#AREA Glory Hole Mine~ Rue~ Glory Hole Mine~ 10 0 0 #ROOMS #56500 Cave Entrance~ The smooth floor of the cavern has been heavily traveled, the stalagmites smoothed and broken by the passage of multitudes of people over the centuries. The curved ceiling vaults high above your head. A smooth stone ramp to the south leads out of the caves. To the north, the cave heads deeper into the mountains. ~ ~ 301465600 11 6 0 D0 ~ ~ 0 -1 56501 10 10 5 D2 ~ ~ 0 -1 39088 10 10 5 A cast~ blink~ acode( find_room( 52323), 2 ); ~ ! 0 0 0 -1 S #56501 Soaring Cavern - South~ The high ceiling of the cave is covered with stalactites, many of which have been broken and lie scattered about the floor. The walls are pocked brown stone, worn smooth over the ages. A small passageway peeks from behind some stalagmites on the western wall, but the main cavern heads north. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 56505 10 10 5 D2 ~ ~ 0 -1 56500 10 10 5 D3 ~ ~ 0 -1 56502 10 10 5 E stalactites~ Large stalactites hang from the ceiling, testaments to the age of this cave. ~ A cast~ blink~ acode( find_room( 52323), 2 ); ~ ! 0 0 0 -1 S #56502 Side Passage~ This cramped side tunnel curves north and east. The walls are smooth with lime deposits, and almost seem molten. A few small stalactites hang from the ceiling, but most have formed into columns after merging with stalagmites. ~ ~ 301465604 11 4 0 D0 ~ ~ 0 -1 56503 10 10 5 D1 ~ ~ 0 -1 56501 10 10 5 E columns ~ These columns seem to slowly be closing off this passageway; perhaps in a million years it will no longer exist. ~ 374 9 1509949540 3 0 374 9 1509949540 3 0 -1 S #56503 Side Passage~ The air here is stale and smells of rotting material. The passageway narrows to just a few feet wide, the disappears into a small crevice which peeks from behind a row of stalagtites against the north wall. ~ ~ 301465604 11 4 0 D0 crevice~ crevice~ 0 -1 56504 10 10 5 D2 ~ ~ 0 -1 56502 10 10 5 E crevice~ Tucked behind a stalagtite, this small dark crevice is too small for anybody larger than a goblin. ~ -1 S #56504 Dank Crevice~ Hardly large enough for a dwarf, this small crevice is littered with bones and filth. The walls, floor and ceiling are worn smooth, as if worked by some tool. The smell of rot here is intense. Your only exit is south through a narrow crevice. ~ ~ 301465604 11 3 0 D2 ~ ~ 0 -1 56503 10 10 5 E filth ~ The rotting remains of some unfortunate individual lay scattered about the floor. ~ A search~ bones filth~ if( rflag( reset1, room ) ) { i = random( 1, 10 ); if( i < 4 ) { if( i == 1 ) obj = oload( 1408 ); else obj = oload( 14 ); act_tochar( #found_item, ch, obj ); act_notchar( #found_rmitem, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } send_to_char( #empty_char, ch ); ~ E found_item~ You find $p among the bones! ~ E found_rmitem~ $n finds $p in the bones! ~ E empty_char~ You find nothing amongst the bones. ~ ! 0 0 0 16 9 1509949540 3 0 -1 S #56505 Soaring Cavern - North~ The ceiling soars high above your head, stalactites dripping eerily from the center. The west wall is pocked with holes, and the east is covered with brown moss. A small tunnel leads north past some stalagmites, while the cave continues south. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 56506 10 10 5 D2 ~ ~ 0 -1 56501 10 10 5 E west holes~ Small holes filled with moss cover the west wall. Some of them go back into the wall some distance, but it is hard to see into them. ~ E moss east~ A thick carpet of brown moss covers most of the eastern wall. The moss is thick and smells of mint. ~ E stalactite~ The stalactites are grouped in the center of the ceiling here. They are all sizes, ranging from about two feet long to just inches. ~ A search~ hole~ if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); i = random( 1, 5 ); if( i < 4 ) { if( i == 1 ) { send_to_char( #bite, ch ); act_notchar( #witness, ch ); i = dice( 2, 5 ); dam_message( ch, i, "something hidden in an hole" ); inflict( ch, mob, i, "something hidden in an hole" ); end; } obj = oload( 14 ); act_tochar( #found_itemh, ch, obj ); act_notchar( #found_rmitemh, ch, obj ); obj_to_char( obj, ch ); end; } } send_to_char( #empty_char, ch ); act_notchar( #empty_notchar, ch ); ~ E bite~ As you reach into the hole something bites your hand! ~ E witness~ $n reaches into one of the holes and screams in pain! ~ E found_itemh~ As you probe blindly in the hole your hand comes across something, and you pull out $p! ~ E found_rmitemh~ $n gropes around in the hole for a moment, grins and pulls out $p! ~ E empty_char~ You grope around in the holes, but find nothing. ~ E empty_notchar~ $n gropes around in the holes, but comes up empty handed. ~ ! 0 0 0 1155 9 1509949540 3 0 -1 S #56506 Living Tunnel~ The walls of this tunnel have been artificially widened, making them smooth. The floor is also smooth, lacking any stalagmites. Time and neglect, however, have allowed mold and small stalactites to form on the ceiling. The tunnel leads north and south. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56507 10 10 5 D2 ~ ~ 0 -1 56505 10 10 5 E stalactites~ Glistening, stalactites grow from the tunnel's ceiling. The tunnel must have been here for untold centuries for the stalactites to grow as big as they are. ~ E moss~ Brownish moss grows in patches on the tunnel wall. ~ 1155 9 1509949540 3 0 -1 S #56507 Three Way Intersection~ Piles of rotting mining gear attest to the countless years this area served as a productive mine. A tunnel carved out of the rock leads east, while a natural cave opens to the west. The walls and floor of the tunnel are smooth, worked by tools and at one time heavily travelled. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56509 10 10 5 D2 ~ ~ 0 -1 56506 10 10 5 D3 ~ ~ 0 -1 56508 10 10 5 E mining rotting gear~ These piles of discarded mining tools have rusted beyond use or repair. Among the garbage you can see broken pickaxe heads, pitted and rusted buckets, rotted old ropes, and other assorted cast off items. ~ A ~ ~ send_to_room( #flapping, room ); ~ E flapping~ You hear the sounds of flapping wings coming from the south, carried on the cool breeze. ~ ! 2 50 0 A search~ piles rotting mining gear~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You dig around in the pile of rusty junk, but find nothing useful. ~ E rmsearch~ $n searches the rusty pile of junk but finds nothing worth taking. ~ ! 