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
Bugbear lair~
Rodric Kiian Florian~
bugbear~

20 0
0
#ROOMS

#27750
Damp Tunnel~
Two tunnels branch off from this cavern.  Light streams in from the

tunnel to the west while the cavernous passage to the north has a gentle

upward gradient.  Dug into the eastern wall is a crude, roughly circular

hole about five feet in diameter.  Beads of moisture gather on the

limestone walls and collect in running rivulets.

~
*CF

~
301465604 0 5 0
D0
~
~
0 -1 27763 10 10 5
D3
~
~
0 -1 27751 10 10 5
E
hole 1 eastern crude circular wall~
A hole has been dug in the eastern wall of the chamber.  Roughly circular

in shape, the hole is about five feet wide and is very uneven along its

edges.  It looks as though the hole were burrowed out by the claws of

multiple creatures.

~
E
limestone walls rivulets beads moisture~
The air within this chamber is charged with moisture, causing your skin

to feel clammy.  Some of the moisture has begun to collect on the

limestone walls and trickles down them ever so slowly to create tiny

streams of water along the base of the walls.  The streams of water 

pool together in shallow depressions or puddles.

~
E
depressions puddle~
Several small puddles of water have been formed from conjoining rivulets

of water that trickle down from moisture upon the walls.  Only one of the

puddles looks clean enough to drink from.

~
A
climb enter~
hole 1 east~
send_to_char( #message, ch );

act_notchar( #message2, ch );

i = 2d4;

dam_message( ch, i, "One of the jagged edges of the hole" );

inflict( ch, mob, i, "a jagged rock edge" );

transfer( ch, find_room( 26507 ) );

act_notchar( #message3, ch );

loop( followers ) {

  dam_message( rch, i, "One of the jagged edges of the hole" );

  inflict( rch, mob, i, "a jagged rock edge" );

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 26507 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n comes through the hole in the western wall.

~
E
f_leave~
$n goes through the hole in the east wall.

~
E
message3~
$n pushes the boulder out of the way and climbs out of the

small hole in the western wall.

~
E
message2~
$n climbs into the small hole.

~
E
message~
You climb into the small hole.

~
!
0 0 0
266 9 1509949540 3 0
819 17 1509949540 -2 0
-1
S

#27751
Rough Passageway~
A passageway, cut through limestone, extends west to east.  The edges of

the passage are coarse and jagged, as if it was dug by some creature

rather than mining tools.  Far from resembling the natural caverns that

lie to the east, this passageway looks to have been shaped with a purpose

other than nature's design.  A fair amount of luminescent algae clings to

the moist walls.

~
*CF

~
301465605 0 6 0
D1
~
~
0 -1 27750 10 10 5
D3
~
~
0 -1 27752 10 10 5
E
luminescent algae~
Several patches of blue-green algae cling to the walls of the chamber. 

The moist limestone appears to be the perfect surface for its growth. 

The algae glows with a soft, serene light, illuminating the room.

~
A
get take~
luminescent algae~
act_tochar( #die, ch );

act_notchar( #rdie, ch );

~
E
die~
As you touch the algae, it shrivels up and dies.

~
E
rdie~
$n tries getting a piece of algae but it shrivels and dies at

$s touch.

~
!
0 0 0
-1
S

#27752
Rough Passageway~
This passageway is little more than a coarse, connecting tunnel.  Its

jagged edges and unsmoothed surfaces give it the look of being dug by the

claws of some creature rather than by either nature or a skillful hand.

Unlit torches set in sconces line either side of the passage, which

extends from the east into a large cavern to the west.

~
||Light torch||

||get torch||

*CF

~
301465604 0 6 0
D1
~
~
0 -1 27751 10 10 5
D3
~
~
0 -1 27753 10 10 5
E
unlit torches sconces~
Simple wooden torches line either side of the passageway.  The torches

have been set in crude, brass sconces that are green with corrosion. 

Judging from the amount of soot that has accumulated upon the sconces,

they have been in use for many years.

~
A
light~
torches sconces~
act_tochar( #too, ch );

act_notchar( #rtoo, ch );

~
E
too~
The torches are much too high to light.

~
E
rtoo~
$n reaches for the torches but they are much too high for $m.

~
!
0 0 0
A
get take~
torches sconces~
act_tochar( #too, ch );

act_notchar( #rtoo, ch );

~
E
too~
The torches are too high to get.

~
E
rtoo~
$n reaches for the torches but they are much too high for $m.

~
!
0 0 0
266 9 1509949540 3 0
865 9 1509949540 3 0
-1
S

#27753
Central Cavern~
Looming all around you and to the west stands an impressive cavern whose

dimensions are overwhelming.  Composed mostly of limestone, the giant

cavern looks to have been cut and altered into the lair of some

creature or a group of creatures.  The floor has been polished and

smoothed and a couple of the stalagmites rising from the ground have been

cross-sectioned into crude seats.  A rough passageway leads off to the

east, its edges sharp and jagged.

~
*CF

~
301465604 0 7 0
D0
~
~
0 -1 27754 10 10 5
D1
~
~
0 -1 27752 10 10 5
D2
~
~
0 -1 27755 10 10 5
D3
~
~
0 -1 27756 10 10 5
265 9 1509949540 3 0
265 9 1509949540 3 0
270 9 1509949540 3 0
265 9 1509949540 3 0
265 9 1509949490 3 0
2969 17 1509949540 -2 0
2969 17 1509949540 -2 0
2969 17 1509949540 -2 0
2969 17 1509949540 -2 0
-1
S

#27754
Central Cavern~
Roughly circular in shape, this large cavern has a domed ceiling that

rises several hundred feet.  While completely natural, the limestone

cavern has been altered slightly to fit the needs of its inhabitants it

appears.  The floor has been ground down to smoothness and several once

large stalagmites have been cross-sectioned, providing flat surfaces that

are being used for tables and benches.  Piles of rubbish lie strewn about

several of these makeshift pieces of furniture.  The cavern continues to

the south and west.

~
*CF

~
301465604 0 7 0
D2
~
~
0 -1 27753 10 10 5
D3
~
~
0 -1 27757 10 10 5
E
tables benches cross-sectioned stalagmites~
Cut horizontally across its middle, a large stalagmite has been fashioned

into a makeshift chair.  The limestone formation is green and grey in

color.  Flecks of dull metal, too small to pry loose or identify, lie

within the limestone, trapped as the dripstone formed around them.  Three

in number, the leveled stalactite surfaces are being used for tables and

chairs.

~
E
limestone floor~
Like the walls and ceiling of this chamber, which looms some distance

above your head, the floor of this chamber is formed from limestone. 

Most of it has been smoothed out by repeated traffic and artificial

polishing.

~
E
domed ceiling~
Above head, a domed ceiling rises and curves gently across the cavernous

gallery.  The dome is smooth and looks completely natural in its origins.

~
E
piles rubbish~
The garbage surrounding the makeshift stalagmite furniture has the look

of carelessly discarded picnic refuse.  Without care for where it might

land, food of all types, though generally of the mostly eaten and rotten

varieties, has been tossed about the cavern, creating piles of rubbish.

~
A
~
piles garbage rubbish~
i = 1d10;

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    act_tochar( #metal, ch );

    act_notchar( #rmetal, ch );

    obj_to_char( oload( 728 ), ch );

    remove_rflag( reset0, room );

    }

  else if( i == 2 ) {

    act_tochar( #metal, ch );

    act_notchar( #rmetal, ch );

    obj_to_char( oload( 661 ), ch );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset0, room );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
metal~
You search the piles of garbage, finding a piece of food.

~
E
rmetal~
$n searches the piles of garbage, finding a piece of food!

~
E
nothing~
After an extensive search, you find nothing in the garbage.

~
E
rnothing~
After an extensive search, $n finds nothing in the garbage.

~
!
9 0 0
265 9 1509949540 3 0
265 9 1509949490 3 0
265 9 1509949490 3 0
2969 17 1509949540 -2 0
2969 17 1509949540 -2 0
2969 17 1509949540 -2 0
-1
S

#27755
Central Cavern~
An immense cavern of limestone stretches before you to the north and west. 

For the most part, the cavern looks completely natural except that the

floor has been smoothed down and leveled.  A few moldy piles of straw and

cracked barrels give this chamber the look of being used as a lair.  Bits

of stone and other detritus have been stacked in the corner of this lair,

in a trash pile.

~
*CF

~
301465604 0 7 0
D0
~
~
0 -1 27753 10 10 5
D3
~
~
0 -1 27758 10 10 5
E
moldy straw piles~
A few piles of old straw have been stashed towards the back of the cavern. 

The straw looks fairly old and damp.  Much of it has begun to mold.

~
E
floor~
The floor of the cavern, while made of limestone, is quite smooth.  In

fact, it almost gleams from having been polished so well.  Someone has

taken much effort in grinding down the floor.

~
E
stone stones detritus rocks trash~
Stacked off to the side of the cavern, towards the back, is a pile of

stony debris.  Most of the trash pile looks to consist of limestone and

other rock fragments.  This looks to be where someone has placed all the

limestone scrappings from digging new passageways.

~
E
stack old barrels cracked~
Towards the back of the chamber several barrels have been stacked.  The

stout, wooden barrels are banded with iron rings but look very old. 

Rusting and pitted, the iron bands holding the barrels together look

ready to split apart.  The wooden barrels are battered and bruised and a

few of them are empty and cracked.

~
A
~
stony stones detritus rocks piles trash~
i = 1d10;

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 141 ), ch );

    remove_rflag( reset0, room );

    }

  else if( i == 2 ) {

    act_tochar( #dark2, ch );

    act_notchar( #rdark2, ch );

    mload( 1, room );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset0, room );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
dark~
You find a large rock in the pile of detritus.

