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
Renegade Dwarf Warrens~
Ender~
renegade dwarves~

10 0
0
#ROOMS

#31500
Testing Grounds.  HardHats Required at all Times~
Grey moss hangs from the ceiling.  Brown clumps of dead vegitation litter

the floor.  Your feet squelsh as you walk over the muck scattered

across the rocks.

~
~
301465612 5 6 0
D0
~
~
1 -1 31501 10 10 5
E
moss grey ceiling~
none~
-1
S

#31501
Ender's feeble Attempt.~
Hewn with dwarven picks, the sharp angles of the rocks glint back your

light at you.  All the vegitation has been cleared away from the center

of the room.  Standing from the center of the floor is an intricately

carved stand, with dwarven legends worked into the natural grain of the

stone.  Atop the stand floats a slowly rotating book encased in a liquid

flame.  

~
~
301465613 5 6 0
D0
~
~
0 -1 31502 10 10 5
D2
~
~
1 -1 31500 10 10 5
E
stone legends stand~
none

The angles of the cuts are all sharp, witness to the fine 

handwork of dwarves.  However, the cracks are filled with dust

as no one has polished the stones in ages.

~
E
book~
Ideas

Careful not to singe your fingers, you open the book.

"Well Greyclaw, or whoever is reading this, I will be doing most

of my idea spawning during class.  Which means it may 

APPEAR that I am slacking, when in truth I am creating ideas

offline.  Add ANY suggestions for this area here.  Please.

Cave like, renegade dwarves (?) motley shabbey crew.

sewers beneath, lots of garbage

pets belonging to dwarves?  possible?

traps abound, not too nasty, dump salamanders on you?

Living vines in the walls, pull you through floor occasionally.

lots of rotting type monster along with dwarves.

possibly walk into a fight in progress between and regular dwarf?

general map warren like, not TOO mazish.  couple of 1

way pitfalls.  find way out.  guarded treasure. (?)

GUARDED TREASURE???? (slaps self)  how GENERIC.  (bonks head against wall)

oh well.  add.  please.  (grovels)

one more.  This whole mud needs a history to it.

things feel kinda... disconnected.  need legends.  

I loved the references to clone wars in Starwarz books.  Think I will work

on something similar.


->I can see vines pulling into cracks in walls and/or floor, but through?

->rotting monsters and dwarves?

->Ideas seem good. Will check back later sometime.

~
-1
S

#31502
Southern Warren~
Stooping as you weave through the narrow cave, the dominant feature is a

chasm which opens up to the north.  A narrow rope bridge staked to the

edge dips out across the chasm, to disappear into the darkness.  

~
[Rebekka] this room is called warren?

~
301465605 5 6 0
D0
~
~
0 -1 31503 10 10 5
D2
~
~
0 -1 2548 10 10 5
-1
S

#31503
South Edge of Chasm~
You are standing at the edge of a giant chamber.  Hundreds of feet up,

bats flit in and out between the stalactites.  Forty feet down, you can

see bones scattered between the giant stalagmites.  An unstable but

well-kept rope bridge leads to the far side, and a small trickle of water

can be heard far below you.

~
~
301465605 5 6 0
D0
~
~
0 -1 31504 10 10 5
D2
~
~
0 -1 31502 10 10 5
E
water~
The water moves so slowly and is so far below you, it is hard to see

which way it flows.  The stream goes off to the west, and curves around

the stalagmites to disappear under you.  

~
E
bridge rope ropes~
They look secure enough.  Heavily braided fibers form a V shape,

walkable, but unstable.  

~
-1
S

#31504
Rope Bridge~
Looking over the edge, you can see the stalagmites staring straight up at

you.  They seem sharper from this angle.  Thirty feet to your south, the

bridge leads to a hole half way up the rock wall.  Forty feet to the

north, the bridge is anchored in an outcropping of rock.  Hundreds of

feet above you, huge stalactites point straight at you.  The bridge

slowly sways under your weight.  Fibers hang down from the bridge.  It

might be possible to slide down one of them.  However, it would be quite

hard to climb back up.  

~
[Hollie] need a act_tochar for everyone who gets hit by barbed bolt.

~
301465613 11 6 0
D0
~
~
0 -1 31506 10 10 5
D2
~
~
0 -1 31503 10 10 5
D5
~
~
0 -1 31505 10 10 5
E
fibers~
Unwound by time, several fibers hang down from the massive main rope. 

They look strong enough to hold you, but climbing back up would be almost

impossible, as they are smooth strands and not coiled rope.  