0 0 0 1155 9 1509949540 3 0 -1 S #56508 Sparkling Cave~ Tiny sparkles of minerals are encased in the stone of the walls and ceiling. The air is damper here than the other parts of this cave, and small puddles lay in the recesses in the floor. The cave is quiet, except for the slow drip of water from above. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56507 10 10 5 E puddle recesses~ The small puddles are only a few inches deep, and filled with cold, crystal clear water. ~ A ~ ~ send_to_room( #drip, room ); ~ E drip~ A small bead of water drips from the ceiling, its splash softly echoing in the quiet room. ~ ! 2 100 0 1461 9 1509949540 3 0 374 9 1509949540 3 0 -1 S #56509 Mossy Tunnel~ The detritus of years of mining lays rusting on the floor. A small archway leads north, while tunnels carved into the solid rock lead east and west. The ceiling is damp, and moss and molds cover the walls and ceiling. You can hear faint noises echoing off the tunnel walls, hinting at movement somewhere nearby. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56510 10 10 5 D1 ~ ~ 0 -1 56511 10 10 5 D3 ~ ~ 0 -1 56507 10 10 5 E moss mold~ Brown and green moss and mold grow thickly on the walls and floor, thriving from the dampness of the area. ~ E archway~ The archway leads into a large chamber to the north. ~ -1 S #56510 Ancient Storage Room~ This ancient storage room is filled with moldy and rotted crates and barrels. Fungal growth of all sorts lives on the damp and rotting wood provided by the crates. The high ceiling is arched and covered in mold. A small archway leads south into the tunnel. ~ ~ 301465604 11 7 0 D2 ~ ~ 0 -1 56509 10 10 5 E crates barrels~ Rotted heaps of wood and rusted iron bands are all that remain of the crates and barrels that once filled this room. ~ E fungal growth~ Multicolored fungus grows in heaps on the rotting wood. ~ E archway~ The archway leads south into a tunnel. Around the edges of the archway you see rusted iron hinges but no sign of any doors. ~ E hinges~ Remnants of some ancient door, these rusted hinges once held what must have been a massive door. ~ E mold~ The mold is black and covers most of the ceiling. ~ 1461 9 1509949540 3 0 -1 S #56511 Creaking Tunnel~ The tunnel walls are covered in reliefs that depict gnomes mining. The floor is worn smooth. The shaft walls show signs of cracking, as does the ceiling. Rotting timbers form braces against the tremendous weight above. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56512 10 10 5 D3 ~ ~ 0 -1 56509 10 10 5 E walls mining ~ Carved into the walls ages ago, the relief stone work of these miners shows the daily drudgery of mine work. ~ E timbers braces rotting~ These timber braces once helped support the massive weight of the tunnel ceiling. Now, however, they are rotted, and the cracks in the ceiling tell the tale that this tunnel could collapse at any time. ~ A ~ ~ send_to_room( #shift, room ); ~ E shift~ The ceiling shifts loudly, sending pebbles showering down from above. ~ ! 2 100 0 A push press shove move~ timbers beam wood~ if( rflag(reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #crush, ch ); act_notchar( #witness, ch ); i = dice( 10, 15 ); dam_message( ch, i, "a falling block of stone" ); inflict( ch, ch, i, "a falling block of stone" ); obj = oload( 2116 ); obj_to_room( obj, room ); end; } send_to_char( #nocrush, ch ); act_notchar( #nocrushroom, ch ); ~ E crush~ When you push the timbers they crash down and a block of stone crashes down on your head! ~ E witness~ When $n pushes against the timbers they crash down and an huge block of stone falls from the ceiling. ~ E nocrush~ You push the timbers, but nothing happens. ~ E nocrushroom~ $n pushes against the timbers, but nothing happens. ~ ! 0 0 0 -1 S #56512 Creaking Tunnel~ More relief work of gnomes working in the mines decorate the walls. Large cracks appear in walls, spoiling some of the ancient handiwork. The tunnel continues to the east and west, getting wider to the west. The air here is cool, a strong breeze flowing past you to the west. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56513 10 10 5 D3 ~ ~ 0 -1 56511 10 10 5 E cracks~ The large cracks cover much of the tunnel, and appear to have been caused by the shifting of the massive stones of the eons. ~ E relief wall~ The relief work here is spoiled by large cracks, however you can still see that it depicts miners going about their daily work. ~ 374 9 1509949540 3 0 -1 S #56513 Intact Tunnel~ The tunnel continues to the east, getting wider with each step you take. To the west the tunnel begins to narrow, although it is still big enough to accomodate an ogre. The ancient stonework seems untouched by the ages: gnome miners still toil in search of gems and ore on the relief work on the walls. The timbers have somehow remained dry and withstood years of neglect. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56514 10 10 5 D3 ~ ~ 0 -1 56512 10 10 5 E miners stonework~ Here you can truly see the artistry and skill with which this relief was carved. You can see small details of mining life here, and can almost hear the miners singing as they toil. ~ E bracing timbers~ These bracing timbers are sturdy and support the weight above. ~ -1 S #56514 Staging Area~ Rusty, broken mining carts are scattered around in this plain room. Ancient crates, long since rotted away, lay in moldy heaps on the floor. This room was once used for loading ore into crates and for repair work. It is quiet, only the wind flowing by making any noise. The staging area spreads out to the north and a smaller tunnel leads west. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 56515 10 10 5 D3 ~ ~ 0 -1 56513 10 10 5 E carts mining~ Rusted iron carts corrode in the corner. They were once used to carry ore, but now only cobwebs and dust are in them. ~ E crates moldy~ The crates are rotted and moldy. From a quick glance they all appear empty. ~ A search ~ crates~ if( rflag( reset1, room ) ) { i = random( 1,50 ); if( i < 3 ) { obj = oload( 2119 ); act_tochar( #found_item, ch, obj ); act_notchar( #found_rmitem, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } act_tochar( #nothin, ch ); act_notchar( #rmnothin, ch ); ~ E nothin~ You search through the rotted crates but find nothing. ~ E rmnothin~ $n looks through the rotted crates buts finds nothing. ~ E found_item~ You search through the crates and find an old broken lantern! ~ E found_rmitem~ $n searches through the crates and finds an old broken lantern! ~ ! 