~
E
rdark~
$n finds a large rock in the pile of detritus.

~
E
dark2~
@RWhile searching through the detritus, you find a resting snake.  It

does not look at all pleased with being disturbed!@n 

~
E
rdark2~
@RWhile searching through the detritus, $n finds a resting snake.  It

does not look at all pleased with being disturbed!@n 

~
E
nothing~
Your search through the stony detritus turns up nothing.

~
E
rnothing~
$n searches through the stony detritus, turning up nothing.

~
!
9 0 0
A
~
moldy stacks straw~
i = 1d33;

if( rflag( reset1, room ) ) {

  if( i == 1 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 1600 ), ch );

    remove_rflag( reset1, room );

    }

  else if( i == 2 ) {

    act_tochar( #dark2, ch );

    act_notchar( #rdark2, ch );

    mload( 1056, room );

    remove_rflag( reset1, room );

    }

  if( i == 3 ) {

    act_tochar( #dark3, ch );

    act_notchar( #rdark3, ch );

    obj_to_char( oload( 2982 ), ch );

    remove_rflag( reset1, room );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset1, room );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
dark~
Searching through the straw, you find nothing.  However, a piece of straw

clings to your hand as you finish searching.

~
E
rdark~
$n pulls something out of the straw.

~
E
dark3~
Searching through the straw, you find a needle made of iron!

~
E
rdark3~
$n pulls something sharp from the straw. It gleams like metal.

~
E
dark2~
@RA giant spider jump out of the straw as you look through it!@n

~
E
rdark2~
@RA giant spider jump out of the straw as $n looks through it!@n

~
E
nothing~
You find nothing of interest in the straw.

~
E
rnothing~
$n searches through the straw, but looks disappointed.

~
!
9 0 0
265 9 1509949540 3 0
78 17 1509949465 -2 0
2984 17 1509949450 -2 0
2984 16 1509949450 -2 1
2984 16 1509949450 -2 2
2984 16 1509949450 -2 11
2984 16 1509949450 -2 25
2984 16 1509949450 -2 9
2984 16 1509949450 -2 0
2984 16 1509949450 -2 13
2984 16 1509949450 -2 19
2984 16 1509949450 -2 31
-1
S

#27756
Central Cavern~
A very large, very tall cavern spreads before you in all directions.  The

limestone ceiling above is domed and rises some two-hundred feet above

the ground.  Several large rocks have been laid out in various spots and

look to be used as crude pieces of furniture.  Behind a couple of the

rocks, piles of garbage and rotten food scrapings have been stashed and

hidden.  To the west, the ceiling drops in height.

~
*CF

~
301465604 0 7 0
D0
~
~
0 -1 27757 10 10 5
D1
~
~
0 -1 27753 10 10 5
D2
~
~
0 -1 27758 10 10 5
D3
~
~
0 -1 27777 10 10 5
E
crude rocks pieces furniture~
Heavy granite boulders have been cut and scraped into the shape of

crude tables.  The tables vary in shape and size, but uniformly, they are

covered in grime and ichor.  Stashed to one side of a couple of the

makeshift tables lie piles of garbage.

~
E
piles garbage~
Behind a couple of the larger rocks lie piles of garbage.  The rubbish

looks mostly organic in nature.  Out of the corner of your eye, you catch

a glimpse of one of the piles.  You think it just moved.

~
A
~
piles garbage rotten food~
i = 1d10;

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 702 ), ch );

    remove_rflag( reset0, room );

    }

  else if( i == 2 ) {

    act_tochar( #dark2, ch );

    act_notchar( #rdark2, ch );

    mload( 6, room );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset0, room );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
dark~
You find a rotten apple at the bottom of one of the garbage piles.

~
E
rdark~
$n finds something while digging through the garbage.

~
E
dark2~
@RSearching through the garbage pile, you disturb something that was

feeding on it!@n 

~
E
rdark2~
@R$n disturbs something in the garbage!@n

~
E
rnothing~
$n searches through the garbage piles but finds nothing.

~
E
nothing~
You search through the piles of garbage but find nothing.

~
!
9 0 0
265 9 1509949540 3 0
265 9 1509949540 3 0
265 9 1509949490 3 0
865 9 1509949540 3 0
938 17 1509949450 -1 0
-1
S

#27757
Central Cavern~
Fed by scraps of wood, broken tree limbs, and chips of dung, a large

campfire blazes at the back of this large cavern.  Two poles stand to

either side of the fire, supporting a roasting spit in-between.  Old

bones, shredded bits of hide and strips of rotten flesh lie scattered on

the floor, in no particular pattern.  Crude shelves have been carved into

the northern wall of the cavern and are being used for storage.

~
||Search shelves||

~
301465605 0 6 0
D1
~
~
0 -1 27754 10 10 5
D2
~
~
0 -1 27756 10 10 5
E
small campire~
A small campfire, little more than a cooking area, has been built into

the floor of this cavern.  Tendrils of smoke arise from the small fire,

and judging by its aroma, it is being fueled by wood and dung.  Suspended

over the fire is a roasting spit.

~
E
roasting spit poles~
A pole sticks up from either side of the small campfire in this chamber

and across it a roasting spit has been laid.  While there is nothing

cooking over the fire at present, bits of charred flesh still clinging to

the spit provide testimony as to its recent use.

~
E
old bones~
To either side of the campfire are several old, broken bones.  For the

most part, the bones appear to be those of deer and rabbits.

~
E
1 northern wall crude shelves~
The cavern wall to the north has had shelves carved into its coarse, grey

face.  The crude shelving appears to be used for the storage of food,

though you can see little that is edible upon them.  A puddle of green

goo drips from one of the shelves onto the floor.

~
E
puddle green goo~
Upon the floor is a small puddle of goo.  The greenish ooze bubbles

slightly.

~
E
shredded bits hide strips rotten flesh~
The discards from a previous feast lie scattered about the floor.  The

strips of rotting flesh and swathes of molding hide appear to have been

decaying around the campfire for quite a while.

~
A
~
crude shelves 1 northern wall~
i = 1d10;

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 36 ), ch );

    remove_rflag( reset0, room );

    }

  else if( i == 2 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 54 ), ch );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset0, room );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
dark~
On one of the crude shelves, you find something edible.

~
E
rdark~
$n pulls something edible off one of the crude shelves.

~
E
nothing~
You find nothing edible on the crude shelves.

~
E
rnothing~
$n searches through the crude shelves but finds nothing.

~
!
9 0 0
A
~
floor scraps bits hide strips flesh~
act_tochar( #search, ch );

act_notchar( #rsearch, ch );

~
E
search~
You search the floor but find nothing.

~
E
rsearch~
$n searches the floor but finds nothing.

~
!
9 0 0
265 9 1509949540 3 0
270 9 1509949490 3 0
265 9 1509949490 3 0
269 9 1509949540 3 0
6 49 1509949540 -1 0
35 81 1509949460 -1 0
36 81 1509949460 -1 0
823 81 1509949490 -1 0
2689 17 1509949540 -2 0
-1
S

#27758
Central Cavern~
This looks to be the southern portion of a very large cavern.  Both

its vertical and horizontal dimensions are mind-numbing.  Pillars of

dripstone rise from the ground like giant teeth while a single spiraling

stalactite hangs from the ceiling.  A few dusty mats lie up against the

dripstone formations, using them as support.  It appears that a sizeable

number of creatures has been using this cavern for their sleeping

quarters.

~
*CF

~
301465604 0 7 0
D0
~
~
0 -1 27756 10 10 5
D1
~
~
0 -1 27755 10 10 5
D3
~
~
0 -1 27778 10 10 5
E
single spiraling stalactite~
Descending from the ceiling is a single column of ecru-colored limestone. 

As it gets closer to the cavern's floor, the stalactite twists gradually,

until it spirals around like an alicorn's horn.

~
E
pillars dripstone stalagmites~
Rising from the floor of the cavern are a series of ecru-colored

stalagmites.  Differing in size and shape, the fragile dripstone

formations, lined in rows as they are, resemble the lower teeth of some

great beast.  At the base of a couple of the stalagmites are woven mats

covered with grime and dust.

~
E
dusty mats woven~
Lying on the floor of the cavern, near the base of a few of the

stalagmites, are several woven grass mats.  The mats look to have been used

for sleeping pallets.  Judging from the amount of grime and dust, they

haven't been used for some time.

~
A
~
woven grass dusty mats~
i = 1d10;

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 1293 ), ch );

    remove_rflag( reset0, room );

    }

  else if( i == 2 ) {

    act_tochar( #dark2, ch );

    act_notchar( #rdark2, ch );

    mload( 788, room );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset0, room );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
dark~
Underneath one of the woven mats, you find a cobalt blue gem!

~
E
rdark~
$n finds a blue gem somewhere near a stalagmite.

~
E
dark2~
@RSearching through the woven mats, you disturb a blood-red bug!@n

~
E
rdark2~
@R$n moves one of the woven mats around, shaking loose a blood-red bug!@n

~
E
nothing~
You find nothing in the dusty, woven mats.

~
E
rnothing~
$n searches through the woven mats but appears to find nothing.

~
!
9 0 0
270 9 1509949540 3 0
265 9 1509949540 3 0
270 9 1509949490 3 0
270 9 1509949465 3 0
265 9 1509949490 3 0
-1
S

#27759
Hallway~
The limestone walls of this hallway have been carefully smoothed, giving

the impression of a civilized abode.  Though not very tall, the hallway

extends in a level path from a cavern to the east into a chamber to the

west.  Within the western chamber, you can see a large throne.  The floor

of the hallway, though level, is still nothing but crude and unpolished

limestone.

