~
There are so many books here you really need someone who knows the

library to help you.  

~
E
desk~
A solid-looking mahagony desk is bare except for a small sign.

~
A
get take read~
b books~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

i = 3d10+10;

dam_message( ch, i, "A bolt of energy from the bookshelf" );

inflict( ch, mob, i, "bolt of energy" );

mob = mob_in_room( 290, room );

if( mob ) {

  wait( 2 );

  tell( mob, ch, #to_all );

  }

~
E
to_all~
If you would like to read a book, you must request what you wish to

read.

~
E
to_room~
$n reaches out to take a book, but is zapped by a bolt of green magical

energy.  

~
E
to_char~
You reach out to take a book off a shelf, and are zapped by a bolt of

green magical energy from the book.  

~
!
0 0 0
290 9 1509949540 3 0
-1
S

#27533
Lounge~
This lounge area has been totally wrecked.  What was once a nice pair of

chairs and couch facing the fireplace on the south wall are now ripped

and broken shreds of their former selves.  A drink cabinet in one corner

now lies tipped over, and its contents are scattered all over the room. 

Hanging in the room must have been a number of paintings as well, because

you can see the ripped picture frames scattered around the room, as well

as the hooks where the paintings have once hung.  The only item still

standing amidst the devastation is a small table.

~
~
335020036 0 6 0
D0
door~
door~
131 -1 27532 10 10 5
D1
~
~
0 -1 27530 10 10 5
D3
~
~
0 -1 27536 10 10 5
E
small table~
Beside one of the chairs is a small table that looks like it might have

had something on it.  

~
E
chairs couch~
Two broken chairs lie near the fireplace.  Shreds of their blue and gold

coverings hang from their frames, hinting at their former splendor.  A

couch covered with red and orange flowered cloth, is in only slightly

better shape, and might be able to hold your weight.

~
E
walls hooks picture~
On the walls are several hooks designed to hold pictures.  The pictures

no longer hang from these hooks, however, and their broken frames are

scattered about the area.

~
289 9 1509949540 3 0
-1
S

#27534
Dining Room, East End~
The remains of what is still recognizable as a large table lies broken in

middle of the room.  In fact, almost all of the furniture is broken and

scattered.  Against the east wall of this room, someone has set up a

shrine on a table.  A large fireplace dominates the northern wall.

~
green chalk here

~
335021060 0 6 0
D2
~
~
0 -1 27525 10 10 5
D3
~
~
0 -1 27531 10 10 5
E
idol demon~
The marble idol is about fifteen inches high and made from a black marble

with white flecks in it.  It is of a two-headed, female demon, and is

expertly crafted.  


~
E
skulls~
The two goat skulls sit on either side of the marble idol.  They have

been lovingly polished.  

~
E
candles~
The candles are a blood-red color and flicker ominously.

~
E
shrine table~
Several candles and two goat skulls surround the marble idol of a

two-headed demon.

~
E
fireplace~
A large brick fireplace takes almost the entire northern wall of this

large room.  A thick pile of ashes lie on the bottom of the fireplace,

and the grate holds a few partially-burned logs.

~
A
get take~
demon idol~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

i = dice( 3, 10 );

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

inflict( ch, mob, i, "the Demonic Idol" );

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  send_to_char( #chalk, ch );

  act_notchar( #drop, ch );

  obj_to_room( oload( 1336 ), room );

  }

~
E
to_room~
$n reaches out to take the Demonic Idol, but it suddenly animates and

snaps at $s hand.  

~
E
to_char~
You reach out to take the Demonic Idol, but it suddenly animates and

snaps at your hand as you try to grab it.  

~
E
chalk~
Moving the demon has dislodged a bit of green chalk.

~
E
drop~
$n's moving the demon has dislodged a piece of green chalk.

~
!
0 0 0
-1
S

#27535
Library~
This is the western part of the tower's library.  Books line shelves here

from floor to ceiling.  You can see the shelves extend further to the

east.  There are so many books here, you really need someone to help you

look through them to find out anything.  

~
~
335020036 0 6 0
D1
~
~
0 -1 27532 10 10 5
D2
~
~
0 -1 27536 10 10 5
E
books~
There are so many books here you really need someone who knows the

library to help you.  

~
A
get take read~
b books~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

dam_message( ch, 3d10+10, "the bolt of energy" );

inflict( ch, mob, 3d10+10, "bolt of energy" );

~
E
to_char~
You reach for a book and are zapped by a bolt of magical energy from the

book.

~
E
to_room~
You see $n reach for a book and get zapped by a bolt of magical energy

from the book.

~
!
0 0 0
-1
S

#27536
Study~
A large window casts light over a large desk set against the west wall. 

The desk is covered in papers and notes, though someone has knocked a

bottle of ink over the desk and stained most of the paper.  Also in the

room is another area for the preparation of new paper.  A series of tubs,

materials and other equipment line the north wall.

~
parchment gives demon hint

[Lansharra] have i already said how strange it is that the library has a closed door to the east and an open wall here? :P

~
335020036 0 6 0
D0
~
~
0 -1 27535 10 10 5
D1
~
~
0 -1 27533 10 10 5
E
papers~
Most of the papers are soaked with ink and appear to be indecipherable. 

The papers which were spared from the spilled ink have a strange series

of symbols which you don't recognise.  However, you are able to make out

the diagram of a sword and the following words, "...order metal from

Randir the weaponsmith." 

~
E
desk~
The desk is made of high quality wood, though you wonder how it got in

the room as it is much larger than either of the two doors that lead into

this room.  It is covered with papers and has a number of drawers.

~
E
tubs materials equipment~
Along the north wall are a number of tubs and other equipment.  They seem

to be used for making paper.  There are some bags of wood shavings and

some thin wire mesh screens.  All of the equipment is laid out neatly and

looks relatively new.  

~
E
drawers~
You inspect the drawers carefully, but can find no evidence of traps. 