~
A
~
~
room = find_room( 31522 );

if( !mob_in_room( 319, room ) ) 

  end;

if( random( 0, 10 ) > 4 ) {

  act_notchar( #Archer_Room, ch );

  i = dice( 9, 2 );

  dam_message( ch, i, #Archer_Char );

  inflict( ch, mob, i, "Archer's bolt" );

  end;

  }

if( random( 0, 10 ) < 6 ) { 

  if( !rflag( reset0, find_room( 31504 ) ) ) {

    send_to_room( #Fall_String, find_room( 31505 ) );

    send_to_room( #Shoot_Bridge, find_room( 31504 ) );

    transfer_all( find_room( 31504 ), find_room( 31505 ) );

    loop( all_in_room ) {

      i = dice( 4, 10 );

      dam_message( rch, i, #Room_Fall );

      inflict( rch, mob, i, "Falling" );

      }

    }

  else {

      remove_rflag( reset0, find_room( 31504 ) );

      act_room( #hack_rope, ch );

      }

    end;

  }

act_room( #Archer_Miss, ch );

~
E
hack_rope~
@b@RA bolt whistles out from the far wall, chopping a rope of the bridge

nearly in half.

~
E
Archer_Miss~
@b@RA gleaming bolt flicks through the air above your head!

~
E
Fall_String~
@b@RSuddenly, the bridge far above you snaps, sending its occupants

plummeting down toward you!

~
E
Room_Fall~
The brutal landing on the stalagmites

~
E
Shoot_Bridge~
@b@RA bolt slices through the bridge's rope, neatly severing it.  The

half-supported bridge tips and you tumble off.


~
E
Archer_Room~
@b@RA barbed bolt slices the arm of $n!

~
E
Archer_Char~
The archer's bolt

~
!
1 -1 37
-1
S

#31505
Floor of Chasm~
Like giant pillars, the stalagmites rise far above your head.  You can

barely squeeze between them as you pick your way over the uneven ground. 

A small stream of horrible smelling water flows out from the west and

disappears underground to the south.  

~
~
301465605 11 6 0
D3
~
~
0 -1 31517 10 10 5
E
water stream~
The water looks horrible, with bits of junk and trash bobbing in the

murkey stream.

~
-1
S

#31506
North Edge of Chasm~
You are standing at the north edge of a giant open chamber.  It is nearly

50 feet from the tips of the stalactites above your head to the tips of

the stalagmites which surround you.  A simple way south appears to be via

a narrow bridge.

~
~
301465605 11 6 0
D0
~
~
0 -1 31507 10 10 5
D2
~
~
0 -1 31504 10 10 5
D4
~
~
0 -1 31522 10 10 5
-1
S

#31507
Sitting Area~
Seven chairs are arranged in a circle around a small wooden table in the

center of the room.  The table is covered with scratches and marks,

indicating what seems to be ancient on-the-fly battle plans.  Five foot

high tunnels through the solid rock lead north and west.

~
~
301465604 11 5 0
D0
~
~
0 -1 31511 10 10 5
D2
~
~
0 -1 31506 10 10 5
D3
~
~
0 -1 31508 10 10 5
E
table~
A huge wooden slab laid across several rock piles, this table has been

here for a while.

~
317 9 1509949540 3 0
-1
S

#31508
Hallway~
You are in a north-south hallway, with murals etched into the walls. 

Several showing dwarves shaking hands with other dwarves have been

defaced, with the faces of several of the dwarves chipped out of

existence.  The hallway's murals lead north and south, interrupted by an

opening to the east.

~
The actions south are using the status# in this room.

~
301465604 11 6 0
D0
~
~
0 -1 31510 10 10 5
D1
~
~
0 -1 31507 10 10 5
D2
~
~
0 -1 31509 10 10 5
E
murals etching etchings faces~
The scratches across several of the dwarves seem more recent.  Also, food

is smeared across several of the scenes, making them unreadable.  

~
317 9 1509949490 3 0
-1
S

#31509
Camera Obscura~
The first thing to grab your eye is the giant white disk in the middle of

the room.  You slip a glance at it, and your jaw drops open as you see

what looks like an antelope bound across its smooth surface.  The rest

of the room is smooth black rock which seems to absorb all the light. 

There are several dangling ropes and multi colored levers in the corner

of the room.  A small button just below the levers also catches your

eye.  

~
~
301465605 11 5 0
D0
~
~
0 -1 31508 10 10 5
D5
trapdoor~
trapdoor~
227 -1 31526 10 10 5
E
white disk~
The button probably works in conjunction with the levers.

~
E
rope ropes~
Leading up through the ceiling and down through the floor, the four ropes

seem to slide easily up and down.  You give one an experimental tug, and

the moving pictures in the center of the room blur like you just got

bashed on the head.  

~
E
white disk table~
You gaze enthralled at the moving drawings on the floor.  You reach forth

your hand to touch the moving grasses only to find that the shadow of

your hand makes them disappear.  Shadow?  You look upwards to see a small

opening in the top center of the room; The light pouring through the hole

illuminates the dust floating around the room.  