~
*CF

~
301465604 0 6 0
D1
~
~
0 -1 27777 10 10 5
D3
~
~
0 -1 27760 10 10 5
E
1 western large throne~
Just to the west, you can see a large throne.  However, while its size is

quite impressive, the throne is extremely crude and does not look too

comfortable.  Its bulky, uneven wooden form looks very unforgiving.

~
E
crude unpolished floor limestone~
The floor of this cavern, like the walls around it, is made of limestone. 

The rough grey limestone has tiny impressions in it that look like the

skeletons of tiny creatures no bigger than the size of your thumb.  Scuff

marks score the floor as evidence of frequent travel.

~
E
tiny little creatures skeletons~
The tiny little skeletons in the limestone floor look to be of various

types of creatures, including smaill snails, mollusks, and crabs.

~
-1
S

#27760
Large Cavern~
This cavern is very spacious.  Great effort has been taken to make the

chamber resemble a throne room.  However, the effort, as it pertains to

the rotten rug, uneven, wooden throne, and the cracked, broken table at

the left hand of the throne, has been wasted.  A short but smooth hallway

leads out of the throne room to the east while to the west there is small

sleeping chamber.  A worn brass door that has seen much use has been set

into the south wall of the chamber.  Branching to the north, you see a

rough but even passageway.

~
||Move throne||

rug installed

*CF

~
301465604 0 6 0
D0
~
~
0 -1 27775 10 10 5
D1
~
~
0 -1 27759 10 10 5
D2
worn brass door~
worn brass door~
391 988 27762 10 10 5
D3
~
~
0 -1 27779 10 10 5
D5
wooden trapdoor~
wooden trapdoor~
235 -1 27783 10 10 5
E
rotten rug~
Woven from cotton, a plush carpet leads from the foot of the throne to

the entrance of the chamber to the east.  Dyed a shade of burgundy with

fringes of blue, the rug has definitely seen better days.  There are

several tears and rips in its fabric and most of it has begun to rot.

~
E
cracked broken table~
Carved from bone, a small white table stands at the left arm of the

throne.  Etched into the surface of the table are tiny pictures.  The

pictures depict large bugbears standing beside one another.  A sceptre is

being passed from the hands of one to the eager hands of the other.  A

large crack runs through the center of the table.

~
E
uneven wooden throne~
Situated in the middle of the chamber is a makeshift throne.  Its legs

are of varying lengths, making it uneven.  In fact, it looks like one of

its legs is standing partly in a hole.  No pillow cushions its hard seat

nor does it look like any great effort has been made to smooth out any of

the splinters which stick up out of the seat of the throne.

~
E
worn brass door 1 south~
Set into the south wall of the chamber is a large door.  It does not look

like it fits well in the opening, though.  Its brass surface is worn and

the heavy lock set upon it has thick green corrosion caking it.

~
A
move push shoulder pull~
uneven wooden throne~
if( !mob_in_room( 267, room ) ) {

  if( !mob_in_room( 266, room ) ) {

    if( !is_open( room, down ) ) {

      act_tochar( #open, ch );

      act_notchar( #ropen, ch );

      open( room, down );

      }

    else {

      act_tochar( #close, ch );

      act_notchar( #rclose, ch );

      close( room, down );

      }

    }

  else act_tochar( #guard, ch );

    }

else

  act_tochar( #king, ch );

~
E
open~
You manage to shoulder the uneven, wooden throne aside, revealing a hole

in the floor.

~
E
ropen~
$n manages to shoulder the uneven, wooden throne aside, revealing a hole

in the floor.

~
E
close~
You move the throne directly over the hole in the floor.

~
E
rclose~
$n moves the throne directly over the hole in the floor.

~
E
king~
The chieftain might object to that. Call it a hunch.

~
E
guard~
You cannot move the throne just now. A bugbear guard is in the way.

~
!
0 0 0
A
~
rotten rug carpet~
if( random( 1, 10 ) != 1 ) {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  }

else if( rflag( reset2, room ) ) {

  act_tochar( #find, ch );

  act_notchar( #rfind, ch );

  obj_to_char( oload( 2952 ), ch );

  remove_rflag( reset2, room );

  }

else {

  act_tochar( #search, ch );

  act_notchar( #rsearch, ch );

  }

~
E
search~
You search through the rotten rug, but find nothing.

~
E
rsearch~
$n searches through the rotten rub but finds nothing.

~
E
find~
You find a scrap of paper tucked under the carpet!

~
E
rfind~
$n finds a scrap of paper beneath the rug.

~
!
9 0 0
267 9 1509949540 3 0
266 9 1509949540 3 0
266 9 1509949515 3 0
865 9 1509949490 3 0
2971 49 1509949540 -2 0
3 65 1509949445 -2 0
-1
S

#27761
The Shaman's Lair~
Medium-sized, this cavern has craggy walls and deep, shadowy crevices

which are scored with enumerable small glyphs and symbols.  Perched

within some of the crevices are strange shrines and blackened altars

dedicated to unknown deities.  A large cauldron, made of iron, rests in

the center of the cavern.  Hundreds of odd bones, feathers, pieces of

leather, chips of wood and metal fragments lie scattered about the

chamber, half-hazard.  Many of the fragments look to be what must remain

from past rituals conducted by the resident of the chamber.

~
||Search fragments||search feathers||

||toss fang||toss tongue||pray cauldron||stir cauldron||

*cf

~
301465605 0 6 0
D1
~
~
0 -1 27776 10 10 5
E
odd bones~
A variety of bones, too numerous to count, lie scattered about the floor. 

For the most part, the bones are quite small and probably belong to

nothing more than a rabbit, deer, or some small avian.  A few of the

bones, though, look distinctly humanoid.

~
E
feathers~
Along the floor, you can see the remains of hundreds of little feathers. 

Most of them are white in color and probably once belonged to a couple of

unlucky chicken.  Among the white feathers, you can see a couple of

darker feathers scattered in them.

~
E
pieces leather~
Strewn about the floor, among the feathers, bones, fragments of metal and

wood are several pieces of cowhide.  Unfortunately, all the pieces appear

to be rotten, for none of them have been cured properly.  A pungent from

the leather.

~
E
chips wood~
Chips of wood, mere fragments of some larger piece of oak or pine, lie

around near the back of the chamber.  The chips are arranged in neat

little piles, as though they are the remains of someone's wood carving.

~
E
metal fragments~
Winking here and there about the chamber, you can see bright pieces of

metal.  At best, the metallic fragments are the size and length of your

finger and do not look particularly valuable.

~
E
large iron cauldron empty~
A very large, very heavy old iron cauldron covered with soot and grime sits in the middle of the cavern chamber. 

It is covered with matter of every imaginable sort, and you think you

spot a decayed eyeball or three smeared across its charred surface. 

Beneath the cauldron, a blazing fire keeps its contents warm.

~
E
shadowy crevices~
Shadows creep along the edges of the cavern like living things conjured

by some dark spell gone awry.  Created by the natural folds of the

cavern, the crevices come in many shapes and sizes.  A couple form

makeshift places where tiny altars now stand.  Glyphs and runes have been

carved around many of these crevices and stained with blood.

~
E
strange altars blackened shrines tiny~
Perched within the dark crevices of the cavern are several altars.  Small

in size, the altars have been carved from wood and metal and look to be

dedicated to different dark powers.  Upon one altar sits a deformed

bugbear with three eyes.  He stands before a miniature cauldron, stirring

its contents.

~
A
stir~
cauldron iron large pot~
if( obj_in_room( 987, room ) ) {

if( !has_obj( 2027, ch ) ) {

  if( !mob_in_room( 268, room ) ) {

    if( rflag( reset0, room ) ) {

      if( !mob_in_room( 545, room ) ) {

        act_tochar( #stir, ch );

        act_notchar( #rstir, ch );

        remove_rflag( reset0, room );

        wait( 1 );

        act_room( #slime, ch );

mload( 545, room );

        }

      else

        act_tochar( #cantslime, ch );

      }

    else {

      act_tochar( #empty, ch );

      act_notchar( #rempty, ch );

      }

    }

  else

    act_tochar( #cantsham, ch );

  }

else

  acode( room, 2 );

}

else

act_tochar( #none, ch );

~
E
stir~
You stir the cauldron and it begins to bubble violently.

~
E
rstir~
@G$n stirs the cauldron and it begins to bubble violently!@n

~
E
slime~
@MA mass of ooze erupts from the cauldron and takes shape before you!@n

~
E
cantslime~
A slime stands between you and the cauldron. You can't stir it now.

~
E
empty~
You stir the cauldron with your hand, almost burning your hand.

~
E
rempty~
$n stirs the cauldron with $s hand, almost burning $s hand.

~
E
cantsham~
The bugbear shaman would probably object to you stirring his cauldron.

~
E
none~
<Type 'help' for help>

~
!
0 0 0
A
~
~
if( !mob_in_room( 268, room ) ) {

if( !rflag( reset1, room ) ) {

  if( !rflag( reset2, room ) ) {

    act_tochar( #stir, ch );

    act_notchar( #rstir, ch );

    remove_rflag( reset2, find_room( 27776 ) );

    wait( 2 );

    act_room( #mixed, ch );

    }

  else {

    act_tochar( #explode, ch );

    act_notchar( #rexplode, ch );

    loop( all_in_room ) {

      i = 2d40;

      dam_message( rch, i, "The exploding cauldron" );

      inflict( rch, mob, i, "a exploding cauldron" );

      }

    obj = obj_in_room( 987, room );

    junk_obj( obj, 1 );

    }

  }

else {

  act_tochar( #explode, ch );

  act_notchar( #rexplode, ch );

  loop( all_in_room ) {

    i = 2d40;

    dam_message( rch, i, "The exploding cauldron" );

    inflict( rch, mob, i, "a exploding cauldron" );

    }

  obj = obj_in_room( 987, room );

  junk_obj( obj, 1 );

  }

}

else

act_tochar( #cant, ch );

~
E
stir~
You stir the cauldron and its contents with the alicorn.