They look like pretty normal drawers that open.

~
A
open~
drawers~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  obj_to_room( oload( 198 ), room );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  }

else

  send_to_char( #find_nothing, ch );

~
E
find_nothing~
Looking in the drawer, you find nothing there.

~
E
to_char~
You find a piece of scorched parchment stuck in the very back of the

drawer.

~
E
to_room~
You see $n open a desk drawer, and find a piece of scorched parchment.

~
!
0 0 0
-1
S

#27537
Balcony~
You stand on an iron balcony that appears to circle the tower.  You have

a splendid view of the snow-capped mountains all around this area and

down into the forested valleys.  To the immediate north is a large iron

door, and there are stone steps leading down from here.  On the floor

near your feet are two parallel grooves that run around the tower and out

of sight.

~
~
335020032 1 6 0
D0
iron door~
'iron door'~
391 -1 27546 10 10 5
D1
~
~
0 -1 27538 10 10 5
D5
~
~
0 -1 27529 10 10 5
E
1 north 3 iron door~
A large iron door bars your passage to the north.

~
E
balcony~
A wide balcony runs around the tower as far as you can see.  Metal rails

painted black prevent you from inadvertently falling.

~
E
grooves~
The two grooves are about as far apart as a man could comfortably stand

with his feet apart, and are lined with a single metal rail along one

side of them.  They are definitely artificial.  

~
E
1 down~
The land below you is quite rocky, and you can see the peaks of nearby

mountains.

~
-1
S

#27538
Balcony~
You find yourself in the middle of the southern side of the balcony

around the tower.  Jutting out from the tower wall is the outside of a

chimney which must be on the other side of the wall.  Continuing in a

very regular pair of lines are two parallel grooves in the floor of the

balcony.

~
~
335020032 1 6 0
D1
~
~
0 -1 27539 10 10 5
D3
~
~
0 -1 27537 10 10 5
E
grooves~
The two grooves are about as far apart as a man could comfortably stand

with his feet apart, and are lined with a single metal rail along one

side of them.  They are definitely artificial.  

~
E
1 down~
The land below you is quite rocky, and you can see the peaks of nearby

mountains.

~
E
chimney~
A red brick chimney protrudes from the northern wall of the tower.

~
125 9 1509949540 3 0
-1
S

#27539
Balcony~
The balcony continues further to the east before going around the tower

and to the north.  All around are the snow capped mountains and down

below the forested valleys.  Two parallel grooves are carved into the

floor of the balcony.

~
~
335020032 1 6 0
D1
~
~
0 -1 27540 10 10 5
D3
~
~
0 -1 27538 10 10 5
E
grooves~
The two grooves are about as far apart as a man could comfortably stand

with his feet apart, and are lined with a single metal rail along one

side of them.  They are definitely artificial.  

~
E
1 down~
The land below you is quite rocky, and you can see the peaks of nearby

mountains.

~
-1
S

#27540
Balcony~
This is the south-east corner of the balcony, from here the balcony

continues north and west.  This corner has a particulary good view of the

snow-capped mountains and the thickly forested valleys.  Two parallel

grooves seem to be carved into the floor of the balcony.

~
~
335020032 1 6 0
D0
~
~
0 -1 27541 10 10 5
D3
~
~
0 -1 27539 10 10 5
E
grooves~
The two grooves are about as far apart as a man could comfortably stand

with his feet apart, and are lined with a single metal rail along one

side of them.  They are definitely artificial.  

~
E
1 down~
The land below you is quite rocky, and you can see the peaks of nearby

mountains.

~
-1
S

#27541
Balcony~
The balcony continues to the north and south here, encircling the eastern

side of the tower.  To the north, a large hole opens the side of the

tower to the elements.  The stonework nearby is marred by huge black

scorch marks.  Two parallel grooves are carved into the floor of the

balcony.

~
~
335020032 1 6 0
D0
~
~
0 -1 27542 10 10 5
D2
~
~
0 -1 27540 10 10 5
E
grooves~
The two grooves are about as far apart as a man could comfortably stand

with his feet apart, and are lined with a single metal rail along one

side of them.  They are definitely artificial.  

~
E
hole~
A gaping hole in the northeastern portion of the tower lies seemingly

open to the elements.  Upon closer examination, the hole appears to be

covered by a thin blue haze.

~
E
stonework~
The light gray of the stone has many black burn marks radiating out from

the hole in the tower.

~
E
1 down~
The land below you is quite rocky, and you can see the peaks of nearby

mountains.

~
-1
S

#27542
Balcony~
A large hole has been blasted in the eastern wall of the tower.  Blocks

of stone and mortar lie littered around the balcony.  The explosion was

so great that it has even destroyed the balcony wall here as well.  The

chunks of blackened stone makes it difficult to move freely here, and it

would be easy to fall over the edge and drop quite some distance.  The

only item of order amongst all this disorder are the two parallel grooves

carved into the floor of the balcony that still cross the area leading

from north down to the southern end of the balcony, passing all the

fallen, blackened masonry.

~
~
335020032 1 6 0
D2
~
~
0 -1 27541 10 10 5
D3
~
~
0 -1 27543 10 10 5
E
grooves~
The two grooves are about as far apart as a man could comfortably stand

with his feet apart, and are lined with a single metal rail along one

side of them.  They are definitely artificial.  

~
E
hole~
The gaping hole opens up to the west, revealing a completely ruined room. 

It is impossible to determine any details within the room, for a blue

haze covering the hole obscures your view.

~
E
balcony wall~
A narrow strip of balcony encircles the tower, having lost much of its

substance because of an explosion.  The railing must also have been

destroyed by the blast, and it would be easy to fall far to the ground. 

~
A
~
~
rand_player( room );

send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
$n nearly stumbles and falls over the edge of the balcony.

~
E
to_char~
Whoops!  You nearly stumble and fall while moving around this area. 