0 0 0 1461 9 1509949540 3 0 -1 S #56515 Staging Area~ This room is wide and squat to accomodate the many tracks and rails of rusted iron. A rotted walkway of wood falls in upon itself along the north wall. The low ceiling is covered with deep gouges and stained with soot. To the west a low moaning sound can be heard, and a cold breeze seems to come from that direction. To the south the staging area continues. ~ ~ 301465604 11 9 0 D2 ~ ~ 0 -1 56514 10 10 5 D3 ~ ~ 0 -1 56516 10 10 5 E tracks rails iron ~ Several iron rails rust upon themselves on the floor. They were once used to move carts, but now only make the footing difficult. ~ E walkway wood~ Set along the north wall, this walkway once provided an easier way to walk through this once busy room. The walkway is rotted and collapsed now. ~ E gouges ceiling soot~ The ceiling is low here, and stained with soot from countless torches and oil lanterns. Deep gouges mark the ceiling, from some unknown source. ~ -1 S #56516 Above The Shaft~ A bent and corroded iron railing surrounds a gaping hole carved into the stone. Dangling into the pit, an old chain sways slowly back and forth from a pully attached to a winch set in the stone. A continuous blast of cold air rushes up from the darkness below. ~ ~ 301465612 11 9 0 D1 ~ ~ 0 -1 56515 10 10 5 D5 ~ ~ 0 -1 56517 10 10 5 E chain ~ The thick, rusted chain dangles from the pully into the darkness below. ~ E winch~ After looking at the ancient winch, it is obvious that it will never operate again. It is corroded and rusted, the iron pocked with holes. ~ E hole pit shaft~ The large hole is about 15 feet in diameter. Carved straight down into the rock, it is difficult to see anything, as the dark walls absorb light. ~ E railing iron bent~ An iron rail, sunken into the living rock helps protect you from falling over into the pit. It has seen better days, and if you are smart you won't lean on it. ~ A ~ ~ send_to_room( #all, room ); ~ E all~ The rusty chain sways gently as it dangles into the darkness below. ~ ! 2 50 0 A down~ ~ act_tochar( #down, ch ); act_notchar( #rmdown, ch ); ~ E down~ You look down into the blackness of the shaft and realize climbing down the chain would be safer. ~ E rmdown~ $n looks into the pit, and then at the chain dangling into it. ~ ! 0 0 0 A climb~ chain down~ act_tochar( #chain, ch ); act_notchar( #rmchain, ch ); transfer( ch, find_room(56517 ) ); act_notchar( #rmchain, ch ); ~ E chain~ You grasp the chain tightly and slowly lower yourself into the dark shaft. ~ E rmchain~ $n grasps the chain and slowly lowers into the dark mine shaft. ~ ! 0 0 0 A lean~ railing corroded~ act_tochar( #fall, ch ); act_notchar( #rmfall, ch ); transfer( ch, find_room( 56517 ) ); act_tochar( #falling, ch ); wait( 1 ); act_notchar( #witness, ch ); send_to_room( #thud, find_room( 56516 ) ); i = dice( 20, 3 ); dam_message( ch, i, "hitting the bottom of the shaft" ); inflict( ch, ch, i, "hitting the bottom of the shaft" ); ~ E fall~ @GThe rail suddenly gives way beneath your weight and you plummet over the edge! ~ E rmfall~ @GAs $n leans on the corroded railing it suddenly gives way and $n topples into the dark shaft, arms flailing wildly. ~ E witness~ @GYou hear a wrenching sound from the shaft, a short scream, and suddenly $n arrives from above, arms flailing, and smashes into the floor. ~ E thud~ You hear a sickening THUD from the bottom of the shaft. ~ E falling~ You hang suspended in midair for a moment before you hurtle downward, the bottom of the shaft speeding towards you! ~ ! 0 0 0 -1 S #56517 Under the Shaft~ A thick, rusty chain hangs near the floor from the mine shaft above. Large tunnels, carved out of solid stone, lead east and north into the darkness. A large copper door covered with strange runes fills an immense doorway to your immediate south. A smaller tunnel cuts into the west wall. The floor here is smooth, and the walls braced by heavy wooden beams. ~ ~ 301465604 11 9 0 D0 ~ ~ 0 -1 56518 10 10 5 D1 ~ ~ 0 -1 56520 10 10 5 D2 copper door~ copper door~ 391 3312 56550 10 10 5 D3 ~ ~ 0 -1 56519 10 10 5 D4 ~ ~ 0 -1 56516 10 10 5 E chain~ A rusty chain dangles from the darkness of the mine shaft above. ~ E beams wooden~ Heavy wooden timbers brace the ceiling and walls of this chamber. The wood seems to be in good condition still. ~ E copper door~ A huge door made of beaten copper stands in the doorway to the south. The copper has corroded and is covered with a thick green patina. Inset into the door are several large runes, untouched by age or corrosion. ~ E runes~ The runes are most likely in a dialect no longer known. ~ A up~ ~ act_tochar( #up, ch ); act_notchar( #rmup, ch ); ~ E up~ You look up the long shaft and then to the rusty chain dangling from above. ~ E rmup~ $n looks up the dark shaft and then to the rusty dangling chain. ~ ! 0 0 0 A climb~ chain up~ act_tochar( #cchain, ch ); act_notchar( #rmcchain, ch ); transfer( ch, find_room( 56516 ) ); act_notchar( #rmcchain, ch ); ~ E cchain~ You grab the rusty chain and slowly climb up. ~ E rmcchain~ $n grabs the rusty chain and slowly climbs up the shaft. ~ ! 0 0 0 A ~ ~ send_to_room( #dangle, room ); ~ E dangle~ The rusty chain sways gently as it dangles from the shaft above. ~ ! 2 50 0 A ~ ~ send_to_room( #creak, room ); ~ E creak~ You hear a deep groan echoing through the tunnels. ~ ! 2 50 0 -1 S #56518 Mine Tunnel~ Cobwebs blanket the tunnel to the north, hanging in dusty sheets from the sturdy support beams. The floor is smooth and grooved from the passage of untold number of feet. A small rivulet of water runs down its length and into a crack in the floor. To the south you hear the occasional sound of a chain rattling. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56524 10 10 5 D2 ~ ~ 0 -1 56517 10 10 5 E cobwebs~ Thick strands of cobwebs hang from the celing and wooden beams. ~ E rivulet water groove~ A tiny trickle of water runs down a slight groove in the center of the tunnel floor. It appears that the groove was caused by the passage of many feet over the years. ~ E crack~ A small crack in the floor provides the exit for the tiny trickle of water. It is tiny, barely as thick as your pinky finger. ~ A drink~ rivulet~ act_tochar( #nope, ch ); ~ E nope~ The trickle of water is too tiny and muddy to drink from. ~ ! 0 0 0 A ~ ~ obj_to_room( oload( 2474 ), find_room( 19 ) ); continue; ~ ! 1 0 4 1489 9 1509949540 3 0 -1 S #56519 Smaller Tunnel~ This tunnel is markedly smaller than those to the east. The walls and floor are roughly hewn from the stone, and the ceiling is low and irregular. Small rocks and stone chips litter the floor, making footing difficult. The tunnel curves north and leads back to the mine shaft east. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56522 10 10 5 D1 ~ ~ 0 -1 56517 10 10 5 -1 S #56520 East of the Shaft~ A thin layer of grime covers the smooth walls here. The ceiling is high enough to allow an ogre to stand tall. The wood bracing timbers appear solid, but are covered in grime. The tunnel leads west to a large room, and east, from which a rotting smell comes. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56536 10 10 5 D3 ~ ~ 0 -1 56517 10 10 5 E grime~ An oily substance covers almost everything in this tunnel. ~ E wood bracing timbers~ Despite the grime, these timbers appear to have survived the ravages of time well. ~ 1141 9 1509949540 3 0 -1 S #56522 Smaller Tunnel~ This cramped, curving tunnel continues to the west while gaining a noticeable downward tilt. Small shiny crystals start to appear on the walls, deeply embedded in the stone. To the south the crampled tunnel continues. The walls are roughly carved from the stone, as are the floor and ceiling. ~ ~ 301465604 11 5 0 D2 ~ ~ 0 -1 56519 10 10 5 D3 ~ ~ 0 -1 56523 10 10 5 E crystals~ The crystals are tiny and white in hue. They are deeply embedded in the stone, and you have no hope of freeing them. ~ A pry get~ crystals~ act_tochar( #pry, ch ); act_notchar( #rmpry, ch ); ~ E pry~ You pry at the crystals, but they are too deep in the stone to free. ~ E rmpry~ $n prys at the crystals in the walls, but gives up quickly. ~ ! 0 0 0 1489 9 1509949540 3 0 1489 9 1509949540 3 0 -1 S #56523 Smaller Tunnel~ The twisting, tight tunnel continues, the floor littered with stone chips and damp from the trickles of water coming down the cave walls. Tiny white crystals can be seen on the tunnel walls, too small to be of any consequence. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56522 10 10 5 D3 ~ ~ 0 -1 56546 10 10 5 E chips stone~ The small stone chips litter the damp floor. There appears to be nothing special about them. ~ E white crystals~ Small white crystals are deeply embedded in the stone of the walls. ~ -1 S #56524 Mine Tunnel~ Dust covers the dark tunnel's walls and floor. The floor is smooth, with a groove filled with a trickle of water that flows south. Cool air moves in from the east, blowing the cobwebs gently above your head. The tunnel turns east and south here, twisting its way through the depths of the mountain range above. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56525 10 10 5 D2 ~ ~ 0 -1 56518 10 10 5 E cobwebs~ The cobwebs sway gently in the breeze, ghostly and silent as they wave above your head. ~ E groove~ A small groove has formed in the floor, doubtless from the passage of the many miners that once walked these passages. A small trickle of water runs down the groove to the south. ~ A ~ ~ send_to_room( #wind, room ); ~ E wind~ A cool breeze blows in from the east, carrying with it a faint clanking sound. ~ ! 2 50 0 1489 9 1509949540 3 0 -1 S #56525 Mine Tunnel~ The tunnel curves sharply to the north and west, perhaps at one time following a vein of ore. The floor is littered with tiny shards of stone and a damp clay-like substance that sticks to your feet. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56526 10 10 5 D3 ~ ~ 0 -1 56524 10 10 5 E clay-like clay~ A thin layer of white clay covers much of the floor. It looks like it came from the north passageway. ~ E stone shards~ Small shards of shattered rock lie all over the floor. Most of the stones are no bigger than your fist, and many are much smaller. ~ -1 S #56526 Mine Tunnel - By an Alcove~ A small alcove, just large enough for an human to enter, is carved into the west wall. The tunnel makes another turn, heading east and south into darkness. Faint sounds can be heard coming from the east; a faint scratching noise and an occasional clank. The floor is covered with a wet clay. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56527 10 10 5 D2 ~ ~ 0 -1 56525 10 10 5 D3 ~ ~ 0 -1 56549 10 10 5 E clay~ A thin layer of damp clay is spread about the floor. Small animal tracks can be seen in the clay, and it appears to have flowed from the west. ~ E alcove~ The alcove is almost hidden from your view by a small jog in the tunnel, you will have to go inside to investigate further. ~ A ~ ~ send_to_room( #scratch, room ); ~ E scratch~ A faint scratching noise of metal on stone can be heard from the east. ~ ! 2 50 0 1489 9 1509949540 3 0 -1 S #56527 Mine Tunnel~ The walls of the tunnel are damp and covered with a thin layer of black mold. The floor, however, is not damp, and is covered with a fine layer of dust. Cobwebs sway above your head, disturbed by your movements. The tunnel leads east and west. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56528 10 10 5 D3 ~ ~ 0 -1 56526 10 10 5 E dust~ A thick layer of dust covers the floor. You see many small footprints in the dust. ~ E mold~ A thin layer of black mold covers the walls of this tunnel. The mold appears to have died long ago, and crumbles away at your touch. ~ E cobwebs~ Thick cobwebs hang from the ceiling. They are coated with the same dust as the floor. ~ E footprint~ These small prints are about the size of those left by a dog. ~ -1 S #56528 Mine Tunnel~ An ancient iron grate set into the stone blocks the tunnel to the south. The metal bars are rusted, but still solid enough to keep out a rampaging ogre. The air is cold, and the walls damp with condensation. Looking through the gate, you see the tunnel continues into the darkness. ~ ~ 301465604 11 5 0 D2 rusted iron gate~ rusted iron gate~ 131 62 56537 10 10 5 D3 ~ ~ 0 -1 56527 10 10 5 E iron gate ~ Inch thick iron bars covered in rust are embedded in the ceiling and floor. It has a small gate set into the middle which has a lock on it. ~ A ~ ~ if( mob_in_room( 1487, find_room( 56537 ) ) ) { find_room( 56536 ); send_to_room( #miner, room ); } ~ E miner~ To the south, on the other side of the gate, you can see a spectral miner swinging a pickaxe at the tunnel wall. ~ ! 