~
E
rstir~
$n stirs the cauldron with a nearly-lifeless alicorn.

~
E
mixed~
A surprisingly pleasant smell rises from the cauldron.

~
E
explode~
@RAs you stir the cauldron, it suddenly explodes!@n

~
E
rexplode~
@RThe cauldron explodes as $n stirs it!@n

~
E
cant~
You cannot stir the cauldron with the bugbear shaman near it!

~
!
0 0 0
A
toss throw put~
bat tongue~
if( obj_in_room( 987, room ) ) {

  if( has_obj( 84, ch ) ) {

    act_tochar( #toss, ch );

    act_notchar( #rtoss, ch );

    remove_rflag( reset1, room );

    obj = has_obj( 84, ch );

    junk_obj( obj, 1 );

    }

  else

    act_tochar( #nohave, ch );

  }

else

  act_tochar( #not, ch );

~
E
toss~
@CYou toss a bat's tongue into the cauldron of ooze.@n

~
E
rtoss~
@C$n tosses a bat's tongue into the cauldron of ooze.@n

~
E
nohave~
You don't have a bat's tongue to throw into the caldron.

~
E
not~
<Type 'help' for help>

~
!
0 0 0
A
toss throw drop~
spider's eye~
if( obj_in_room( 987, room ) ) {

  if( has_obj( 2267, ch ) ) {

    act_tochar( #toss, ch );

    act_notchar( #rtoss, ch );

    remove_rflag( reset2, room );

    obj = has_obj( 2267, ch );

    junk_obj( obj, 1 );

    }

  else

    act_tochar( #nohave, ch );

  }

else

  act_tochar( #not, ch );

~
E
not~
<Type 'help' for help>

~
E
toss~
@YYou carefully place the eye of a spider in the cauldron.

~
E
rtoss~
$n drops a spider's eye into the oozing cauldron.

~
E
nohave~
You don't have any spider eyes for the task.

~
!
0 0 0
A
pray bow~
cauldron large iron~
i = 1d33;

if( obj_in_room( 987, room ) ) {

  if( is_player( ch ) ) {

    if( rflag( reset1, find_room( 27776 ) ) ) {

      if( obj_in_room( 987, room ) ) {

        if( !rflag( reset2, find_room( 27776 ) ) ) {

          if( !rflag( status0, find_room( 27775 ) ) ) {

            if( i == 1 ) {

              remove_rflag( reset1, find_room( 27776 ) );

              act_tochar( #pray, ch );

              act_notchar( #rpray, ch );

              wait( 1 );

              act_tochar( #arises, ch );

              act_notchar( #rarises, ch );

              obj_to_char( oload( 2970 ), ch );

              wait( 1 );

              act_room( #sink, ch );

              junk_obj( obj_in_room( 987, room ) );

              }

            else if( i > 1 ) {

              act_tochar( #pray, ch );

              act_notchar( #rpray, ch );

              wait( 1 );

              act_tochar( #arise2, ch );

              act_notchar( #rarise2, ch );

              obj_to_char( oload( 655 ), ch );

              wait( 1 );

              act_room( #sink, ch );

              junk_obj( obj_in_room( 987, room ) );

              }

            }

          else {

            act_room( #time, ch );

            mload( 545, room );

            i = 2d40;

            loop( all_in_room ) {

              dam_message( rch, i, "The exploding cauldron" );

              inflict( ch, mob, i, "an exploding cauldron" );

              }

            junk_obj( obj_in_room( 987, room ) );

            }

          }

        else {

          act_tochar( #angry, ch );

          act_notchar( #rangry, ch );

          i = 2d40;

          loop( all_in_room ) {

            inflict( rch, mob, i, "an exploding cauldron" );

            inflict( ch, mob, i, "an exploding cauldron" );

            }

          junk_obj( obj_in_room( 987, room ) );

          }

        }

      else

        act_tochar( #cant, ch );

      }

    else

      act_tochar( #none, ch );

    }

  else

    act_tochar( #cant, ch );

  }

else

  act_tochar( #none, ch );

~
E
pray~
You murmur a prayer over the cauldron.

~
E
rpray~
$n murmurs a prayer over the cauldron.

~
E
arises~
@CA silver claw arises from the depths of the cauldron and hands you a

mace with a diamond head.@n 

~
E
rarises~
@CA silver claw arises from the depths of the cauldron and hands $n a

mace with a diamond head.@n 

~
E
sink~
@CThe silvery claw sinks into the cauldron which suddenly vanishes!@n

~
E
arise2~
@CA silver claw arises from the depths of the cauldron and hands you a

cyan potion.

~
E
rarise2~
@CA silver claw arises from the depths of the cauldron and hands $n a

cyan potion.

~
E
angry~
@RAn angry, unearthy rumble echoes though the chamber and the iron

cauldron suddenly explodes as you stir it!@n 

~
E
rangry~
@RAn angry, unearthy rumble echoes though the chamber and the iron

cauldron suddenly explodes as $n stirs it!@n 

~
E
cant~
You cannot bring yourself to come near the cauldron.

~
E
none~
<Type 'help' for help>

~
E
time~
@CA voice booms through the chamber:@n


@R"The time for prayer is not at hand!"@n

~
!
0 0 0
A
~
white chicken feathers dark~
i = 1d10;

if( rflag( reset1, find_room( 27775 ) ) ) {

  if( i == 1 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 1148 ), ch );

    remove_rflag( reset1, find_room( 27775 ) );

    }

  else if( i == 2 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 585 ), ch );

    remove_rflag( reset1, find_room( 27775 ) );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset1, find_room( 27775 ) );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
dark~
@gSearching through the white feathers, you find a darker one!@n

~
E
rdark~
$n finds something amidst the white feathers on the ground.

~
E
nothing~
You find nothing amidst the chicken feathers.

~
E
rnothing~
$n appears to be playing with a lot of white feathers.

~
!
9 0 0
A
search get~
metallic fragments~
i = 1d10;

if( rflag( reset2, find_room( 27775 ) ) ) {

  if( i == 1 ) {

    act_tochar( #metal, ch );

    act_notchar( #rmetal, ch );

    obj_to_char( oload( 2745 ), ch );

    remove_rflag( reset2, find_room( 27775 ) );

    }

  else if( i == 2 ) {

    act_tochar( #metal, ch );

    act_notchar( #rmetal, ch );

    obj_to_char( oload( 425 ), ch );

    remove_rflag( reset2, find_room( 27775 ) );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset2, find_room( 27775 ) );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
metal~
You find an interesting piece of metal among the fragments.

~
E
rmetal~
$n pockets a shiny bit of metal.

~
E
nothing~
You find nothing valuable among the metallic fragments.

~
E
rnothing~
$n finds nothing valuable among the metallic fragments.

~
!
9 0 0
268 9 1509949540 3 0
987 17 1509949540 -2 37
246 17 1509949445 -2 0
-1
S

#27762
Bare Cavern~
The ceiling of this cavern is extremely low.  It rests barely ten feet

from the limestone floor.  A simple chest, made of wood, rests against

the back of the cavern.  Nothing else but dust and pebbles lies within

the chamber.  A crude brass door, set into the mouth of the cavern, to the

north seperates the chamber from the rest of the lair.

~
||Search floor||

*CF

~
301465604 0 6 0
D0
worn brass door~
worn brass door~
391 988 27760 10 10 5
E
large empty chest wooden closed~
Situated towards the back of this small, bare cavern lies a large chest. 

Fashioned from pine, the wooden chest has a faint but pleasing odor about

it.  A sturdy, brass lock has been mounted to its front and its hinges

are such that you cannot pry them apart from the outside.

~
E
limestone floor dust pebbles~
The floor, like the walls of the cavern, is formed from limestone the

color of ash.  Faint ripple patterns sweep across the floor, adding

defintion to this otherwise blase surface.  A host of dust and pebbles

litters the floor.

~
E
crude brass door 1 north~
A door has been set into a large hole in the northern wall.  It doesn't

fit exactly in the hole, but it does serve as an adequate separating

mechanism.  Made from brass, both the door and its lock are green from

corrosion.

~
A
~
floor limestone pebbles dust~
i = 1d10;

if( rflag( reset0, room ) ) {

  if( i == 1 ) {

    act_tochar( #dark, ch );

    act_notchar( #rdark, ch );

    obj_to_char( oload( 78 ), ch );

    remove_rflag( reset0, room );

    }

  else if( i == 2 ) {

    act_tochar( #dark2, ch );

    act_notchar( #rnothing, ch );

    obj_to_char( oload( 2827 ), ch );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #nothing, ch );

    act_notchar( #rnothing, ch );

    remove_rflag( reset0, room );

    }

  }

else {

  act_tochar( #nothing, ch );

  act_notchar( #rnothing, ch );

  }

~
E
dark~
You find a nice-looking pebble amidst the dust of the floor.

~
E
rdark~
$n picks a pebble out of the dust on the floor. It looks nice-looking.

~
E
dark2~
You find an unusual bit of dust on the floor.

~
E
nothing~
You find nothing particularly interesting on the floor.