There is no railing here, and the fall would surely kill you.

~
!
2 200 0
A
~
~
continue;

~
E
to_char~
You pass through the blue haze into the tower.

~
E
to_room~
You see $n pass through the blue haze to the west and disappear into the

tower.

~
!
3 0 8
125 9 1509949540 3 0
-1
S

#27543
Blasted Room~
The contents of this portion of the tower are no longer recognizable.  It

is unlikely that the balcony that runs to the east once extended here,

however, for this appears to once have been an interior room.  The room

now is bare and scorched, and its contents were either consumed or

expelled by a blast.  A blue haze to your east blocks your view of the

outside, and has prevented the elements from entering the hole.

~
~
335020044 0 6 0
D1
~
~
0 -1 27542 10 10 5
D3
~
~
0 -1 27544 10 10 5
E
blue haze~
To your east, a thick blue haze covers the destroyed wall, keeping out

all view of the outside world.  A fine stream of blue mist appears to

come from your west, and spread out to form the elemental curtain.

~
A
~
~
continue;

~
E
to_room~
You see $n pass through the blue haze and disappear to the east.

~
E
to_char~
You head through the blue haze and travel east.

~
!
3 0 2
-1
S

#27544
Laboratory~
Peering through to the east you can see that the far wall of the tower

has been blown out and is covered by a thick blue mist.  To the west you

can see a large pentagram on the floor.  This portion of the tower

contains an almost intact giant cauldron, filled with a burbling liquid. 

From the cauldron flows a fine blue mist, which seems to split and head

partially to the east and partially to the west.

~
~
335020036 0 6 0
D1
~
~
0 -1 27543 10 10 5
D2
~
~
0 -1 27547 10 10 5
D3
~
~
0 -1 27545 10 10 5
E
cauldron~
A large black cauldron stands towards the center of the room.  Its

surface is scorched a bit, and there is a large chip around its rim, but

it has otherwise been unaffected by the explosion in this area.  Inside

the cauldron, a dark, boiling liquid quietly bubbles.  There is no

apparent source of heat nearby, so something within it must be causing

the reaction.

~
E
blue mist~
A thick blue mist rises from the liquid in the cauldron, splitting in

half just a few inches about the pot.  Half of the cool, dry mist travels

east towards the curtain it forms, and the rest moves towards the pipe in

the northwest corner of the room.

~
A
search examine push move fill~
cauldron pot~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( !mob_in_room( 1023, room ) ) {

    send_to_char( #demon, ch );

    act_notchar( #mdemon, ch );

    mload( 1023, room );

    }

  else

    continue;

  }

else {

  send_to_char( #nothing, ch );

  act_notchar( #to_room, ch );

  }

~
E
demon~
From within the blue mists of the cauldron, a monster begins to form.

~
E
mdemon~
As $n touches the cauldron, a strange creature begins to form.

~
E
nothing~
You touch the cauldron, but nothing happens.

~
E
to_room~
You see $n touch the cauldron, but nothing happens.

~
!
0 0 0
-1
S

#27545
Laboratory~
A large pentagram inscribed within a two ringed circle dominates this

northwestern corner of the laboratory.  Within the two rings set at

twelve equidistant points are a series of magical symbols.  The rest of

the area is bare and clear of all broken equipment and broken glass,

though there is an odd scorch mark on the walls.  A large pipe runs from

the floor in the northwest corner of the room, and fans out into a much

wider shape about half way up the wall.

~
if you stand inside with the scorched scroll you get a book that

zarander's assistant wants for quest 

~
335020036 0 6 0
D1
~
~
0 -1 27544 10 10 5
D2
~
~
0 -1 27546 10 10 5
E
magical symbols~
Strange symbols drawn in colored chalk are drawn about the circle.  Some

of them are recognizable as those used on items sold in magic shoppes,

others seem just a bit different somehow.

~
E
scorch mark walls~
A large, jagged scorch mark mars the west wall of the room.  It starts

near the floor and radiates up and out, forming a 'black V' on the wall.

~
E
pipe~
A pipe runs from the floor about half way up to the ceiling along the

northwest corner of the room.  Most of the pipe is uniform in width, but

it flares out at the very top.  A thin stream of blue mist enters the

pipe.

~
E
blue mist~
A thin stream of blue mist travels from east to west through this portion

of the room, ending as it enters the pipe.  The mist is cool and dry, and

odorless.

~
A
stand~
inside pentagram circle~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

set_rflag( status0, room );

remove_rflag( status1, room );

~
E
to_room~
$n stands inside the pentagram....

~
E
to_char~
You stand inside the pentagram....

~
!
0 0 0
A
stand~
outside pentagram circle~
send_to_char( #to_char, ch );

act_notchar( #to_char, ch );

set_rflag( status1, room );

remove_rflag( status0, room );

~
E
to_room~
$n stands outside of the pentagram....

~
E
to_char~
You stand outside of the pentagram....

~
!
0 0 0
A
recite~
scorched scroll summon~
if( rflag( status0, room ) ) {

  obj = has_obj( 1365, ch );

  if( obj ) {

    junk_obj( obj, 1 );

    act_tochar( #gone, ch );

    act_notchar( #ngone, ch );

    obj_to_char( oload( 1346 ), ch );

    }

  else {

    wait( 1 );

    act_tochar( #nothing, ch );

    }

  }

else

  act_tochar( #nothing, ch );

~
E
gone~
The scroll you recited suddenly catches on fire and disintegrates.  A

small book appears in your hands.

~
E
ngone~
The scroll $n was holding suddenly bursts into flame and is gone.  A

small book appears in $n's hands.

~
E
nothing~
You stand inside the pentagram, but nothing happens.

~
!
0 0 0
-1
S

#27546
Laboratory~
Broken equipment, glass jars, test tubes, beakers and so on litter this

area.  This was obviously part of a laboratory, but a violent event has

taken place here, leaving all the remaining items scattered and broken

around the room.  The few tables that are left standing are clear of any

equipment.