2 400 0 -1 S #56536 Mine Tunnel - Dead End~ This room has an overpowering stench of decay, and black gunk oozes down the walls and into puddles on the floor. Rusted metal lies in a heap in one corner. The walls are pocked with pits and scars, and small knobby protrusions poke though the black gunk. ~ ~ 301465604 11 5 0 D3 ~ ~ 0 -1 56520 10 10 5 E gunk~ The black gunk appears to be a secretion of some sort. It is similar in consistency to pitch and smells of rot. ~ E rusted heap metal~ The heap of metal is rusted and corroded. ~ E pits wall pocked protrusions~ The walls are scarred and pitted from what looks like acid. The protrusions seem to be denser rock that have better resisted the acid. ~ A ~ ~ if( !mob_in_room( 1122, find_room( 56536 ) ) ) { wait( 3 ); if( rflag( reset1, room ) ) { send_to_room( #rmblob, room ); mload( 1122, room ); remove_rflag( reset1, room ); } else continue; } else continue; ~ E look~ kick all ~ E rmblob~ You look on in horror as a black ooze drops from the ceiling and lashes out with its tentacles! ~ ! 1 0 10 A touch get~ black gunk~ act_tochar( #burns, ch ); act_notchar( #rmburns, ch ); i = dice( 2, 8 ); dam_message( ch, i, "black acid" ); inflict( ch, ch, i, "black acid" ); ~ E burns~ You scream in agony when you touch the black gunk! ~ E rmburns~ As $n touches the black gunk $e screams in agony and pulls $s hand away from its burning touch. ~ ! 0 0 0 A search~ heap pile rusted metal~ if( rflag( reset1, room ) ) { i = random( 1,25 ); if( i < 3 ) { obj = oload( 2128 ); act_tochar( #found_item, ch, obj ); act_notchar( #found_rmitem, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } act_tochar( #search, ch ); act_notchar( #searchrm, ch ); ~ E search~ You search the pile of rusted metal but find nothing useful. ~ E searchrm~ $n searches through the pile of rusty metal but finds nothing. ~ E found_item~ You dig through the rusty pile of metal and find a broken pickaxe head! ~ E found_rmitem~ $n digs through the rusty pile of metal and finds a broken pickaxe head! ~ ! 0 0 0 -1 S #56537 South of the Iron Gate~ An iron gate blocks the passage north. The walls and floor are slick with moisture, and the air is cold and damp. The tunnel walls are rough, the floor covered with broken rocks and scattered stones. The ceiling is arched, and higher than the rest of the tunnels. It looks like there was a cave in here at one time that was only partially cleaned up. ~ ~ 301465604 11 5 0 D0 rusted iron gate~ rusted iron grate~ 131 62 56528 10 10 5 D3 ~ ~ 0 -1 56538 10 10 5 E iron gate ~ Inch-thick iron bars covered in rust are embedded in the ceiling and floor. The gate has a small door set into it which has a lock. ~ E rocks stones~ Several stones the size of a fat dwarf lie randomly about the floor. Smaller stones have been moved into piles by the sides of the tunnel. ~ 1487 9 1509949540 3 0 -1 S #56538 Mine Tunnel~ As you head down the tunnel it is obvious that there was a cave-in here. Piles of rock lean against the walls, and large cracks appear in the ceiling. The rotted remains of timbers are strewn about the room. The tunnel leads south and east. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56537 10 10 5 D2 ~ ~ 0 -1 56539 10 10 5 E piles rock~ Large piles of stone are heaped against the tunnel walls. They consist of many sizes of stones, but are otherwise unremarkable. ~ E cracks ceiling~ These large cracks in the ceiling are remnants of a past cave-in. They are barely wide enough to stick a finger in, but run the width of the tunnel in some places. ~ E timbers rotted~ Very little is left of the wooden timbers. ~ 1487 9 1509949540 3 0 -1 S #56539 Mine Tunnel~ Large stones litter the floor, forcing you to walk to one side of the tunnel and then the other. The cold air here frosts your breath, the chill air slowly moving around you. The tunnel leads to the east and to the north. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56538 10 10 5 D1 ~ ~ 0 -1 56542 10 10 5 E stones~ Large stones about the size of a big dog are scattered about. They are no doubt remnants of a cave-in. Smaller stones are heaped in piles as if somebody moved them there. ~ 1487 9 1509949540 3 0 -1 S #56542 Mine Tunnel - Intersection~ The damp cool air moves sluggishly to the west, carrying with it a groaning sound not unlike that of a dying man. The walls are damp and cold, as is the floor. Oddly, the floor is almost bare of stone debris. A small tunnel leads south a ways, while larger tunnels lead east and west. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56543 10 10 5 D2 ~ ~ 0 -1 56545 10 10 5 D3 ~ ~ 0 -1 56539 10 10 5 E walls floor~ Condensation forms on the walls and floor from the meeting of warm rock and cold air. ~ -1 S #56543 Mine Tunnel~ The tunnel becomes wider here, and fewer stones lie in the passageway. The walls are smooth, almost polished, and the floor is flat and clear. The air is cold, and everything is generally damp. The tunnel twists suddenly to the north, and also heads west. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56544 10 10 5 D3 ~ ~ 0 -1 56542 10 10 5 E floor wall~ The walls and floors are smooth. Certainly smoother than could be done using a pickaxe. ~ 1487 9 1509949540 3 0 -1 S #56544 Mine Tunnel - Dead End~ Dominating this dead end in the tunnel is an huge stone, almost directly in the center of the tunnel. From beneath it you can see a shrivelled hand. The cool air swirls around, stirred up by your movements and your breath. The walls are smooth and the floor clear except for the large boulder. A tunnel leads south. ~ ~ 301465604 11 5 0 D2 ~ ~ 0 -1 56543 10 10 5 E huge stone~ This massive block of stone has collapsed from the ceiling leaving a gaping hole where it once was. The floor underneath it is cracked and buckled from its weight. ~ E shrivelled hand~ Obviously this hand belongs to the victim of this massive cave in. Preserved by the cold air, the flesh is intact and clings to the bones. The hand is small, about the right size for a dwarf or gnome. ~ A climb~ rock boulder stone~ act_tochar( #rock, ch ); ~ E rock~ Climbing the rock would do nothing for you but scratch up your knees. ~ ! 0 0 0 A move push lift~ stone boulder~ act_tochar( #push, ch ); act_notchar( #rmpush, ch ); ~ E push~ You push and struggle against the boulder, but are unable to budge it. ~ E rmpush~ $n pushes with all $s strength, but is unable to move the boulder. ~ ! 0 0 0 1488 9 1509949540 3 0 -1 S #56545 Natural Cave~ The walls are covered with limestone deposits, and small stalactites hang from the curved ceiling. Minerals sparkle here and there in the limestone, and a small trickle of water runs down the far wall and disappears into a tiny crack in the floor. The floor, too, is covered in limestone. The whole area is damp and cool. You notice a small hole in the eastern wall, from which a cold breeze exits with some force. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56542 10 10 5 E stalactites~ These small stalactites are formed from a green-tinted limestone. They sparkle with small flecks of minerals. ~ E minerals~ Small flecks sparkle in the limestone as light shines upon them. They reflect silver light, and some gold tones. ~ E water~ This small trickle of water seeps through the ceiling and forms an almost straight line down the wall to where it disappears into a tiny crack in the floor. ~ E hole~ The hole is natural, about four inches in diameter, and a cold breeze flows out of it into the cave. Carried on the breeze you can hear the sounds of rushing water. ~ E crack~ A small seam in the floor provides exit for the trickle of water. ~ A search ~ hole~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You stick your hand in the hole, but find nothing except cold stone. ~ E rmsearch~ $n sticks $s hand in the hole and fishes around before coming up empty handed. ~ ! 0 0 0 -1 S #56546 Smaller Tunnel - Intersection~ Here the tunnel splits in several directions. A small tunnel leads west, while the main tunnel turns north. The rough hewn walls show signs of moisture, and moss grows in the damper areas. To the east the winding tunnel heads into darkness. ~ ~ 301465604 11 5 0 D0 ~ ~ 0 -1 56548 10 10 5 D1 ~ ~ 0 -1 56523 10 10 5 D3 ~ ~ 0 -1 56547 10 10 5 E moss moisture~ Small tufts of moss grow in the damp areas. As you look at the walls more closely you notice a thick, strand like substance to the west. ~ E thick strand west~ Upon closer examination the strands to the west look like spider webs. ~ 1489 9 1509949540 3 0 -1 S #56547 Smaller Tunnel - Dead End~ The tunnel ends at a solid rock face dotted with crystals. The ceiling here is a little higher than in the rest of the tunnel, deep gouges visible even on its rough surface. The only way out is to the east through the cramped passageway. Thick strands of dark webbing cover the walls, difficult to see against the stone walls. ~ ~ 301465604 11 5 0 D1 ~ ~ 0 -1 56546 10 10 5 E gouges~ The gouges look like those left by pickaxes. ~ E crystals~ The milky-white crystals are deeply embedded in the stone, a few look like they may be loose. ~ E webbing strands dark~ Thick, sticky strands of dark webbing stretch from wall to wall here, difficult to see against the dark background. ~ A pick get mine dig~ crystals quartz block wall~ mob = mob_in_room( 1467, room ); if( mob ) { act_room( #attack, ch ); attack( mob, ch, 2d7, "mandibles" ); end; } if( !has_obj( 1632, ch ) ) { send_to_char( #need, ch ); act_notchar( #rmneed, ch ); end; } if( rflag( reset0, room ) ) { if( random(1, 10 ) < 3 ) { send_to_char( #gotquartz, ch ); act_notchar( #rmgotquartz, ch ); obj_to_char( oload( 881 ), ch ); } else { send_to_char( #nope, ch ); act_notchar( #rmnope, ch ); } remove_rflag(reset0, room ); } else { send_to_char( #nope, ch ); act_notchar( #rmnope, ch ); } ~ E attack~ Before you can do anything, a trap spider leaps to attack! ~ E need~ You need a pickaxe before you can pry anything lose from these walls. ~ E rmneed~ After $n pries at the crystals for some time, it is apparent $e would need a heavy digging tool to free any of them. ~ E gotquartz~ After picking at the wall for a while you manage to free a block of quartz! ~ E rmgotquartz~ $n picks at the wall, finally freeing a block of quartz! ~ E nope~ You swing the pickaxe at the wall repeatedly, but are unable to free anything. ~ E rmnope~ $n swings the pickaxe at the wall, but is unable to free anything. ~ ! 0 0 0 A ~ ~ mob = mob_in_room( 1467, room ); if( mob ) { act_tochar( #web, ch ); do_spell( web, mob, ch ); } ~ E web~ Thick webs wrap around you as you enter the room! ~ ! 1 0 2 1467 9 1509949540 3 0 -1 S #56548 Smaller Tunnel - Dead End~ The tunnel dead ends into a grisly scene: shattered bones and skulls are piled against the north wall. Broken weapons and rusted armor are strewn upon the floor, smashed and rent by some powerful force. To the south a small tunnel exits this bone-littered place. The walls are dotted with small, reflective crystals. ~ ~ 301465604 11 5 0 D2 ~ ~ 0 -1 56546 10 10 5 E crystals~ The crystals are tiny, and embedded deeply into the wall. ~ E bones skulls~ A pile of crushed bones and skulls are piled against the north wall. They all look as though they were smashed by something heavy. ~ E armor weapons broken~ All of the weapons and armor are broken, rusted and useless. They are scattered randomly about the room. ~ A search ~ bones skulls~ act_tochar( #bones, ch ); act_notchar( #rmbones, ch ); ~ E bones~ You search through the bones but find nothing of value. ~ E rmbones~ $n searches through the bones and skulls but finds nothing. ~ ! 0 0 0 A search~ weapons armor~ act_tochar( #armor, ch ); act_notchar( #rmarmor, ch ); ~ E armor~ You search the broken bits of armor and weapons but find nothing useful. ~ E rmarmor~ $n searches the armor and weapons, but is unable to find anything of use. ~ ! 0 0 0 515 9 1509949540 3 0 -1 S #56549 Tunnel Alcove~ This small alcove is cramped, even for one of your size. The curved walls have been polished and reflect light. A trickle of water drips down the west wall and into a small stone bowl carved from the rock. The water is murky, and filled with a white clay. ~ ~ 301465604 11 4 0 D1 ~ ~ 0 -1 56526 10 10 5 E walls~ The walls are curved and meet above you head in an arch. They appear to have been worked with fine tools, and remnants of ancient carvings can be made out near the bowl. ~ E bowl stone~ A small basin of stone has been carved out of the living rock. Fed by a trickle of water, there is a buildup of white silt. ~ E carvings ancient~ The ancient carvings have been smoothed over by time, and you are unable to make them out. ~ A get~ clay~ act_tochar( #clay, ch ); act_notchar( #rmclay, ch ); ~ E clay~ You try and collect some of the clay, but there is not enough of it to do anything with. ~ E rmclay~ $n tries to collect some clay, but appears frustrated by $s efforts. ~ ! 