~
A
pull~
blue lever~
if( rflag( status0, room ) ) {

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  remove_rflag( status0, room );

  }

else {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

~
E
!r_pull~
$n tries to pull the blue lever but it does not move any further.

~
E
!pull~
You cannot pull the lever further.

~
E
r_pull~
$n pulls the blue lever.

~
E
pull~
You pull the blue lever.

~
!
0 0 0
A
push~
blue lever~
if( rflag( status0, room ) ) {

  act_tochar( #!push, ch );

  act_notchar( #!r_push, ch );

  }

else {

  act_tochar( #push, ch );

  act_notchar( #r_push, ch );

  set_rflag( status0, room );

  }

~
E
r_push~
$n pushes the blue lever foreward.

~
E
push~
You push the blue lever foreward.

~
E
!r_push~
$n tries to push the blue lever but cannot push it any further.

~
E
!push~
You cannot push the lever any further.

~
!
0 0 0
A
pull~
red lever~
if( rflag( status1, room ) ) {

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  remove_rflag( status1, room );

  }

else {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

~
E
!r_pull~
$n tries to pull the red lever but cannot pull it any further.

~
E
!pull~
You cannot pull the lever any further.

~
E
r_pull~
$n pulls the red lever.

~
E
pull~
You pull the red lever.

~
!
0 0 0
A
push~
red lever~
if( rflag( status1, room ) ) {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

else {

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  set_rflag( status1, room );

  }

~
E
!r_pull~
$n tries to push the red lever but cannot push it any further.

~
E
!pull~
You cannot push the lever any further.

~
E
r_pull~
$n pushes the red lever.

~
E
pull~
You push the red lever.

~
!
0 0 0
A
pull~
green lever~
if( rflag( status2, room ) ) {

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  remove_rflag( status2, room );

  }

else {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

~
E
!r_pull~
$n tries to pull the green lever but it does not move any further.

~
E
!pull~
You cannot pull the lever further.

~
E
r_pull~
$n pulls the green lever.

~
E
pull~
You pull the green lever.

~
!
0 0 0
A
push~
green lever~
if( rflag( status2, room ) ) {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

else {

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  set_rflag( status2, room );

  }

~
E
!r_pull~
$n tries to push the green lever but cannot push it any further.

~
E
!pull~
You cannot push the lever any further.

~
E
r_pull~
$n pushes the green lever.

~
E
pull~
You push the green lever.

~
!
0 0 0
A
~
~
act_tochar( #char, ch );

acode( room, 15 );

continue;

~
E
char~
As you leave you hear the clicking of the levers resetting themselves.


~
!
3 5 32
A
1 look~
blue red green black white levers~
if( rflag( status0, room ) )

  act_tochar( "The blue lever is up.", ch );

else

  act_tochar( "The blue lever is down.", ch );

if( rflag( status1, room ) )

  act_tochar( "The red lever is up.", ch );

else

  act_tochar( "The red lever is down.", ch );

if( rflag( status2, room ) )

  act_tochar( "The green lever is up.", ch );

else

  act_tochar( "The green lever is down.", ch );

if( rflag( reset0, room ) )

  act_tochar( "The black lever is up.", ch );

else

  act_tochar( "The black lever is down.", ch );

if( rflag( reset1, room ) )

  act_tochar( "The white lever is up.", ch );

else

  act_tochar( "The white lever is down.", ch );

~
!
0 0 0
A
~
~
wait( 1 );

close( room, down );

~
!
1 4 16
A
pull~
white lever~
if( rflag( reset1, room ) ) {

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  remove_rflag( reset1, room );

  }

else {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

~
E
!r_pull~
$n tries to pull the white lever but it does not move any further.

~
E
!pull~
You cannot pull the lever further.

~
E
r_pull~
$n pulls the white lever.

~
E
pull~
You pull the white lever.

~
!
0 0 0
A
push~
white lever~
if( rflag( reset1, room ) ) {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

else {

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  set_rflag( reset1, room );

  }

~
E
!r_pull~
$n tries to push the white lever but cannot push it any further.

~
E
!pull~
You cannot push the lever any further.

~
E
r_pull~
$n pushes the white lever.

~
E
pull~
You push the white lever.

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

  act_tochar( #pull, ch );

  act_notchar( #r_pull, ch );

  remove_rflag( reset0, room );

  }

else {

  act_tochar( #!pull, ch );

  act_notchar( #!r_pull, ch );

  }

~
E
!r_pull~
$n tries to pull the black lever but it does not move any further.

~
E
!pull~
You cannot pull the lever further.

~
E
r_pull~
$n pulls the black lever.

~
E
pull~
You pull the black lever.