~
[Starshine] how is the iron door opened? why's acode 1 here?

~
335020036 0 6 0
D0
~
~
0 -1 27545 10 10 5
D1
~
~
0 -1 27547 10 10 5
D2
iron door~
'iron door' door~
391 -1 27537 10 10 5
E
equipment jars tubes beaker~
The floor is littered with bits of broken glass.  Large enough fragments

exist to be able to identify some of them as items generally found in

laboratories.

~
A
~
~
if( rflag( reset1, room ) ) {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  inflict( ch, mob, 1d1+39, "lightning bolt" );

  }

~
E
to_room~
$n passes through the iron doorway and is shocked by a bolt of energy.

~
E
to_char~
As you pass through the force field you are shocked by a bolt of energy.

~
!
1 0 4
-1
S

#27547
Laboratory~
There are turned over tables and equipment scattered all over this corner

of the room.  Very little is not broken, and now a fortune in equipment

has been reduced to broken glass and bits and pieces of destroyed matter. 

A small fireplace lines the south wall of the room.  To the east, a

battered wooden door hangs from a chipped frame.

~
*quick fix added to door - delete when trig works

~
335020036 0 6 0
D0
~
~
0 -1 27544 10 10 5
D1
battered wooden door~
'battered wooden door'~
131 -1 27548 10 10 5
D3
~
~
0 -1 27546 10 10 5
E
door~
A battered wooden door shows definite signs of hard use.  Large scratches

run up and down its surface, exposing its original color.

~
E
equipment~
Broken glass lies scattered about on the scorched floor.  Several wands

and burned tomes have been thrown into the corners of the room.

~
E
fireplace~
A small fireplace has been built into the southern wall.  It has only a

thin coat of ashes in its grate, and shows little sign of of heavy use.

~
A
examine search poke touch~
fireplace ashes~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( !mob_in_room( 1018, room ) ) {

    send_to_char( #demon, ch );

    act_notchar( #mdemon, ch );

    mload( 1018, room );

    }

  else

    continue;

  }

else {

  send_to_char( #nothing, ch );

  act_notchar( #to_room, ch );

  }

~
E
demon~
As you poke around in the ashes, you awaken the sleeping fire daemon.

~
E
mdemon~
As $n pokes around in the ashes, a fire daemon awakes.

~
E
nothing~
You poke around in the ashes, and the dust tickles your nose.

~
E
to_room~
You see $n poke around in the ashes, and stir them up.

~
!
0 0 0
A
1 open~
door 1 east~
unlock( room, east );

continue;

~
!
0 0 0
-1
S

#27548
Stairwell~
A flight of stairs lead up to an iron trapdoor.  Several stone-relief

carvings cover the north wall.  A large blue knob has been placed on the

north wall at about waist height.  An oak door separates the stairwell

from the rest of the rooms on this floor of the tower.

~
*disabled/commented out until randmo is fixed/

~
335020036 0 6 0
D3
oak door~
door~
131 -1 27547 10 10 5
D4
trapdoor~
trapdoor~
391 -1 27549 10 10 5
E
elves~
The elves are shooting down at the dwarves instead of engaging them in

hand to hand combat.  A number of them are escaping away through the

tree-tops and leaving their comrades behind.

~
E
runes~
The runes of course are very familiar to any dwarf and too difficult to

explain to any non-dwarf.  

~
E
axe~
This is a traditional dwarf two-handed battle axe.  It is quite large,

especially when you consider the size of it in comparison to its

wielder.  There are many runes carved into the surface of its blades.

~
E
metal chain~
This is the metal chain that holds the star shaped medallion around its

owner's neck.  

~
E
medallion~
This medallion has six points to it and is hung around its owner's neck

by a metal chain.  

~
E
one-eyed dwarf~
This large dwarf is dressed in full plate mail armour and his axe has

many runes carved into it, and many notches on its shaft.  He has a star

shaped medallion around his neck and a black eye-patch over one eye.

~
E
stone relief carvings north wall~
These carvings on the north wall show a battle sequence between dwarves

and elves.  The dwarvern warriors seem to be successfully assaulting an

elven tree fort.  The tree fort relief stretches all the way from the

ground floor to the roof of the second level.  There are dwarves

attempting to scale the tree and some are trying to cut the tree with

axes.  The elves are replying by shooting arrows and dropping rocks down

on the brave dwarves.  One dwarf hero catches your eye.  He is a one-eyed

dwarf with a massive battle-axe.  He stands apart from the battle with

his axe resting on his shoulder, just watching the battle.

~
E
blue knob button~
This blue button is about a hand's width in diameter and made from a

shiny blue metal.  Looking very carefully at it you notice little sparks

coming from the edges.  Written on the button are the words 'Push Me' in

large black print.

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

act_notchar( #to_room, ch );

close( room, up );

close( room, west );

lock( room, west );

set_rflag( reset0, room );

set_rflag( reset1, room );

send_to_char( #to_all, ch );

wait( 3 );

act_tochar( #three, ch );

wait( 3 );

act_tochar( #two, ch );

wait( 3 );

act_tochar( #one, ch );

wait( 1 );

act_tochar( #zero, ch );

wait( 1 );

open( room, up );

unlock( room, west );

open( room, up );

open( room, west );

act_tochar( #open, ch );

~
E
to_all~
A disembodied voice says, "Four."

~
E
to_room~
$n enters the stairwell and the door swings shut behind $m.

~
E
to_char~
As you enter the room the door swings shut behind you.

~
E
three~
A disembodied voice says, "Three!"

~
E
two~
A disembodied voice says, "Two!"

~
E
one~
A disembodied voice says, "One!"

~
E
zero~
A disembodied voice says, "ZERO!"

~
E
open~
Both the west and upward door fall open.