0 0 0 1 17 1509949540 -2 0 -1 S #56550 Behind the Copper Door~ Thick columns of dark stone support the high ceiling in this large chamber. An imposing beaten-copper door is set into the north wall, while a large open archway provides exit to the south. The ceiling arches slightly towards the middle, flattening out at the center. ~ {Rue} fixed ~ 301465612 11 7 0 D0 copper door~ ~ 391 -1 56517 10 10 5 D2 ~ ~ 0 -1 56551 10 10 5 E columns~ Carved from the living rock, these columns support the weight of the ceiling. They are rather plain, having no decoration whatsoever. Each column is about one foot in diameter. ~ E arch archway~ This open archway heads south into what appears to be another room. ~ E door copper beaten~ A huge door made of beaten copper stands in the doorway to the north. The copper has corroded and is covered with a thick green patina. ~ A open op~ n no nor north copper door~ if( is_open( room, north ) ) { act_tochar( #open, ch ); end; } else open( room, north ); send_to_room( #opens, room ); send_to_room( #opens, find_room( 56517 ) ); ~ E open~ The door is already open. ~ E opens~ The copper door slides silently open. ~ ! 0 0 0 -1 S #56551 Smooth-Walled Chamber~ The dark and smooth walls of this chamber rise about fifteen feet up before sloping inward to meet at a point in the ceiling. Archways cut into the walls lead east and west, while a stout oak door is set into the south wall. A large square arch cut into the north wall leads to another large chamber. The floor is smooth, and carved from the same basalt as the rest of the chamber. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56550 10 10 5 D1 ~ ~ 0 -1 56552 10 10 5 D2 oak door~ door~ 131 -1 56554 10 10 5 D3 ~ ~ 0 -1 56553 10 10 5 E floor ~ The floor is made of smooth brown stone. ~ E square archway~ The sides of this archway are straight and squared, topped by an angular arch. ~ A ~ ~ obj_to_room( oload( 135 ), find_room( 19 ) ); continue; ~ ! 1 0 1 -1 S #56552 Dark Hallway~ The walls of this hallway are rough, and the floor is covered in dust and debris from above. The ceiling is arched, partially from collapsing into the tunnel. The dark basalt hallway leads east towards a room filled with all sorts of clutter. ~ no.mob to keep mobs separate {Rue} fixed ~ 301465612 11 6 0 D1 ~ ~ 0 -1 56555 10 10 5 D3 ~ ~ 0 -1 56551 10 10 5 E debris floor~ The debris covering the floor appears to be stone shed from the walls. ~ E ceiling~ The ceiling looks like it was once flat, but that unstable rock has fallen giving it a natural arch. ~ A search~ debris~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You dig around in the debris, but find nothing useful. ~ E rmsearch~ $n searches the debris but finds nothing worth taking. ~ ! 0 0 0 -1 S #56553 Small Office~ Protruding from the basalt wall to the west is a small iron lever. Sitting against the south wall of the chamber is a tiny wooden desk. A sturdy door is built into the west wall. An archway graces the east wall, which leads into a large chamber. ~ {Rue} fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56551 10 10 5 E desk~ The small wooden desk is unremarkable. It has no drawers and appears to be quite heavy. ~ E lever iron~ Sticking out of the wall about three feet from the floor is an iron lever. It looks like you can pull on it. ~ E west door~ A heavy wooden door hangs on heavy hinges. There appears to be no way to open the door from this side. ~ A pull~ lever~ act_tochar( #pull, ch ); act_notchar( #pulls, ch ); wait( 3 ); send_to_room( #noise, room ); send_to_room( #nearnoise, find_room( 56551 ) ); ~ E pull~ With a little effort you manage to pull the lever. ~ E pulls~ $n pulls the lever with a little effort. ~ E noise~ Echoing through the stone you hear a grinding noise followed by a crashing sound. ~ E nearnoise~ A faint metallic sound echos through the stone. ~ ! 0 0 0 A search~ desk tiny~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You rummage about in the desk, but find nothing. ~ E rmsearch~ $n rummages around the desk but finds nothing. ~ ! 0 0 0 1624 9 1509949540 3 0 -1 S #56554 Wide Room~ Carved stone faces about four feet off the ground circle the walls of the room. Two oaken doors, one to the north and one to the south provide the only ways into or out of this room. The ceiling is high, its dark stone chiseled into a curved arch that gently connects with the walls about twelve feet off the ground. ~ secret room next door is 56570 {Rue} done ~ 301465604 11 6 0 D0 oak door~ door~ 131 -1 56551 10 10 5 D2 oaken door~ oaken door~ 131 -1 56560 10 10 5 D3 ~ ~ 235 -1 56570 10 10 5 E stone faces~ Small faces carved from the rock leer out into this room. Each face has different features and a look all it's own. They ring the room about four feet high, only missing where the doors cut into the walls. ~ E west~ You can find nothing out of the ordinary about the wall. ~ E ceiling~ The ceiling has a slow gentle arch to it, but is otherwise plain. ~ A ~ ~ if( rflag( reset0, room ) ) { if( mob_in_room( 1624, find_room( 56570 ) ) ) { mob = mob_in_room( 1624, find_room( 56570 ) ); interpret( mob, "pull lever" ); mob = mob_in_room( 1624, find_room( 56570 ) ); interpret( mob, "east" ); } remove_rflag( reset0, find_room( 56554 ) ); } ~ E block~ The guard steps in front of you and blocks your way! ~ ! 1 0 5 A search ~ faces face stone~ if( find_skill( ch, searching ) > random( 0, 5 ) ) { act_tochar( #find, ch ); act_notchar( #search, ch ); end; } else act_tochar( #nofind, ch ); act_notchar( #search, ch ); ~ E find~ After searching the faces for a while you discover a small button in the mouth of one on the west wall. ~ E search~ $n searches the carved faces. ~ E nofind~ You search the faces but find nothing interesting. ~ ! 0 0 0 A knock~ west wall~ act_tochar( #knock, ch ); act_notchar( #rmknock, ch ); ~ E knock~ The west wall sounds hollow when you knock on it. ~ E rmknock~ $n knocks on the west wall. ~ ! 0 0 0 A push~ button~ if( is_open( find_room( 56554 ), west ) ) { act_tochar( #itsopen, ch ); end; } act_tochar( #open, ch ); act_notchar( #rmopen, ch ); open( room, west ); send_to_room( #opening, find_room( 56570 ) ); wait( 3 ); send_to_room( #closing, find_room( 56570 ) ); close( room, west ); send_to_room( #closing, find_room( 56554 ) ); ~ E itsopen~ Nothing happens when you push the button. ~ E open~ The west wall slides open as you press the button! ~ E rmopen~ As $n reaches into one of the mouths, the west wall slides silently open! ~ E opening~ The east wall slides silently open. ~ E closing~ The stone door slides silently shut. ~ ! 