~
E
rnothing~
$n searches the floor, but justs ends up getting dusty.

~
!
9 0 0
266 9 1509949540 3 0
266 9 1509949540 3 0
167 49 1509949540 -2 0
2 81 1509949515 -2 0
12 81 1509949515 -2 0
14 81 1509949515 -2 0
804 81 1509949465 -2 0
983 81 1509949465 -2 0
12 81 1509949540 -2 0
14 81 1509949540 -2 0
901 81 1509949445 -2 0
875 81 1509949465 -2 0
898 81 1509949460 -2 0
14 81 1509949490 -2 0
2002 81 1509949455 -2 0
2181 81 1509949455 -2 0
3002 81 1509949465 -2 0
910 81 5 -2 0
938 81 5 -2 0
1039 81 50 -2 0
266 9 1509949490 3 0
1155 81 1509949445 -2 0
-1
S

#27763
Damp Tunnel~
The gradient of this passage slopes downward to the south where it

connects to a much larger main cavern.  The sloping floor changes

direction without warning, suddenly slanting down to the north.  A minute

amount of light illuminates the passage to the south while there is

nothing but shadows to the north.  Glistening beads of water roll down

the walls to collect in tiny pools along the base of the limestone walls.

~
*H

~
301465604 0 5 0
D0
~
~
0 -1 27764 10 10 5
D2
~
~
0 -1 27750 10 10 5
E
beads water~
The beads of water clinging to the walls run down in chaotic patterns. 

Like the dendritic patterning of a river, the water branches out as it

cascades into tiny rivulets that trickle down the limestone walls only

to run down the floor to the north.

~
E
pools tiny brackish~
Tiny pools of water collect along the sides of the walls.  Beads of

water, trickling down the walls, join together and drip down into these

tiny puddles.  The water within the puddles does not appear too clear.

~
E
1 south 1 north~
Water runs along the floor, down the tunnel to the north.  To the south,

you can see part of an opening or hole in the east wall.

~
1513 17 1509949540 -2 31
-1
S

#27764
Damp Tunnel~
A tunnel leads from south to north and begins descending into what looks

to be a subterranean lair to the north.  The downward slope to the north

is gradual at first but becomes more distinct.  Every now and again, a

few beads of moisture roll down the limestone walls and pool together,

only to run down the sloped cavern floor.

~
*F

~
301465604 0 5 0
D0
~
~
0 -1 27765 10 10 5
D2
~
~
0 -1 27763 10 10 5
E
beads water~
The beads of water clinging to the walls run down in chaotic patterns. 

Like the dendritic patterning of a river, the water branches out as it

cascades into tiny rivulets that trickles down the limestone walls only

to run down the floor to the north.

~
A
~
~
if( random( 1, 10 ) == 1 )

if( i == 1 )

act_room( #moist, ch );

else

act_room( #breath, ch );

~
E
moist~
A fine breeze of moist vapor brushes past your cheek.

~
E
breath~
As you breathe, the moisture-filled air makes it quite difficult.

~
!
2 2000 0
1388 17 1509949540 -2 31
-1
S

#27765
Damp Tunnel~
This limestone tunnel travels north to south and constricts the further

north it goes.  Beads of water roll down the pale, tan walls and collect

in small pools.  The accumulated pools of water, which are no bigger than

your hand, then trickle down the sloped, cavern tunnel northward.  The

moisture here is much more pronounced than it is to the south.  A large

source of the water, therefore, must lie to the north.

~
*F

~
301465604 0 5 0
D0
~
~
0 -1 27766 10 10 5
D2
~
~
0 -1 27764 10 10 5
E
beads water small pools walls~
A heavy moisture hangs in the air and collects on the walls.  As the

moisture beads together, it runs down the walls in small rivulets and

gathers together in tiny pools of water.  A couple of the tiny pools are

large enough to drink from.

~
59 9 1509949540 3 0
1388 17 1509949540 -2 0
-1
S

#27766
Dead End~
The small, cavernous tunnel dead ends abruptly.  At the northern end of

the cavern, flush against the wall, you can see a large hole in the floor. 

Down below the hole, you can see the faint shadow of a rushing river. 

Above the hole, etched into the wall with something blunt, a message has

been scratched.

~
*F

||haven't done down yet||

[Bandolin] is the hole in the north wall (as per the k/w rushing)

[Bandolin] or is it in the floor as indicated in the room descrip?

~
301465612 0 5 0
D2
~
~
0 -1 27765 10 10 5
E
message wall~
In an unsteady hand, the message reads, 


beware...schools of fish they...swarm ...beware 


...dont go...alone...

~
E
rushing river shadow~
Down below, beyond the hole, you can see the dark waters of a flowing

river.  Shrouded by shadow as it is, it is very difficult to discern much

about the river.  You can see several dark splashes rippling the surfaces

of the water.

~
E
hole~
The hole cut into the wall of the cavern looks to have been dug by very

large digging instruments or claws.  The edges of it are very rough and

uneven.

~
A
enter jump climb~
hole 1 down~
if( !is_player( ch ) ) { 

  if( !can_fly( ch ) )

    end;

  else

    continue;

  }

send_to_char( #youjump, ch );

act_notchar( #theyjump, ch );

transfer( ch, find_room( 27767 ) );

act_notchar( #splash, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 27767 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n leaps down from above.

~
E
f_leave~
$n follows into the hole.

~
E
splash~
$n comes flying down from above and lands with a SPLASH! in the water.

~
E
theyjump~
$n jumps down the hole into the darkness.

~
E
youjump~
You jump down the hole and land in the river with a huge splash.

~
!
0 0 0
A
~
~
ch = rand_player( room );

act_room( #ch, ch );

~
E
ch~
@B@bYou jump as a large, toothy fish leaps out of the dark waters below,

before returning with a splash to the murky depths.

~
!
2 50 0
59 9 1509949540 3 0
-1
S

#27767
An Underground River~
You are swimming in a river.  The cavern roof is about ten feet above the

water level.  There is a large hole in the roof of the cavern just above

you.  Climbing up the wall and getting to the hole shouldn't be to

difficult a task.  

~
[Irmo] rivr

[Fyli] to should be too

~
301465605 8 6 0
D1
~
~
0 -1 27772 10 10 5
D3
~
~
0 -1 27768 10 10 5
A
climb~
1 up hole~
send_to_char( #message, ch );

act_notchar( #message2, ch );

transfer( ch, find_room( 27766 ) );

act_notchar( #message3, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 27766 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n comes through the hole too.

~
E
f_leave~
$n leaves up the hole too.

~
E
message3~
$n climbs out of the hole.

~
E
message2~
$n climbs up the wall and into the hole.

~
E
message~
You climb up the wall and into the hole.

~
!
0 0 0
785 9 1509949540 3 0
-1
S

#27768
An Underground River~
You are swimming along an underground river.  To the north, there is a

large opening into a large dry cave, but wafting from it is an

overpowering stench of decay and rotting meat.  Intermingling with this

is an overpowering stench of lizard.  The river continues to the east and

west.

~
~
301465604 8 6 0
D0
~
~
0 -1 27769 10 10 5
D1
~
~
0 -1 27767 10 10 5
D3
~
~
0 -1 27770 10 10 5
785 9 1509949465 3 0
-1
S

#27769
An Underground River~
The river widens here, making its way toward the north, where it becomes

more shallow.  The stench here is rancid, and permeates your nostrils;

whatever died is close at hand to the north, and smells like a dead

lizard.  Your surroundings make you feel ill at ease.

~
~
301465604 8 6 0
D0
~
~
0 -1 27780 10 10 5
D2
~
~
0 -1 27768 10 10 5
E
old pile bones~
One pile of bones catches your eye as you notice it could be hiding

something.  

~
A
search dig move~
pile old bones~
if( !rflag( reset0, room ) ) {

  act_tochar( #nothing, ch );

  end;

  }

if( random( 1, 3 ) < 3 ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  obj_to_char( oload( 378 ), ch );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #nothing, ch );

~
E
nothing~
There doesn't seem to be anything in the pile of bones.

~
E
room~
$n digs through the pile of bones and finds a sword hilt.

~
E
char~
Digging through the pile of bones you find the hilt of a sword.

~
!
0 0 0
785 9 1509949540 3 0
785 8 1509949490 3 0
-1
S

#27770
An Underground River~
The current seems to pick up a bit.  To the west you hear the roar of a

waterfall.  You struggle to not be dragged to the west, along with the

current.  

~
~
301465604 8 6 0
D1
~
~
0 -1 27768 10 10 5
D3
~
~
0 -1 27771 10 10 5
785 9 1509949465 3 0
-1
S

#27771
At the Edge of a Waterfall~
You are nearing the edge of a large waterfall.  Luckily here is a large

rock outcropping here that you are able to grab hold of, and stop

yourself from going over the waterfall.  The only safe exit seems to be

to the east.

~
~
301465604 8 6 0
D1
~
~
0 -1 27770 10 10 5
785 9 1509949540 3 0
-1
S

#27772
An Underground River~
There is no exit to the river in sight.  It looks as if it just leads

east and west.  The current is going west, but it's not strong enough to

cause you problems with your swimming.

~
~
301465604 8 6 0
D1
~
~
0 -1 27773 10 10 5
D3
~
~
0 -1 27767 10 10 5
785 9 1509949490 3 0
-1
S

#27773
An Underground River~
You are swimming along a small underground river.  The river flows west

from here.  A light mist is comming from the east.  

~
[Fyli] comming should be coming.