~
!
1 -1 24
A
~
~
if( is_open( room, west ) )

  end;

if( rflag( reset0, room ) ) {

  if( rflag( reset1, room ) ) {

    remove_rflag( reset0, room );

    send_to_room( #three, room );

    }

  else {

    remove_rflag( reset0, room );

    send_to_room( #one, room );

    }

  end;

  }

if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  set_rflag( reset0, room );

  send_to_room( #two, room );

  }

else {

  send_to_room( #zero, room );

  open( room, up );

  open( room, west );

  unlock( room, west );

  }

~
E
zero~
A disembodied voice cries, "ZERO!!"

  

Both doors quietly swing open.

~
E
one~
A disembodied voice says, "ONE!"

~
E
two~
A disembodied voice says, "Two!"

~
E
three~
A disembodied voice says, "Three!"

~
!
4 1000 0
A
p push press ~
blue knob button~
send_to_char( #to_char, ch );

drain_exp( ch, 10 );

act_notchar( #to_room, ch );

act_room( #to_all, ch );

set_rflag( reset1, room );

set_rflag( reset0, room );

close( room, west );

close( room, up );

~
E
to_all~
A disembodied voice says 'Four...'

~
E
to_room~
$n pushes the blue button.

~
E
to_char~
You push the blue button, but feel a small amount of life-force drain out

of you as you do so.

~
!
0 0 0
-1
S

#27549
Stairwell~
A simple set of stone stairs leads up and down from this point.  The ones

leading up end at an iron trapdoor.  Two wooden doors also provide

exits, one to the north and one to the west.  Otherwise, the area is bare

and empty.  

      

~
~
335020036 0 6 0
D0
wooden door~
'wooden door'~
131 -1 27554 10 10 5
D3
wooden door~
'wooden door'~
131 -1 27550 10 10 5
D4
~
~
0 -1 27555 10 10 5
D5
trapdoor~
trapdoor~
391 -1 27548 10 10 5
A
o open~
d down~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

open( room, down );

~
E
to_room~
$n opens the door.

~
E
to_char~
Ok.

~
!
0 0 0
A
pick open unlock~
~
unlock( room, down );

continue;

~
!
8 0 0
-1
S

#27550
Private Floor - By the Bookshelf~
A large bookshelf filled with books and scrolls fills the entire

southern wall.  A small table and single chair stand alone in the center

of the area.  To the north is a fireplace and several chairs.  A wooden

door blocks off further progress to the east; to the west is an open

space with a most unusual drawing on the floor.

~
~
335020036 0 6 0
D0
~
~
0 -1 27552 10 10 5
D1
wooden door~
'wooden door' door~
131 -1 27549 10 10 5
D3
~
~
0 -1 27551 10 10 5
E
drawing~
The drawing is too smudged to identify from here.

~
E
table chair~
A straight-backed wooden chair stands by a small, rickety wooden table. 

The table is piled high with open books and several empty glasses.

~
E
bookshelf~
A large mahagony bookshelf is stuffed with books of all shapes and sizes.

~
E
scroll~
You see several scrolls lying flat on the bookshelves.  You cannot read

the strange tongue in which they are written, but can see pictures of

large daemons on their pages.

~
A
get take move~
book~
if( !obj_in_room( 204, room ) ) {

  if( random( 1, 10 ) > 8 ) {

    obj_to_room( oload( 204 ), room );

    act_tochar( #drop, ch );

    act_notchar( #rdrop, ch );

    }

  else

    send_to_char( #nothing, ch );

  }

else

  send_to_char( #nothing, ch );

~
E
drop~
As you try to get one of the books, a stick of yellow chalk drops to the

floor.

~
E
nothing~
As you reach to get a book, you feel an invisible barrier preventing you

from touching them.

~
E
rdrop~
As $n tries to get one of the books, a stick of yellow chalk drops to the

floor.

~
!
0 0 0
-1
S

#27551
Private Floor - Western Nook~
The floor here is bare of all carpeting, and the plain pine planks show

signs of wear and tear.  Smudged chalk designs decorate the floor, but

their original design has been blurred.  This small western nook is empty

of all furnishings, though a table and chair as well as a massive

bookcase stand only a little bit to the east.

~
correct order gets you a scorched scroll

incorrect order gets you daemons

~
335020036 0 6 0
D1
~
~
0 -1 27550 10 10 5
E
floor~
The plain pine floor has several layers of smudged chalk drawings

inscribed upon it.  You scan see vague outlines made with at least three

different colors of chalk: green, yellow, and blue.

~
A
draw~
yellow~
if( obj_in_room( 1340, room ) ) 

  send_to_char( #there, ch );

else {

  if( has_obj( 204, ch ) ) {

    obj_to_room( oload( 1340 ), room );

    send_to_char( #drawn, ch );

    act_notchar( #odrawn, ch );

    }

  else

    send_to_char( #nochalk, ch );

  }

~
E
there~
There is already a yellow pentagram in the room.

~
E
nochalk~
You don't have any chalk with which to draw the pentagram.

~
E
drawn~
You crookedly draw a yellow pentragram on the floor.

~
E
odrawn~
$n draws a crooked yellow pentagram on the floor.

~
!
0 0 0
A
draw~
green~
if( obj_in_room( 1341, room ) ) 

  send_to_char( #there, ch );

else {

  if( !obj_in_room( 1340, room ) ) {

    if( has_obj( 1336, ch ) ) {

      if( rflag( reset0, room ) ) {

        remove_rflag( reset0, room );

        send_to_char( #oops, ch );

        act_notchar( #othoops, ch );

        mload( 94, room );

        }

      else send_to_char( #noth, ch );

        }

    else send_to_char( #nochalk, ch );

      }

  else

    if( has_obj( 1336, ch ) ) {

    obj_to_room( oload( 1341 ), room );

    send_to_char( #drawn, ch );

    act_notchar( #odrawn, ch );

    }

  else

    send_to_char( #nochalk, ch );

  }

~
E
there~
There is already a green pentagram on the floor.