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

  act_tochar( #!push, ch );

  act_notchar( #!r_push, ch );

  }

else {

  act_tochar( #push, ch );

  act_notchar( #r_push, ch );

  set_rflag( reset0, room );

  }

~
E
!r_push~
$n tries to push the black lever but cannot push it any further.

~
E
!push~
You cannot push the lever any further.

~
E
r_push~
$n pushes the black lever.

~
E
push~
You push the black lever.

~
!
0 0 0
A
1 push~
2 button~
room = find_room( 31508 );

if( rflag( status0, room ) ) {

  remove_rflag( status0, room );

  acode( find_room( 31509 ), 16 );

  }

else {

  if( rflag( status1, room ) ) {

    remove_rflag( status1, room );

    acode( find_room( 31509 ), 17 );

    }

  else {

    if( rflag( status2, room ) ) {

      remove_rflag( status2, room );

      acode( find_room( 31509 ), 18 );

      }

    else {

      set_rflag( status0, room );

      set_rflag( status1, room );

      set_rflag( status2, room );

      acode( find_room( 31509 ), 14 );

      }

    }

  }

~
!
0 0 0
A
resets_levers~
~
set_rflag( reset0, room );

set_rflag( reset1, room );

set_rflag( reset2, room );

set_rflag( status0, room );

set_rflag( status1, room );

set_rflag( status2, room );

~
!
0 0 0
A
int1~
~
room = find_room( 31509 );

send_to_char( #push, ch );

act_notchar( #r_push, ch );

if( !rflag( status0, room ) ) {

  if( !rflag( status1, room ) ) {

    if( !rflag( reset0, room ) ) {

      poison( ch );

      acode( room, 15 );

      end;

      }

    }

  }

if( !rflag( status2, room ) ) {

  if( !rflag( reset1, room ) ) {

    do_spell( sleep, mob, ch );

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status1, room ) ) {

  if( !rflag( reset0, room ) ) {

    act_room( #trans, ch );

    open( room, down );

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status0, room ) ) {

  if( !rflag( reset0, room ) ) {

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

      act_room( #mload, ch );

      loop( all_in_room ) {

        mload( 216, room );

        }

      acode( room, 15 );

      end;

      }

    }

  }

if( !rflag( reset1, room ) ) {

  if( !rflag( reset0, room ) ) {

    i = 3d6+6;

    act_tochar( #ice, ch );

    act_notchar( #ice1, ch );

    dam_message( ch, i, "The ice shards" );

    inflict( ch, mob, i, "ice spears" );

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status0, room ) ) {

  act_room( #poison, ch );

  loop( all_in_room ) {

    poison( rch );

    }

  acode( room, 15 );

  end;

  }

if( !rflag( status1, room ) ) {

  do_spell( mists of sleep, mob, ch );

  acode( room, 15 );

  end;

  }

if( !rflag( status2, room ) ) {

  act_room( #nothing, ch );

  acode( room, 15 );

  end;

  }

if( !rflag( reset0, room ) ) {

  act_room( #laughter, ch );

  acode( room, 15 );

  end;

  }

~
E
poison~
@b@GNoxious fumes fill the room almost choking you!@n

~
E
laughter~
@bA shrill laugh drifts through the thick stone walls to you.@n

~
E
nothing~
Nothing seems to happen.

~
E
mload~
@CFrom the cracks in the walls and ceiling several large cobras drop!@n

~
E
ice1~
@BSuddenly small spears of ice spray down at $n!@n

~
E
ice~
@BSuddenly small spears of ice spray down at you from above!@n

~
E
trans~
A trap door opens up in the floor.

~
E
r_push~
$n pushes the button and...

~
E
push~
You push the button and...

~
!
0 0 0
A
int2~
~
room = find_room( 31509 );

act_tochar( #push, ch );

act_notchar( #r_push, ch );

if( !rflag( status0, room ) ) {

  if( !rflag( status1, room ) ) {

    if( !rflag( reset0, room ) ) {

      act_room( #trans, ch );

      open( room, down );

      acode( room, 15 );

      end;

      }

    }

  }

if( !rflag( status2, room ) ) {

  if( !rflag( reset1, room ) ) {

    loop( all_in_room ) {

      act_tochar( #fire, ch );

      act_notchar( #fire1, ch );

      i = 6d6+6;

      dam_message( rch, i, "The flames" );

      inflict( rch, mob, i, "flame trap" );

      }

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status1, room ) ) {

  if( !rflag( reset0, room ) ) {

    act_room( #conhal, ch );

    loop( all_in_room ) {

      do_spell( confuse, mob, rch );

      do_spell( hallucinate, mob, rch );

      }

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status0, room ) ) {

  if( !rflag( reset0, room ) ) {

    act_tochar( #flame, ch );

    act_notchar( #flame1, ch );

    poison( ch );

    acode( room, 15 );

    end;