~
301465604 8 6 0
D1
~
~
0 -1 27774 10 10 5
D3
~
~
0 -1 27772 10 10 5
-1
S

#27774
An Underground River~
You are standing before a large waterfall.  The water is coming down the

eastern wall, emptying out into the underground river that you are

swimming in.  There is no way you could climb up the waterfall, so it

would seem as if your only exit is to the west, back down the river.  

~
~
301465604 8 6 0
D3
~
~
0 -1 27773 10 10 5
785 9 1509949540 3 0
785 9 1509949465 3 0
-1
S

#27775
Rocky Corridor~
A rough, rocky corridor extends from south to north.  Several large,

granite boulders have been stacked up against the western wall as though

to conceal something.  The floor of the cavern is uneven but dry and

covered in dust.  Scores of tracks, both large and small, trail through

the dust.

~
||West is a connection for something in the future||

||move boulders||

||reset1 -&- reset2 borrowed for shaman||

*CF

~
301465604 0 9 0
D0
~
~
0 -1 27776 10 10 5
D2
~
~
0 -1 27760 10 10 5
E
1 western wall granite boulders large~
Several boulders made of granite have been purposefully piled up against

the western side of the cavern.  At one time, there might have been a

mining tunnel or shaft to the west but the mammoth boulders have neatly

sealed it off.  Etched into the surface of the granite boulders are

fluid, angry runes.

~
E
tracks~
Several sets of tracks have been made in the dust that covers the floor

of the cavern.  The tracks vary in size, but each set appears to be the

same type.

~
E
fluid angry runes~
The runes etched into the surface of the granite boulders look to be

glyphs of protection.  What they are protecting or providing protection

against is uncertain.

~
A
move push~
large boulders granite~
act_tochar( #cant, ch );

act_notchar( #rcant, ch );

~
E
cant~
You try moving the boulders but they prove too heavy.

~
E
rcant~
$n struggles to move a boulder but it proves too heavy for $m.

~
!
0 0 0
A
examine track~
tracks~
if( find_skill( ch, track ) > random( 2, 10 ) )

  act_tochar( #desc, ch );

else

  act_tochar( #desc2, ch );

~
E
desc2~
Several sets of tracks lead to and from the area but you cannot tell what

made them.

~
E
desc~
The tracks appear to be those of both bugbear children and adults.  Most

of the tracks lead southward, out of this chamber.

~
!
0 0 0
A
examine trace touch~
runes~
act_tochar( #trance, ch );

act_notchar( #rtrace, ch );

~
E
trance~
You trace your finger along the protective runes on the granite boulders. 

@GThe runes flare to life, protecting what lies beyond.

~
E
rtrace~
$n traces $s finger along the runes which adorn the granite rocks.

@GThe runes flare to life as if protecting what lies beyond!

~
!
0 0 0
78 17 1509949445 -2 0
265 9 1509949490 3 0
-1
S

#27776
Rocky Corridor~
A dark corridor of uneven rock leads both south and west.  Low-lying, the

ceiling hangs barely fifteen feet above the ground.  Huge slabs of cut

stone lean against the eastern side of the chamber.  The slabs are

positioned precariously and look very unstable.  Cobwebs cling to the

furthest corners of the cavernous passage.

~
||get webs||search/enter hole||

||reset1 -&- reset2 borrowed for shaman||

*CF

~
301465604 0 5 0
D2
~
~
0 -1 27775 10 10 5
D3
~
~
0 -1 27761 10 10 5
E
huge slabs cut stone 1 eastern~
Rectangular slabs of stone lean against the eastern wall of the chamber. 

Six in number, the smooth, grey slabs balance against one another

dangerously.  Just past the slabs, flush against the eastern part of the

cavern, you can see a small hole.  Strands of cobwebs cling to the edges

of the hole.

~
E
hole~
The hole concealed behind the huge slabs of stone looks to be all that

remains of a large mining tunnel.  Across its top, you can see bits of a

splintered support beam, as though the tunnel collapsed.  Nothing could

possibly squeeze through the tiny space now.

~
E
cobwebs webs corners~
A few wispy strands of cobweb cling to the furthest corners of the

passageway.  The thin, grey strands become increasingly thicker, though,

around the slabs of stone stacked up against one another in the chamber,

indicating a possible arachnid infestation.

~
A
get~
cobwebs webs~
act_tochar( #get, ch );

~
E
get~
You can't reach the cobwebs.

~
!
0 0 0
A
enter search~
hole cobwebs webs~
if( rflag( reset0, room ) ) {

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

    if( !mob_in_room( 293, room ) ) {

      act_tochar( #spider, ch );

      act_notchar( #rspider, ch );

      mload( 293, room );

      remove_rflag( reset0, room );

      }

    else

      act_tochar( #cant, ch );

    }

  else {

    act_tochar( #web, ch );

    act_notchar( #rweb, ch );

    obj_to_char( oload( 81 ), ch );

    remove_rflag( reset0, room );

    }

}

else

act_tochar( #nothing, ch );

~
E
spider~
@RAs you disturb the webbing about the hole, a giant spider pops out of

it!@n 

~
E
rspider~
@R$n disturbs the webbing around a hole near the slabs and a spider jumps

out of it!@n 

~
E
cant~
You would find it difficult at best to do anything with the hole with a

giant spider lurking in front of it.

~
E
web~
The hole is very small.  As you mess with it, a piece of webbing comes

loose in your hand.

~
E
rweb~
$n tries to shake a piece of sticking webbing from $s hand.

~
E
nothing~
You discover nothing exciting about the hole and give up.

~
!
9 0 0
27 17 1509949445 -2 0
-1
S

#27777
Central Cavern~
This looks to be the western part of a vast cavern which opens up into a

grand gallery to the east.  The walls of this passage are rough limestone

which do not reach far until they meet with ceiling.  Several small rocks

lie scattered here and there.  To the west, it looks as if someone has

made a great effort to turn the cavern into an even hallway.

~
*CF

~
301465604 0 6 0
D1
~
~
0 -1 27756 10 10 5
D2
~
~
0 -1 27778 10 10 5
D3
~
~
0 -1 27759 10 10 5
E
small rocks~
Strewn across the uneven, limestone floor are several small stones. 

Ranging from the size of a pebble to the size of your fist, the rocks

look to be worthless chunks of granite and limestone.

~
A
get take~
small rocks limestone chunks granite~
act_tochar( #cant, ch );

~
E
cant~
The small rocks are not worth bothering with.

~
!
0 0 0
78 17 1509949445 -2 0
79 17 1509949450 -2 0
-1
S

#27778
Central Cavern~
This section of the large cavern, which appears to be the southwestern

corner, is much darker than the rest of the domed cavern.  A massive

pillar of stone erupts from the floor, casting its shadow into this

corner.  A pool of dark water lies just behind the stone pillar.

Several large boulders lie scattered along the base of the stone

formation like the hour marks of a sundial.

~
||look boulders||look pillar||move pillar||

*CF

~
301465605 0 7 0
D0
~
~
0 -1 27777 10 10 5
D1
~
~
0 -1 27758 10 10 5
E
pool dark water~
A shallow pool of water has gathered in a depression in the limestone

floor at the base of a short stalagmite.  While you can barely make out

the bottom of the pool, its waters are dark and murky.  Drinking the

liquid would not be one of your better ideas.

~
E
luminescent algae~
On the back of the stone pillar you find a large amount of bright algae

that seems to glow with a light of its own.  Not only is it enough to

fill the cavern with light, but it also helps the pillar to cast a large

shadow.

~
A
1 look~
15 null-and-void-now~
if( !rflag( status0, find_room( 27778 ) ) ) {

  act_tochar( #desc1, ch );

  end; }

  if( !rflag( status1, find_room( 27778 ) ) ) {

    act_tochar( #desc2, ch );

    end; }

    if( !rflag( status2, find_room( 27778 ) ) ) {

      act_tochar( #desc3, ch );

      end; }

      if( !rflag( status0, find_room( 27776 ) ) ) {

        act_tochar( #desc4, ch );

        end; }

        if( !rflag( status1, find_room( 27776 ) ) ) {

          act_tochar( #desc5, ch );

          end; }

          if( !rflag( status2, find_room( 27776 ) ) ) {

            act_tochar( #desc6, ch );

            end; }

            if( !rflag( status0, find_room( 27775 ) ) ) {

              act_tochar( #desc7, ch );

              end; }

              if( !rflag( status1, find_room( 27775 ) ) ) {

                act_tochar( #desc8, ch );

                end; }

                if( !rflag( status2, find_room( 27775 ) ) ) {

                  act_tochar( #desc9, ch );

                  end; }

                  else

                    act_tochar( #none, ch );

~
E
desc~
Towards the back of the cavern, at the center of a semi-circle of large

boulders, stands a pillar of stone.  The stone pillar is a soild pink

color and looks to be a granite intrusion of sun sort.  As the pillar of

stone rises, it casts a long shadow across the chamber, acting very much

like a sundial.  There are nine boulders serving as time marks.

~
E
none~
The shadow of the stone pillar is not falling across any of the boulders

currently.

~
E
desc1~
The shadow of the pillar falls across the first boulder.

~
E
desc2~
The shadow of the pillar falls across the second boulder.

~
E
desc3~
The shadow of the pillar falls across the third boulder.

~
E
desc4~
The shadow of the pillar falls across the fourth boulder.

~
E
desc5~
The shadow of the pillar falls across the fifth boulder.

~
E
desc6~
The shadow of the pillar falls across the sixth boulder.

~
E
desc7~
The shadow of the pillar falls across the seventh boulder.

~
E
desc8~
The shadow of the pillar falls across the eighth boulder.

~
E
desc9~
The shadow of the pillar falls across the ninth boulder.