~
E
oops~
The room begins to shake, and a small daemon appears in the center of the

room.

~
E
drawn~
You neatly inscribe a green pentagram on the floor.

~
E
nochalk~
You do not have any green chalk with which to draw a pentagram.

~
E
noth~
You make the motions for drawing a pentagram but make no marks.

~
E
othoops~
$n tries begins to draw a pentagram with the green chalk.

$e leaps back as the room begins to shake.

A small daemon appears, snarling!

~
E
odrawn~
$n neatly inscribes a green pentagram upon the floor.

~
!
0 0 0
A
draw~
blue~
if( obj_in_room( 1342, room ) )

  send_to_char( #there, ch );

else {

  if( !obj_in_room( 1341, room ) ) {

    if( has_obj( 205, ch ) ) {

      if( rflag( reset1, room ) ) {

        remove_rflag( reset1, room );

        act_notchar( #othoops, ch );

        mload( 47, room );

        }

      else send_to_char( #nothing, ch );

        }

    else send_to_char( #nochalk, ch );

      }

  else

    if( has_obj( 205, ch ) ) {

    obj_to_room( oload( 1342 ), room );

    send_to_char( #drawn, ch );

    act_notchar( #odrawn, ch );

    send_to_char( #scroll, ch );

    obj_to_room( oload( 1365 ), room );

    }

  else

    send_to_char( #nochalk, ch );

  }

~
E
there~
There is already a blue pentagram drawn on the floor.

~
E
oops~
The room begins to shake, and smoke appears in the center of the area

where you tried to draw the pentagram.  A large daemon emerges from the

smoke.

~
E
drawn~
You try to inscribe a blue pentagram on the floor, but seem to have some

trouble.  Several erasures later, you have created a slightly blurred

version of one.

~
E
nochalk~
You do not have any blue chalk with which to draw a pentagram.

~
E
scroll~
A scorched scroll drops to the floor.

~
E
nothing~
You make the motions to draw the pentagram, but draw nothing.

~
E
othoops~
$n attempts moves to draw a pentagram, blue chalk in hand, when the rooms

begins to shake, smoke appearing where $e tried to draw the pentagram.

A large daemon walks menacingly out of the smoke!

~
E
odrawn~
$n makes several attempts to draw a pentagram.

After a few false starts, $e finally manages to complete a

blurred-looking one.

~
!
0 0 0
A
draw~
~
send_to_char( #what, ch );

~
E
what~
You need to be more specific about what you wish to draw.

~
!
0 0 0
-1
S

#27552
Private Floor - By the Fireplace~
A small fireplace in the northern wall is the center of focus in this

area of the tower.  Several large, comfortable arm chairs have been

placed in a semicircle facing the fireplace.  You can see a bed to your

west, and a carpeted area to your east.  A large bookshelf dominates the

wall well to your south.

~
~
335020036 0 6 0
D1
~
~
0 -1 27554 10 10 5
D2
~
~
0 -1 27550 10 10 5
D3
~
~
0 -1 27553 10 10 5
E
arm chairs~
Three large arm chairs face the fireplace.  One is yellow, one green, and

the third is blue.  All are well-stuffed and look quite soft and

comfortable.

~
E
fireplace~
A small fireplace outlined with black tiles has been built into the north

wall.  A fire has been laid in the grate in preparation for quick

lighting.

~
A
sit~
chair~
send_to_char( #sat, ch );

interpret( ch, "sleep" );

send_to_room( #hesat, room );

~
E
hesat~
You see $n sit down in one of the chairs and drift off to sleep.

~
E
sat~
You sit down in the soft chair and begin to doze off.  

~
!
0 0 0
97 9 1509949540 3 0
-1
S

#27553
Private Floor - Sleeping Area~
The northwest corner of this floor is dominated by a large bed.  The

walls are painted black here, with no pictures to alleviate the darkness. 

Small windows set high on the two walls allow just a little bit of light

in what would be a dark and depressing area.

~
~
335020036 0 6 0
D1
~
~
0 -1 27552 10 10 5
E
bed~
A large bed, covered with black sheets and a black blanket stands in the

northwest corner of the room.  Its coverings are in disarray, and are

covered with a thin film of dust.

~
A
search move~
bed blanket sheet~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( !mob_in_room( 1015, room ) ) {

    send_to_char( #dust, ch );

    act_notchar( #mdust, ch );

    mload( 1015, room );

    }

  else

    continue;

  }

else {

  send_to_char( #nothing, ch );

  act_notchar( #to_room, ch );

  }

~
E
dust~
You disturb the dust under the bed, and a monster begins to form before

your eyes.

~
E
mdust~
As $n disturbs the bed, a monster begins to form from the flying dust.

~
E
nothing~
You look under the bed and get dust up your nose.

~
E
to_room~
You see $n look under the bed, and send dust flying through the air.

~
!
0 0 0
1384 17 1509949540 -2 0
-1
S

#27554
Private Floor - Northeast Corner~
This entire floor of the tower appears to have been used as someone's

private living area.  High windows to the north and east are covered with

dark blue curtains.  A dark green carpet depicting dragons in flight

covers the floor here in the northeast corner of the tower.

~
~
335020036 0 6 0
D2
wooden door~
'wooden door'~
131 -1 27549 10 10 5
D3
~
~
0 -1 27552 10 10 5
E
carpet~
The carpet, of forest green, shows several large rainbow colored dragons

flying over tall mountains much like the Dragonspires.  The dragons are

spitting fire, but their targets cannot be seen.

~
A
touch move~
carpet dragon~
if( rflag( reset1, room ) ) {

  remove_rflag( reset1, room );

  if( !mob_in_room( 1017, room ) ) {

    send_to_room( #dragon, room );

    mload( 1017, room );

    }

  else

    send_to_char( #nothing, ch );

  }

else

  send_to_char( #nothing, ch );

~
E
dragon~
A rainbow-colored dragon suddenly emerges from the carpet.