    }

  }

if( !rflag( reset1, room ) ) {

  if( !rflag( reset0, room ) ) {

    do_spell( chain lightning, mob, ch );

    act_room( #mload, ch );

    loop( all_in_room ) {

      mload( 2511, room );

      mload( 2511, room );

      mload( 2511, room );

      mload( 2511, room );

      }

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status0, room ) ) {

  do_spell( mists of sleep, mob, ch );

  acode( room, 15 );

  end;

  }

if( !rflag( status1, room ) ) {

  do_spell( locust swarm, mob, ch );

  acode( room, 15 );

  end;

  }

if( !rflag( status2, room ) ) {

  loop( all_in_room ) {

    do_spell( blind, mob, rch );

    }

  acode( room, 15 );

  end;

  }

if( !rflag( reset0, room ) ) {

  loop( all_in_room ) {

    do_spell( slow, mob, rch );

    do_spell( web, mob, rch );

    do_spell( confuse, mob, rch );

    }

  acode( room, 15 );

  end;

  }

~
E
mload~
@GA hoard of rats suddenly apear before you.

~
E
flame1~
Nothing happens.

~
E
flame~
Nothing happens.

~
E
conhal~
Nothing happens.

~
E
fire1~
@b@RFlames envelope $n.

~
E
fire~
@b@RHuge flames leap from the floor and envelope you.

~
E
trans~
@bA trap door opens up in the floor.

~
E
r_push~
$n pushes the button and...

~
E
push~
You push the button and...

~
!
0 0 0
A
int3~
~
room = find_room( 31509 );

act_tochar( #push, ch );

act_notchar( #r_push, ch );

if( !rflag( status0, room ) ) {

  if( !rflag( status1, room ) ) {

    if( !rflag( reset0, room ) ) {

      loop( all_in_room ) {

        i = 6d6+6;

        dam_message( rch, i, "Burning flames enveloping the room" );

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

        }

      acode( room, 15 );

      end;

      }

    }

  }

if( !rflag( status2, room ) ) {

  if( !rflag( reset1, room ) ) {

    act_room( #trans, ch );

    open( room, down );

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status1, room ) ) {

  if( !rflag( reset0, room ) ) {

    loop( all_in_room ) {

      mload( 2511, room );

      mload( 2511, room );

      mload( 2511, room );

      mload( 2511, room );

      }

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status0, room ) ) {

  if( !rflag( reset0, room ) ) {

    act_tochar( #flame, ch );

    act_notchar( #flame1, ch );

    poison( ch );

    acode( room, 15 );

    end;

    }

  }

if( !rflag( reset1, room ) ) {

  if( !rflag( reset0, room ) ) {

    do_spell( chain lightning, mob, ch );

    loop( all_in_room ) {

      do_spell( confuse, mob, rch );

      do_spell( hallucinate, mob, rch );

      }

    acode( room, 15 );

    end;

    }

  }

if( !rflag( status0, room ) ) {

  do_spell( locust swarm, mob, ch );

  acode( room, 15 );

  end;

  }

if( !rflag( status1, room ) ) {

  do_spell( mists of sleep, mob, ch );

  acode( room, 15 );

  end;

  }

if( !rflag( status2, room ) ) {

  loop( all_in_room ) {

    do_spell( slow, mob, rch );

    do_spell( web, mob, rch );

    do_spell( confuse, mob, rch );

    }

  acode( room, 15 );

  end;

  }

if( !rflag( reset0, room ) ) {

  loop( all_in_room ) {

    do_spell( blind, mob, rch );

    }

  acode( room, 15 );

  end;

  }

~
E
mload~
@GA hoard of rats suddenly apear before you.

~
E
flame1~
Nothing happens.

~
E
flame~
Nothing happens.

~
E
conhal~
Nothing happens.

~
E
fire1~
@b@RLeaping flames envelope the room!

~
E
fire~
@b@RLeaping flames envelope the room!

~
E
trans~
@bA trap door opens up in the floor.

~
E
r_push~
$n pushes the button and...

~
E
push~
You push the button and...

~
!
0 0 0
-1
S

#31510
Hallway~
The sides of this hallway are covered with marred carvings.  You can just

make out scenes of dwarves in ferocious battle with angry-looking goblins. 

For some reason, the faces of the dwarves seem to have been gouged out. 

The hall appears to widen to the north, and heads south into darkness.

~
~
301465604 11 6 0
D0
~
~
0 -1 31527 10 10 5
D2
~
~
0 -1 31508 10 10 5
-1
S

#31511
Living Quarters~
Several bedrolls lie scattered around the floor, mingled with several

half-eaten rabbits.  A crude pebble game lies scattered in the corner. 

The bedrolls are crawling with lice.