~
E
move~
You push against the pillar of stone, moving it slightly.

~
E
rmove~
$n pushes against the pillar of stone, moving it slightly.

~
!
0 0 0
A
move push shoulder~
pillar stone pink granite~
act_tochar( #move, ch );

act_notchar( #rmove, ch );

if( !rflag( status0, find_room( 27778 ) ) ) {

  act_room( #moveto2, ch );

  remove_rflag( status1, find_room( 27778 ) );

  set_rflag( status0, find_room( 27778 ) );

end;

  }

if( !rflag( status1, find_room( 27778 ) ) ) {

  act_room( #moveto3, ch );

  remove_rflag( status2, find_room( 27778 ) );

  set_rflag( status1, find_room( 27778 ) );

end;

  }

if( !rflag( status2, find_room( 27778 ) ) ) {

  act_room( #moveto4, ch );

  remove_rflag( status0, find_room( 27776 ) );

  set_rflag( status2, find_room( 27778 ) );

end;

  }

if( !rflag( status0, find_room( 27776 ) ) ) {

  act_room( #moveto5, ch );

  remove_rflag( status1, find_room( 27776 ) );

  set_rflag( status0, find_room( 27776 ) );

end;

  }

if( !rflag( status1, find_room( 27776 ) ) ) {

  act_room( #moveto6, ch );

  remove_rflag( status2, find_room( 27776 ) );

  set_rflag( status1, find_room( 27776 ) );

end;

  }

if( !rflag( status2, find_room( 27776 ) ) ) {

  act_room( #moveto7, ch );

  remove_rflag( status0, find_room( 27775 ) );

  set_rflag( status2, find_room( 27776 ) );

end;

  }

if( !rflag( status0, find_room( 27775 ) ) ) {

  act_room( #moveto8, ch );

  set_rflag( status0, find_room( 27775 ) );

  remove_rflag( status1, find_room( 27775 ) );

end;

  }

if( !rflag( status1, find_room( 27775 ) ) ) {

  act_room( #moveto9, ch );

  remove_rflag( status2, find_room( 27775 ) );

  set_rflag( status1, find_room( 27775 ) );

end;

  }

if( !rflag( status2, find_room( 27775 ) ) ) {

  act_room( #moveto0, ch );

  set_rflag( status2, find_room( 27775 ) );

end;

  }

else {

  act_room( #moveto1, ch );

  remove_rflag( status0, find_room( 27778 ) );

end;

  }

~
E
moveto2~
The shadow of the pillar falls across the second boulder.

~
E
moveto3~
The shadow of the pillar falls across the third boulder.

~
E
moveto4~
The shadow of the pillar falls across the fourth boulder.

~
E
moveto5~
The shadow of the pillar falls across the fifth boulder.

~
E
moveto6~
The shadow of the pillar falls across the sixth boulder.

~
E
moveto7~
The shadow of the pillar falls across the seventh boulder.

~
E
moveto8~
The shadow of the pillar falls across the eighth boulder.

~
E
moveto9~
The shadow of the pillar falls across the ninth boulder.

~
E
moveto0~
The shadow of the pillar falls outside of the semi-circle of boulders.

~
E
moveto1~
The shadow of the pillar falls across the first boulder.

~
E
move~
You push against the pillar of stone, moving it slightly.

~
E
rmove~
$n pushes against the pillar of stone, moving it slightly.

~
!
0 0 0
A
1 look pillar stone column pine granite~
pink granite pillar stone column~
act_tochar( #desc, ch );

acode( room, 1 );

~
E
desc~
Towards the back of the cavern, at the center of a semi-circle of large

boulders, stands a pillar of stone.  The stone pillar is a solid pink

color and looks to be a granite intrusion of some sort.  As the pillar of

stone rises, it casts a long shadow across the chamber, acting very much

like a sundial.  There are nine boulders serving as time marks.  Growing

on the back of the pillar is a large amount of luminescent algae.

~
!
0 0 0
A
1 look~
nine boulders~
act_tochar( #desc, ch );

acode( room, 1 );

~
E
desc~
A series of boulders stand in this part of the cavern.  In number,they

total nine, though they vary in shape and size.  Each boulder, though, is

made of dark grey granite.  At the center of the arrangement of boulders,

which rest in a semi-circle, stands a pillar of stone with a long shadow.

~
!
0 0 0
A
get take~
green algae light luminescent~
act_tochar( #cant, ch );

~
E
cant~
You cannot reach the algae on the stone pillar.

~
!
0 0 0
265 9 1509949490 3 0
2438 17 1509949540 -2 14
-1
S

#27779
Sleeping Area~
This small cavern has a much lower ceiling than those that lie to the

east.  The walls are smooth and dry but covered in layers of filth.  Torn

blankets, rotting cushions, and piles of garbage litter the ground.  Each

has been arranged as a type of pallet, serving as a soft, but far from

clean, place to rest.

'clean, place' clean, place

~
||Search pallets|

*CF

~
301465604 0 7 0
D1
~
~
0 -1 27760 10 10 5
E
torn blankets~
Lying on the floor are several old blankets.  Many have been worn through

with holes and all are dirty and soiled.  The blankets have been arranged

as part of a pallet and still feel warm.

~
E
rotting cushions~
Stacked in the corner of this area is a pile of cushions.  Most are made

of cotton and have been stuffed with rags and straw.  Every single one of the

cushions is damp and covered with mold and mildew.

~
E
piles garbage~
A few piles of garbage lie stacked in this chamber, uncomfortably close

to the sleeping pallets.  In fact, the rubbish piles have indentations in

them, as though they too were being used as sleeping mats.  While most of

the garbage consists of the perishable remains of food, parts of it are

not as pleasant.

~
A
~
~
ch = rand_player( room );

act_room( #rise, ch );

~
E
rise~
A fetid stench rises up from the piles of garbage.

~
!
2 100 0
A
~
torn blankets rotting cushions piles garbage rubbish pallets~
if( rflag( reset0, room ) ) {

  if( random( 1, 15 ) == 1 ) {

    act_tochar( #find, ch );

    act_notchar( #rfind, ch );

    obj_to_char( oload( 246 ), ch );

    remove_rflag( reset0, room );

    }

  else if( i == 2 ) {

    act_tochar( #find2, ch );

    act_notchar( #rfind, ch );

    obj_to_char( oload( 2 ), ch );

    remove_rflag( reset0, room );

    }

  else {

    act_tochar( #nothing, ch );

    remove_rflag( reset0, room );

    }

  }

else

  act_tochar( #nothing, ch );

~
E
find~
Among the pallets and makeshift beds you find a charred stick.

~
E
rfind~
Among the pallets and makeshift beds $n finds something.

~
E
find2~
Among the pallets and makeshift beds you find a single gold coin!

~
E
nothing~
You find nothing at all in the makeshift pallets.

~
!
9 0 0
270 9 1509949490 3 0
265 9 1509949490 3 0
270 9 1509949490 3 0
266 9 1509949540 3 0
1106 17 1509949445 -1 0
-1
S

#27780
Cavern End~
You stand in a large, domed, roughly circular cavern.  The water here is

about a foot or two deep, and a steady drip of cool water falling against

stone echoes throughout the chamber.  Several large boulders have been

piled up near one corner of the cavern, along with what appears to be a

collected mass of mud, twigs and general refuse.

~
no mob 

no

~
301465612 13 9 0
D2
~
~
0 -1 27769 10 10 5
E
up boulders piled corner~
Towards one corner of the room are a series of boulders.  Each looks to

have been carfully piled up atop one other.

~
A
search examine~
nest ground hydra beneath~
i = random( 1, 20 );

room = find_Room( 27780 );

if( mob_in_room( 784, room ) ) {

  act_tochar( #no, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #search, ch );

  act_notchar( #searches, ch );

  obj_to_char( oload( 1039 ), ch );

  obj_to_char( oload( 1039 ), ch );

  obj_to_Char( oload( 983 ), ch );

  if( i < 15 )

    obj_To_char( oload( 1039 ), ch );

  if( i < 10 )

    obj_To_char( oload( 1039 ), ch );

  if( i < 5 )

    obj_to_char( oload( 998 ), ch );

  if( i == 20 )

    obj_to_char( oload( 1023 ), ch );

  if( i == 1 )

    obj_to_char( oload( 1023 ), ch );

  end;

  }

else {

  act_tochar( #nada, ch );

  end;

  }

~
E
nada~
You look through the nest but find nothing.

~
E
searches~
$n bends down and examines the ground where the hydra had stood.

~
E
search~
You look through the nest find several items!

~
E
no~
@R@bYou can't search there with an angry hydra sitting on it!

~
!
0 0 0
A
climb~
large boulders piles~
if( find_skill( ch, climb ) > random( 2, 8 ) ) {

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  transfer( ch, find_room( 27781 ) );

  act_notchar( #arrive, ch, obj, mob );

  loop( followers ) {

act_tochar( #climb, rch );

    act_notchar( #rclimb, rch );

    transfer( rch, find_room( 27781 ) );

    act_notchar( #rfollow, rch );

    }

  }

~
E
climb~
You climb up the pile of boulders stacked in the corner.

~
E
rclimb~
$n climbs up the pile of boulders stacked in the corner.

~
E
rfollow~
$n follows up the pile after you.

~
E
follow~
$N follows up the pile after $n.

~
E
arrive~
$N arrives behind $n.

~
!
0 0 0
784 8 1509949540 3 0
-1
S

#27781
Small, Tapering Cavern~
What stands here is little more than the remnants of a limestone cavern

that should have collapsed long ago.  In fact, the walls are riddled with

cracks and the floor is covered with detritus rock.  In the southeast

corner of the cavern is a small, descending shaft.  Though the cavern

appears to get smaller and begins tapering off, it does appear to

continue to the north.