~
E
nothing~
You move the carpet, but nothing happens.

~
!
0 0 0
-1
S

#27555
Rooftop~
From up here, you have a magnificent view of the snow-topped mountains all

around this area.  The tower on which you stand gives a commanding view

from the top of the rock spire on which it stands.

~
to the reviewer: i left the rdescs up here pretty much untouched since

i'm not quite sure what can be seen from here...

~
335020032 1 6 0
D0
~
~
0 -1 27556 10 10 5
D3
~
~
0 -1 27560 10 10 5
D5
~
~
0 -1 27549 10 10 5
1016 9 1509949540 3 0
-1
S

#27556
Rooftop~
The wind whips across this exposed rooftop, which only has a waist high

wall running around the perimeter for cover.  Blowing off the snow topped

mountains, it is bitterly cold up here.  Peering over the edge of the

tower, you can see the balcony below on the east side.  Below that, a

cliff face drops another two hundred feet or so before finding the tree

line.  The plain grey stoned rooftop is devoid of anything else

interesting.  

~
possibly rappell to balcony below? :)

after mountain climbing is a skill ;)

~
335020032 1 6 0
D2
~
~
0 -1 27555 10 10 5
D3
~
~
0 -1 27557 10 10 5
1016 9 1509949540 3 0
-1
S

#27557
Rooftop~
Looking north, even though you are quite high here, you still cannot see

as far as the northern sea.  Unfortunately, the way is blocked by yet

another range of snow capped mountains.  All around, these mountains

rise majestically over this spire of rock and the tower which stands

on it.  The snowy mountains put a chill in the air which whips across

this exposed place, making it bitterly cold.  The rooftop itself is of

plain grey stone and a low wall protects you from the edge.  

~
[Lansharra] isn't snowcapped one word?

~
335020032 1 6 0
D1
~
~
0 -1 27556 10 10 5
D2
~
~
0 -1 27560 10 10 5
D3
~
~
0 -1 27558 10 10 5
-1
S

#27558
Rooftop~
Looking north and west from here, you can peer over the edge at the track

that climbs out of the forest below and to the base of the tower.  Away

to the west is a forested river valley that flows between two mountain

ranges.  Mount Khedrick looms over the area to the south, and further to

the north, you can see another range of mountains.  

~
~
335020032 1 6 0
D1
~
~
0 -1 27557 10 10 5
D2
~
~
0 -1 27559 10 10 5
1016 9 1509949540 3 0
-1
S

#27559
Rooftop~
From this western edge of the tower, you can peer over the edge at the

track, which leads up to the base of the tower from the forest below. 

Further to the west, you can see a forested valley following a wide flat

mountain river as it flows westward.  Protecting you from falling over

the edge is a low wall which runs all around the perimeter of the tower. 

The rooftop is flat, of plain grey stone and otherwise very dull in

comparison with the magnificent view up here.  

~
~
335020032 1 6 0
D0
~
~
0 -1 27558 10 10 5
D1
~
~
0 -1 27560 10 10 5
1016 9 1509949540 3 0
-1
S

#27560
Rooftop~
From this southern side of the rooftop you can see the Cairn Mountains

and its taller mate Mount Khedrick to the west of it.  Nestling between

the two is Dwarf Pass.  The wind whips off the snow-covered slopes and is

bitterly cold as it reaches this exposed tower on its spire of rock.  The

rooftop itself is flat and you are protected by a low wall which runs

around the perimeter of the tower.

~
~
335020032 1 6 0
D0
~
~
0 -1 27557 10 10 5
D1
~
~
0 -1 27555 10 10 5
D3
~
~
0 -1 27559 10 10 5
-1
S

#27561
Somewhere On The Great Abyss~
You stand on a infinitely large and flat black plain.  No matter how far

you travel in any direction, you will *always* be here, since even half

of infinity is still only a small step from zero.  

~
~
335020036 0 6 0
D0
~
~
0 -1 27561 10 10 5
D1
~
~
0 -1 27561 10 10 5
D2
~
~
0 -1 27561 10 10 5
D3
~
~
0 -1 27561 10 10 5
A
~
~
if( !mob_in_room( 3500, room ) ) {

  act_room( #all, ch );

  wait( 2 );

  mload( 3500 );

  }

~
E
all~
A Vrock comes climbing over the rocky terrain.  Upon seeing you, it

skreeches and rushes toward you.

~
!
2 20 0
A
~
~
if( !mob_in_room( 3501, room ) ) {

  act_room( #all, ch );

  wait( 1 );

  act_room( #all2, ch );

  wait( 1 );

  act_room( #all3, ch );

  wait( 2 );

  mload( 3501 );

  }

~
E
all3~
The figure croaks and comes toward you at a quick pace!

~
E
all2~
After a minute, it stops, raises it's head and seems to sniff the air.

~
E
all~
A dark figure, hunched over and moving in a strange hopping-gait can be

seen moving across the dark terrain.  

~
!
2 15 0
A
~
~
if( !mob_in_room( 14, room ) ) {

  act_room( #all, ch );

  wait( 3 );

  mload( 14 );

  }

~
E
all~
A huge figure comes stalking across the dark terrain, right toward you.

Prepare, for a Nafleshnee comes...

~
!
2 10 0
A
~
~
act_room( #all, ch );

wait( 1 );

act_room( #all2, ch );

wait( 2 );

act_room( #all3, ch );

wait( 4 );

act_room( #all5, ch );

wait( 2 );

act_room( #leave, ch );

transfer_all( room, find_room( 140 ) );

~
E
leave~
You enter the stone.

~
E
all5~
You follow the mighty Paladin as she leads you across the barren plains. 

You see demons in the distance, but they avoid you, and give no trouble. 


After a timeless trek, you come to a great jagged stone, a rugged dark

finger pointed toward the featureless sky.  She instructs you to enter,

and wishes you the god's grace.  