~
~
301465604 11 6 0
D0
~
~
0 -1 31520 10 10 5
D1
~
~
0 -1 31513 10 10 5
D2
~
~
0 -1 31507 10 10 5
E
game~
A small three by three cross etched in the ground with two shades of

stones placed inbetween the lines.  

~
E
bedroll bed roll rolls beds~
The bedrolls seem recently used, as they are cleaner than the rest of the

room. However, judging from the lice and other vermin crawling around on

them, you think you should let them stay where they are.  

~
317 9 1509949540 3 0
143 17 1509949540 -2 0
143 17 1509949540 -2 0
143 17 1509949540 -2 0
317 9 1509949540 3 0
-1
S

#31512
Killer Vines~
The rock walls are coated with the veins of this giant underground vine. 

The roof is the only soil in sight, and it is kept from collapsing by all

the interwoven roots threading slowly through it.  

~
~
301465612 5 6 0
D2
~
~
0 -1 31523 10 10 5
306 9 1509949540 3 0
306 9 1509949540 3 0
-1
S

#31513
A Grimy Kitchen~
Your stomach churns as you step in to what you pray isn't the kitchen. 

Several gutted rabbits adorn the walls, slowly growing a pinkish fuzz. 

Along the floor, the ashes from many sputtering fires lie in a heap.

Looking up, you don't see a vent for smoke, perhaps that is the reason

why you are coughing.  

~
~
301465605 11 6 0
D0
~
~
0 -1 31514 10 10 5
D2
~
~
0 -1 31516 10 10 5
D3
~
~
0 -1 31511 10 10 5
E
pinkish fuzz~
The fuzz is slowly devouring the rabbits.  Actually, it's probably

enjoying them more than you ever would.  

~
E
rabbits rabbit~
Underdone, crawling with maggots, and slowly being devoured by a pinkish

fuzz, these tasty morsels must be what the dwarves live on.  No chance

are you even touching them, your hand would probably rot off.

~
318 9 1509949540 3 0
35 17 1509949540 -2 0
-1
S

#31514
Bathroom~
The stench almost floors you as you enter this room.  A small hole in the

ground of the cave is very evidently the dwarves' bathroom.  Holding your

nose, you look down the hole to see a long sewer shaft tunnel through the

solid rock.  

~
~
301465605 11 6 0
D2
~
~
0 -1 31513 10 10 5
D5
~
~
0 -1 31515 10 10 5
317 9 1509949540 3 0
-1
S

#31515
Sewers~
A glimmer of light shines from far above your head.  All around you, the

walls are covered with all sorts of decayed slop.  The smell makes you

nauseous, but leaning against the walls looks inadvisable.  The river of

slop joins a small underground well here, trickling off towards the west.

~
~
301465613 11 6 0
D3
~
~
0 -1 31519 10 10 5
D4
~
~
0 -1 31514 10 10 5
-1
S

#31516
Storage~
Cluttered with everything imaginable that the dwarves have managed to

haul in, the rock walls of this room are barely visible beneath all the

old junk.  Shelves of wood for the fires, and torches for the dark

tunnels suggest that the dwarves only go shopping once a year.  You kick

aside the garbage as you make your way into the middle of the room.

~
~
301465605 11 6 0
D0
~
~
0 -1 31513 10 10 5
3005 17 1509949540 -2 0
3034 17 1509949490 -2 0
26 17 1509949490 -2 0
26 17 1509949490 -2 0
26 17 1509949490 -2 0
134 17 1509949490 -2 0
640 17 1509949450 -2 0
317 9 1509949540 3 0
639 17 1509949442 -2 0
-1
S

#31517
Southwest Wall~
As you weave in and out between the stalagmites, you are able to

determine that the only ways you can move are north or east.  Far above

you in the mist, bats hang upside down, occasionally splattering the

rocks and you with guano.

~
~
301465605 11 6 0
D0
~
~
0 -1 31518 10 10 5
D1
~
~
0 -1 31505 10 10 5
230 9 1509949540 3 0
-1
S

#31518
Under the Cages~
The sewer widens as it rounds the bend.  For the moment, the polluted

stream is underground.  The rocks are all splattered with dung, and

looking up you see why...  you are standing directly under the pet cages

of the dwarves.  

~
~
301465605 11 6 0
D1
~
~
0 -1 31519 10 10 5
D2
~
~
0 -1 31517 10 10 5
E
1 up~
Welded into the side of the rocks, the iron grate lets the dung drop on you and the pets stay safely above you.~
59 9 1509949540 3 0
59 9 1509949540 3 0
59 9 1509949540 3 0
-1
S

#31519
Sewer Tunnels~
Crawling along on your hands and knees, you are thankful that there

isn't much light.  The walls, ceiling, and floor of this narrow east to

west sewer shaft are coated with years of build-up.  There would be

nothing better than jumping in a cool river right now.