~
~
301465612 11 9 0
D0
~
~
0 -1 27782 10 10 5
D5
~
~
0 -1 27780 10 10 5
E
walls limestone~
The cracks running through the limestone walls are marks of stress.  It

does not look like they are too stable or sturdy.

~
E
floor detritus rock~
The floor of this small cavern is covered in rocky debris.  Bits of

limestone and more primative calcite rocks lie scattered about.  A few of

the rocks are stained with dark splotches.

~
E
dark splotches~
Several of the limestone debris fragments are covered in dark,

rust-colored splotched.  These particular rocks are seemingly arranged in

a pattern.

~
E
pattern~
When examinted closely, the dark splotched stones have been been arranged

into words.  Only partial fragments of a statement remain:


    B E   A R    T    E    O    Z  E

~
-1
S

#27782
Small, Tapering Cavern~
This limestone cavern dead ends here as it tapers off completely to a

near point to the north.  The ceiling of the cavern is rough and pitted

though the floor is extremely smooth.  Two stalactites descend from the

ceiling, framing the cavern that opens to the south.

~
~
301465612 11 9 0
D2
~
~
0 -1 27781 10 10 5
E
near point north~
The northern part of the cavern tapers off completely.  The tapering is not

artificial but rather looks to be a natural folding of the rock.

~
E
ceiling rough pitted~
The ceiling of this cavern is rough and pitted.  Several stalactites too

small to be of importance have begun to form along it, giving it a rough

appearance.

~
E
two stalactites~
The two large stalactites descending from the ceiling frame the edges of

the cavern as it broadens into another chamber to the south.  Both

columns of dripstone looks extremely old and fragile.

~
E
floor~
The floor is extremely smooth and polished.  The texture of the floor,

though, is too fine to have been polished by hand.  Rather, it looks to

have been eaten away or sanded by something.

~
2009 9 1509949540 3 0
-1
S

#27783
Large, Circular Cavern~
The walls of this cavern, while made of limestone, appear to have been

ground down to a smoothness to rival glass.  Large enough to house twenty

people comfortably, the pallets lying on the floor suggest only three

occupy this chamber.  Up against the southern part of the circular cavern

stands a floor-length mirror framed in bronze.  A wide, rickety ladder

made from iron climbing spikes ascends through a hole cut through the

ceiling of the cavern.  A trapdoor appears to cover much of the hole.

~
||Search silk||Search burlap||search cotton||gaze mirror||

||Move trapdoor||

*cf

~
301465604 0 9 0
D4
wooden trapdoor~
wooden trapdoor~
235 -1 27760 10 10 5
E
pallets rotten straw~
Three pallets lie on the floor, as far away from one another as possible. 

Each has been stuffed with straw and looks to be the home of various small

bugs and mice.  Made from different types of cloth, the pallets speak of

a hierarchy of sorts.  One pallet is made of silk, one of cotton, and one

of burlap.

~
E
silk~
The pallet made of silk is the largest of the three.  It also smells the

worst.  Though stuffed with straw, it is amazingly free of lumps.

~
E
cotton~
Once blue in color, the faded cotton pallet now looks like a misshapen

sea whale.  Though large, the stuffed bedding appears to be the middle in

size of the three pallets.  The pallet does not look very comfortable for

it has several lumps in it.

~
E
burlap~
Sewn from burlap and stuffed with old straw, this pallet is quite lumpy. 

It neither looks comfortable nor clean and you can't help but feel sorry

for whoever sleeps on it.  Out of the three pallets within the cavern, it

is by far the lumpiest.

~
E
bronze frame mirror floor-length~
The mirror which leans against the southern part of the chamber is

mounted to a thick, bronze frame.  Unfortunately, little is left of it. 

A jagged crack runs down its length vertically and several shards of the

mirror are missing.  In places, the silver backing has begun to flake off. 

Nevertheless, you are still able to see a partial reflection of yourself.

~
E
iron spikes rungs ladder~
Acting like a ladder, a series of iron spikes have been driven into the

wall of the cavern just below a hole in the ceiling.  The spikes look

fairly old and have long since begun to rust.

~
A
1 look~
trapdoor 1 up~
if( !is_open( room, up ) )

act_tochar( #trapdoor, ch );

else

act_tochar( #open, ch );

~
E
trapdoor~
In the top of the cavern, across a hole in the ceiling, is a wooden

trapdoor of sorts.  It has no handle with which to open it, but looks

loose.  A series of iron climbing spikes lead up to the trapdoor like a

ladder.

~
E
open~
You can see very little of the trapdoor for it has been moved or pushed

aside.  Up through the hole which the trapdoor once covered you can see

another cavern.  A series of iron climbing spikes have been nailed into

the wall and lead up to the open shaft.

~
!
0 0 0
A
gaze stare see~
mirror bronze floor-length reflection~
i = 1d20;

if( find_stat( ch, int ) > random( 10, 20 ) ) {

  if( i == 1 )

    act_tochar( #silk, ch );

  else if( i == 2 )

    act_tochar( #cotton, ch );

  else if( i == 3 )

    act_tochar( #burlap, ch );

  else

    act_tochar( #funny, ch );

  }

act_notchar( #rfunny, ch );

~
E
silk~
As you gaze into the cracked mirror, you think you see something stuffed

underneath the pallet made of silk.

~
E
cotton~
Gazing into the broken mirror, you see the circular cavern in a twisted

perspective.  As your gaze lingers, you see what looks to be something

shoved beneath the cotton pallet.

~
E
burlap~
Though it could just be the way the mirror is distorting what you see,

there looks to be something sticking out of the burlap pallet.

~
E
funny~
Gazing into the mirror, your entire body looks grossly misshapen.

~
E
rfunny~
$n stares into the broken mirror, $s reflection heavily distorted.

~
!
0 0 0
A
~
silk~
if( !mob_in_room( 2074, room ) ) {

  if( rflag( reset0, room ) ) {

    if( random( 1, 15 ) == 1 ) {

      act_tochar( #find, ch );

      act_notchar( #rfind, ch );

      obj_to_char( oload( 31 ), ch );

      remove_rflag( reset0, room );

      }

    else {

      act_tochar( #nothing, ch );

      remove_rflag( reset0, room );

      }

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #cant, ch );

~
E
find~
@RHidden beneath the pallet of silk you find a gleaming red ruby!@n

~
E
rfind~
@R$n finds something red and gleaming beneath the pallet of silk!@n

~
E
nothing~
You find nothing beneath the pallet of silk.

~
E
cant~
A female bugbear stands over the pallet protectively.

~
!
9 0 0
A
~
cotton~
if( !mob_in_room( 2074, room ) ) {

  if( rflag( reset1, room ) ) {

    if( random( 1, 15 ) == 1 ) {

      act_tochar( #find, ch );

      act_notchar( #rfind, ch );

      obj_to_char( oload( 196 ), ch );

      remove_rflag( reset1, room );

      }

    else {

      act_tochar( #nothing, ch );

      remove_rflag( reset1, room );

      }

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #cant, ch );

~
E
find~
@GYou find a small, pristine white scroll beneath the pallet made of

cotton.@n 

~
E
rfind~
$n finds something stashed beneath the cotton pallet and quickly pockets

it.

~
E
nothing~
You find nothing in the pallet made of cotton.

~
E
cant~
A female bugbear stands over the pallet protectively.

~
!
9 0 0
A
~
burlap~
if( !mob_in_room( 2074, room ) ) {

  if( rflag( reset2, room ) ) {

    if( random( 1, 15 ) == 1 ) {

      act_tochar( #find, ch );

      act_notchar( #rfind, ch );

      obj_to_char( oload( 2115 ), ch );

      remove_rflag( reset2, room );

      }

    else {

      act_tochar( #nothing, ch );

      remove_rflag( reset2, room );

      }

    }

  else

    act_tochar( #nothing, ch );

  }

else

  act_tochar( #cant, ch );

~
E
nothing~
You find nothing in the pallet made of burlap.

~
E
cant~
A female bugbear stands over the pallet protectively.

~
E
find~
@GOf all things, you find a disembodied eye under the burlap pallet! Gross!@n

~
E
rfind~
$n finds something beneath the pallet made of burlap.

~
!
9 0 0
A
move push pull~
throne wooden trapdoor~
if( find_stat( ch, str ) > random( 9, 20 ) ) {

if( !is_open( room, up ) ) {

act_tochar( #open, ch );

act_notchar( #ropen, ch );

open( room, up );

}

else {

act_tochar( #close, ch );

act_notchar( #rclose, ch );

close( room, up );

}

}

else {

act_tochar( #strain, ch );

act_notchar( #rstrain, ch );

}

~
E
open~
Struggling, you push aside the wood covering the hole in the ceiling.

~
E
ropen~
Struggling, $n pushes aside the wood covering the hole in the ceiling.

~
E
close~
Grabbing ahold of the edge of the wood, you pull it over the hole in the

ceiling.

~
E
rclose~
Grabbing ahold of the edge of the wood, $n pulls it over the hole in the

ceiling.

~
E
strain~
You try to move the wooden trapdoor, but it proves too heavy.

~
E
rstrain~
$n gasps for air as $e fails to move the trapdoor.

~
!
0 0 0
2074 9 1509949540 3 0
1642 17 1509949450 6 0
2074 9 1509949540 3 0
1643 17 1509949450 6 0
2074 9 1509949540 3 0
1644 17 1509949450 6 0
210 17 1509949540 -2 0
210 17 1509949465 -2 0
-1
S

#0