You thank her with all your might, and she just smiles and steps back.

~
E
all3~
The figure, resplendent in shining silver armor, wearing a mighty shield

bearing the mark of the Silver Dragon, and wielding a glittering bastard

sword, reveals herself to be the most powerful looking woman you have

ever seen.  


She seems surprised to see you, and introduces herself as Sherindryl of

Solentact.  You explain how you got to this abyss, and she offers to help

you out.  

~
E
all2~
The figure coalesces into the shape of a man, armored in bright silver

armor.  He is making his way toward you.

~
E
all~
A bright speck moves on the horizon.

~
!
2 20 0
-1
S

#27562
One Room Cottage~
There is only one room to the cottage and it is a complete mess, there

are herbs, pots, brooms, teapots, rugs, and all sorts of other junk that

piles up on chairs and tables.  The room is very cluttered and you have

problems finding somewhere to stand.  But its owner seems to know where

everything is (eventually) as she moves around the room.  

~
Attention Immortal - Please leave this room as a sanctuary.  The witch is

a trainer, and also a large mob placed in the middle of nowhere which

should not be an xp target.

Kiian.

SANC

~
335020047 0 5 0
D0
~
~
0 -1 33016 10 10 5
A
~
~
if( cflag( 26, ch ) ) {

  send_to_char( #nope, ch );

  end;

  }

mob = mob_in_room( 252, room );

if( cflag( 8, ch ) ) {

  if( cflag( 9, ch ) ) {

    if( cflag( 10, ch ) ) {

      tell( mob, ch, #all );

      act_tochar( #ch, ch );

      obj_to_char( oload( 525 ), ch );

      set_cflag( 26, ch );

      }

    else

      tell( mob, ch, #toe );

    }

  else

    tell( mob, ch, #rat );

  }

else

  tell( mob, ch, #ear );

~
E
nope~
The witch refuses to return your offer, having given you the ring already.

~
E
ear~
You still must bring me the ear of a rabbit.

~
E
rat~
You still must bring me the intestines of a giant sewer rat.

~
E
toe~
You still must bring me the toe of a deer.

~
E
ch~
The witch gives you a red glass ring.

~
E
all~
Bah!  I never figured you'd care enough to go through all this trouble. 

I suppose you can have the damn ring then.

~
!
0 0 0
A
1 order 1 kill 1 attack 1 bash 1 kick 1 punch 1 cast~
~
act_tochar( #no, ch );

~
E
no~
You find yourself strangely unable to perform that action in the presence

of the wrinkled old witch.

~
!
0 0 0
252 9 1509949540 3 0
1017 17 1509949470 -1 0
280 17 1509949540 -1 0
284 17 1509949530 -1 0
253 9 1509949540 3 0
37 17 1509949490 -1 0
-1
S

#27563
Path around Tower Base~
A narrow path has been carved out of the hillside to provide a path in

which to lead horses safely around the base of the tower, so that they

are not spooked by the two hundred foot drop to the forest below.  The

path snakes around the northern side of the tower.

~
~
335020032 5 6 0
D2
large door~
'large door'~
391 -1 27515 10 10 5
D3
~
~
0 -1 27564 10 10 5
343 137 1509949540 3 0
-1
S

#27564
Path around Tower Base~
A narrow path runs along the base of the hillside.  To the east is a

large door that leads into the tower, or you can travel west along this

narrow path.  Directly to the north is a steep drop down into the forest.

~
~
335020032 5 9 0
D1
~
~
0 -1 27563 10 10 5
D3
~
~
0 -1 27565 10 10 5
-1
S

#27565
Path around Tower Base~
A very, very narrow path clings tightly to the stone of the tower.  You

can either follow it east along the tower, or try to climb the mound of

rock to the west.  To the north is nothing but air: the ground below must

be at least two hundred feet beneath your feet.  The sturdy bulk of the

tower presses against your back.

~
~
335020032 5 9 0
D1
~
~
0 -1 27564 10 10 5
D4
~
~
0 -1 27566 10 10 5
A
~
~
send_to_char( #up, ch );

continue;

~
E
up~
You scramble up the rocky slope.

~
!
3 0 16
-1
S

#27566
Path around Tower Base~
To your south stands the bulk of a large stone tower.  Directly north is

nothing but air: hundreds of feet below you are the treetops of the

forest.  To the east is also nothing, but you can see a possible route

down to a low path that runs east along the tower.  West is the only

direction in which you can easily travel, and that appears to take you

into a light forest.

~
~
335020032 5 9 0
D3
~
~
0 -1 27568 10 10 5
D5
~
~
0 -1 27565 10 10 5
A
~
~
send_to_char( #down, ch );

continue;

~
E
down~
You scramble down the rocks to a narrow path.

~
!
3 0 32
-1
S

#27567
Outside Tower~
A narrow path through the forest leads south towards the door of the

tower, or north leading to what appears to be absolutely nothing.  To the

east all you can see is the hard, cold stone of the tower itself.  To the

west, the ground drops off sharply, and you can see the valley far below. 

There appears to be no safe route in that direction.

~
~
335020040 1 9 0
D0
~
~
0 -1 27568 10 10 5
D2
~
~
0 -1 27500 10 10 5
-1
S

#27568
Outside Tower~
Under your feet is a very narrow, rocky path which seems almost to cling

to the side of the massive tower.  To the north is a narrow trail around

the side of a cliff, but you cannot go west without falling off the cliff

and to your death.  The narrow band of ground leads east and south,

hugging the base of the tower.

~
[Terek] Make that about 5-6 rooms north, north-east, than up about 5-6

rooms 

[Terek] Since its frozen up there it has to be up ontop

~
335020040 1 9 0
D0
~
~
0 -1 66079 10 10 5
D1
~
~
0 -1 27566 10 10 5
D2
~
~
0 -1 27567 10 10 5
-1
S

#0