~
~
301465605 11 6 0
D1
~
~
0 -1 31515 10 10 5
D3
~
~
0 -1 31518 10 10 5
-1
S

#31520
Vines~
The ground is much softer here.  Your feet leave deep impressions in the

soft soil.  Poking through your footprints, you can see tendrils of white

underground vines.  To the north, a heavy thicket of vines block your

path, and what looks like a bar of silver is entangled in the vines. 

With so little light here, you wonder how the plants can be so healthy.  

~
*Closed until evaluated - flor

~
301465612 11 6 0
D2
~
~
0 -1 31511 10 10 5
E
silver bar~
Thoroughly entangled by the vines, you can just glimpse a flash of

silver behind the vines.  Without clearing the vines away first, you have

no hope of reaching it. 

~
E
vine vines~
Poking in and out of the soft soil like some petrified snake, these white

vines seem to have grown straight through the solid rock.  From the way

the rock walls are crumbling, you would guess that the vines helped to

create this soft soil beneath you.  

~
A
clear~
vines~
act_tochar( #too, ch );

end;

act_tochar( #char, ch );

act_notchar( #room, ch );

room = find_room( 31512 );

transfer( ch, room );

mob = mob_in_room( 329, room );

if( mob )

  attack( mob, ch, 2d2+5, "tentacle" );

else

  attack( mload( 329, room ), ch, 2d2+5, "tentacle" );

~
E
damage_char~
You open your eyes to see your legs encased in a giant green pod, which

is slowly draining your blood.  You struggle to free yourself, but to no

avail.  The giant pod

~
E
room~
Upon disturbing the vines, the ground begins to rustle.  A mound of dirt

bulges, and a score of whip like vines burst fourth, wrapping around

$n!

With a tremendous wrenching, they drag $s legs and body underground.  You

try to grab $s hand, but in vain.  The vines slowly writhe around,

smooting out the ground to it's former state.  

~
E
char~
Upon disturbing the vines, the ground begins to rustle.  A mound of dirt

bulges, and a score of whip like vines burst fourth, wrapping around your

body and legs.  With a tremendous wrenching, they drag you under ground! 

The last you remember before you black out is the surface slowly getting

farther and farther away.  

~
E
too~
The vines are much too sharp and thorny to clear at this time.

~
!
0 0 0
-1
S

#31521
Under Cages~
Under Construction.

~
~
301465613 5 6 0
D5
~
~
20 -1 31518 10 10 5
-1
S

#31522
Crossbow Overlook~
At the top of the narrow shaft sits a small hollowed-out area, mostly

filled with a giant crossbow firmly embedded in the ground.  The small

hole that the crossbow aims through points directly at the rope bridge. 

Along the wall are rows and rows of small humanoid-shaped stick figure

drawings, presumably this crossbowman's victim count.  

~
[Kheffiss] I love the stick figure death count :)

[Arban] where is crossbow?

~
301465605 5 6 0
D5
~
~
0 -1 31506 10 10 5
319 9 1509949540 3 0
317 9 1509949540 3 0
-1
S

#31523
Killer Vines~
This section of tunnel is completely coated with vines and other plants

growing on all the walls.  The tendrils slowly curl and uncurl from the

sides of the narrow cave.  Several skeletons of different races lie on

the floor, cleaned completely of all flesh.  

~
~
301465604 5 6 0
D0
~
~
0 -1 31512 10 10 5
D4
~
~
0 -1 31524 10 10 5
E
skeleton~
Gleaming white, the ribcages of all the creatures have been crushed

inwards.  Upon closer examination, you see that small plant fibers are

slowly sapping the calcium from the bones.  

~
306 9 1509949540 3 0
306 9 1509949540 3 0
306 9 1509949540 3 0
-1
S

#31524
Killer Vines~
The walls are solid plant matter, slowly pulsing and dripping green

goop.  Huge veins run through the walls, filled with what looks like

bodies of small rodents.  The veins seem to run to the south, feeding the

center of this colony.  

~
~
301465604 5 6 0
D2
~
~
0 -1 31525 10 10 5
D5
~
~
0 -1 31523 10 10 5
345 9 1509949540 3 0
345 9 1509949540 3 0
345 9 1509949540 3 0
-1
S

#31525
Killer Vines~
All the veins seem to lead to this room.  Half imbedded in the wall is a

giant pod of some sort.  Digested carcasses continually flow into the

pod.  The stench is awful, reminding you of the graveyards.  A small

tunnel dives through the ground directly under the heart.  

~
~
301465604 5 6 0
D0
~
~
0 -1 31524 10 10 5
D5
tunnel~
tunnel~
0 -1 31519 10 10 5
A
1 down~
~
if( !mob_in_room( 346, find_room( 31525 ) ) ) {

  act_room( #open_down, ch );

  continue;

  }

else

  act_room( #closed_down, ch );

~
E
closed_down~
@bThere is no chance of sneaking around that mass of vines to jump down

the hole.  Either kill it, or find another way out.

~
E
open_down~
Forcing the dead vine out of the way, you manage to clear a small

opening.  The vines threaten to grow back and close the passage entrance,

so now would be a good time to jump down it.  


~
!
0 0 0
346 9 1509949540 3 0
-1
S

#31526
Underground Stairwell~
The smell of dank water pervades your senses and the coolness of the

walls and floor makes your joints ache.  You hear a hissing to the north,

and some sort of thumping above you, like footsteps.  There is a door in

the north wall and a lever on the south wall.  


A sign from Angnier is posted on the door:

"Back from Holiday, please come in."

~
~
301465612 5 6 0
D0
cavern door~
"cavern door" door~
131 -1 31281 10 10 5
D4
trapdoor~
trapdoor~
227 -1 31509 10 10 5
E
lever~
The lever presumably operates the trapdoor above you.

~
A
pull push~
lever~
if( is_open( room, up ) )

  act_tochar( #already, ch );

else {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  open( room, up );

  }

~
E
room~
$n pulls a lever on the wall, opening a trapdoor in the ceiling.

~
E
char~
You pull the lever, opening a trapdoor in the ceiling.

~
E
already~
The trapdoor is already open.

~
!
0 0 0
A
~
~
wait( 1 );

close( room, up );

~
!
1 5 32
-1
S

#31527
Hallway~
The cold tunnel walls are covered with carvings of dwarves going about

their work in some mines.  Several appear to be pushing ore carts, while

others are wielding picks and chopping away at the walls.  The passage

allows movement to the west and south.

~
~
301465604 11 9 0
D2
~
~
0 -1 31510 10 10 5
D3
~
~
0 -1 31528 10 10 5
-1
S

#31528
Hallway~
This long tunnel winds through the rock, twisting to find an easy path. 

To your east you can see the walls covered with carvings, but the walls

here are clear of decoration.  To the south you can see lights coming

from a large chamber, and a fire blazing brightly.

~
~
301465604 11 9 0
D1
~
~
0 -1 31527 10 10 5
D2
~
~
0 -1 31529 10 10 5
317 9 1509949540 3 0
-1
S

#31529
Meeting Room~
This large chamber is dominated by a giant oak table, as well as several

dozen sturdy oak chairs.  The west wall contains a large firepit, and a

warm glow eminates from the crackling fire inside.  Although the room is

slightly cluttered, it has a cared-for look that has been missing in most

of this area.

~
~
301465604 11 9 0
D0
~
~
0 -1 31528 10 10 5
D3
~
~
171 -1 31530 10 10 5
E
1 west wall firepit~
A roaring blaze from the firepit keeps this large chamber warm, almost

too warm.

~
A
douse extinguish pour~
firepit water~
if( !mob_in_room( 2259, room ) ) {

  act_tochar( #pour, ch );

  act_notchar( #pours, ch );

  open( room, west );

  }

else

  continue;

~
E
pour~
You pour some water on the fire, and suddenly a passage to the west appears!

~
E
pours~
You see $n pour something on the fire, and suddenly a passage appears to the west.

~
!
0 0 0
2259 9 1509949540 3 0
3392 17 1509949540 -2 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
-1
S

#31530
Storage Closet~
This tiny chamber is stuffed full of large crates.  The small amount of

bare floor you can see has bits of straw, torn cloth, and animal fur

sprinkled on its surface.  A small @blever@n appears just inside the room.

~
~
301465604 11 9 0
D1
~
~
171 -1 31529 10 10 5
E
large crate~
Dozens of crates are packed into this tiny space.  From the markings on

them, you can surmise that they are comprised primarily of items meant

for shipment to and from Chiiron.

~
E
floor straw cloth fur~
The floor is covered with debris from a number of sources: straw from the

crates, fur from maurading animals, and cloth possibly from those

accessing this cramped spot.

~
A
pull push~
lever~
if( is_open( room, east ) ) {

  act_tochar( #close, ch );

  act_notchar( #closes, ch );

  close( room, east );

  }

else {

  act_tochar( #open, ch );

  act_notchar( #opens, ch );

  open( room, east );

  }

~
E
close~
You move the lever and the door to your east closes.

~
E
closes~
You see $n fiddle with a lever, and the door to the east closes.

~
E
open~
You move the lever, and a door appears to your east.

~
E
opens~
You see $n fiddle with the lever, and a door opens to your east.

~
!
0 0 0
A
~
~
act_tochar( #nope, ch );

act_notchar( #nopes, ch );

~
E
nope~
There appears to be nothing worthwhile left in the crates.

~
E
nopes~
You see $n rummage through the crates, then stand, frowning.

~
!
9 0 0
-1
S

#0