0 0 0 -1 S #56555 Cluttered Room~ Rusted pipes and other scraps of old metal lie scattered about this room. Several small iron hooks hang from the ceiling, rusted from the damp air. Hallways lead west and north into darkness. The room is wide and long, the ceiling about ten feet high. From the north come faint echoes of a indeterminant nature. ~ {Rue} fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56556 10 10 5 D3 ~ ~ 0 -1 56552 10 10 5 E pipes metal~ Rusted old pipes and small scrap pieces of metal lie scattered about the room. The pipes are corroded, and look very fragile. The scrap metal is bent, twisted and corroded as well. ~ E hooks ceiling~ The small iron hooks have been bolted directly into the ceiling. You can only guess at what purpose they once served. ~ A search~ pipes metal scraps~ if( rflag( reset1, room ) ) { i = random( 1, 50 ); if( i < 15 ) { obj = oload( 2492 ); act_tochar( #found, ch, obj ); act_notchar( #rmfound, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } act_tochar( #nothin, ch ); act_notchar( #rmnothin, ch ); ~ E found~ You search through the piles of rusted metal and find an old broken pipe! ~ E rmfound~ $n searches through the rusted metal and finds an old broken pipe! ~ E nothin~ You search through the rusted metal but find nothing. ~ E rmnothin~ $n searches through the rusted metal but comes up empty-handed. ~ ! 0 0 0 1487 9 1509949540 3 0 1487 9 1509949540 3 0 -1 S #56556 Dark Hallway~ This wide hallway is carved out of dark stone. The floor is dirty and damp, and the walls are slimey with moisture. The faint sound of rushing water is heard from the east, along with an intermitent crashing. ~ {Rue} fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56557 10 10 5 D2 ~ ~ 0 -1 56555 10 10 5 E moisture walls~ Thr north wall is beaded and slick with moisture. ~ E north ~ Beads of moisture cover the damp north wall. ~ 1487 9 1509949540 3 0 -1 S #56557 Damp Chamber~ The rough, uneven walls and rounded ceiling of this room appear natural. The air is damp, almost misty, and you can hear the sound of rushing water to the east. A wide tunnel winds east from here towards the sound of the water. A dark hallway leads west out of the chamber. The crashing noise is very loud here, and comes from the east. ~ {Rue} fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56558 10 10 5 D3 ~ ~ 0 -1 56556 10 10 5 E rough walls~ The walls are irregular but smooth, as if worn down over the years. ~ -1 S #56558 Noisy Room~ Creaking and squealing machinery fills this small room. A thick shaft comes through the north wall, spinning an elliptical cam that powers a rusted piston. A thick metal plate attached to the piston rises and lowers with tremendous force. Beneath the plate is powdered stone. Even all the noise in this room fails to block out the booming sounds of a powerful river to the north. An open doorway leads west. ~ under the plate is room 56571 don't forget to type enter plate and enjoy the pain [Finius] this *is* a fun room. {Rue} done ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56559 10 10 5 D1 ~ ~ 171 -1 56571 10 10 5 D3 ~ ~ 0 -1 56557 10 10 5 E machinery~ The machinery in here is a jumble of massive shafts, pipes and pistons. From the looks of them, they are ancient and worn, but built to last. ~ E plate~ The thick metal plate is attached to a heavy iron piston which rises and falls quickly with great force. From the dust and debris underneath, it looks like the plate was used to smash ore in to more manageable sizes. It looks like you could crawl under the plate if you felt like risking it. ~ E cam~ A cam, shaped similarly to a flattened egg, rotates with the shaft's spinning. As it spins it lifts and drops the heavy metal plate. ~ A ~ ~ send_to_room( #boom, room ); ~ E boom~ With a thundering crash the metal plate slams down, the room shakes and dust flies everywhere. ~ ! 2 200 0 A ~ ~ send_to_room( #groan, room ); ~ E groan~ The piston shudders and groans under intense pressure from the spinning shaft. ~ ! 2 500 0 A crawl enter~ metal plate under east~ send_to_char( #crawl, ch ); act_notchar( #rmcrawl, ch ); transfer( ch, find_room( 56571 ) ); ~ E crawl~ You get down on your belly and crawl under the metal plate and into the dust. ~ E rmcrawl~ $n gets down on $s belly and crawls under the metal plate. ~ ! 0 0 0 A ~ ~ send_to_room( #water, room ); ~ E water~ Echoing from the tunnel to the north, the thundering sounds of rushing water fill your ears. ~ ! 2 200 0 1630 9 1509949540 3 0 1630 9 1509949540 3 0 -1 S #56559 By the Underground River's Edge~ You are on the bank of a fast-flowing underground river. A large waterwheel spins quickly in the river's waters, turning a thick metal shaft protruding from the south wall, just to the east of the tunnel entrance. The shaft is supported by metal and stone braces which creak and groan as the shaft turns. The roar of the water is almost deafening as it echos about this cave, the fast-flowing water slamming into the cave wall, just to the east of the tunnel and turning northward into the darkness. ~ [Finius] i love that you're not *that* tempted to jump in the river. fixed ~ 301465604 11 7 0 D2 ~ ~ 0 -1 56558 10 10 5 E waterwheel~ Built out of wood and strengthened by iron plates, this ancient waterwheel continues to spin as the river rushes past it. ~ E shaft braces~ The metal shaft spins as the waterwheel turns. The shaft is about six inches in diameter and made out of iron. Blocks of stone with bent iron plates bolted to them serve to keep the shaft in place. ~ E river~ The water is dark and fast, churning violently as it speeds past. Although the river heads north from here, it would be almost certain death to swim it. ~ A ~ ~ send_to_room( #spin, room ); ~ E spin~ The old waterwheel creaks loudly as it spins in the rushing water. ~ ! 2 200 0 A ~ ~ send_to_room( #groans, room ); ~ E groans~ A loud groan can be heard as the thick shaft spins in the metal braces bolted to the floor. ~ ! 2 50 0 A swim enter~ north n river water~ act_tochar( #swept, ch ); act_notchar( #rmswept, ch ); i = 4d2; dam_message( ch, i, "smashing into the cave wall" ); inflict( ch, mob, i, "smashing into the cave wall" ); act_notchar( #gone, ch ); send_to_room( #waterfall, find_room( 56601 ) ); act_tochar( #aaaaaa, ch ); transfer( ch, find_room( 56601 ) ); i = 4d35; dam_message( ch, i, "falling over a waterfall" ); inflict( ch, mob, i, "falling over a waterfall" ); end; ~ E swept~ As you enter the river you are sucked under by the current and slammed into the cave wall! ~ E rmswept~ $n is sucked underwater by the strong current and you see $m struggling against the dark waters before being washed onto the shore. ~ E gone~ $n sinks below the water and is gone. ~ E aaaaaa~ You are sucked under water and feel yourself hurtled around before being sucked over the edge of a waterfall! ~ E waterfall~ Somebody comes hurtling down from above! ~ ! 0 0 0 344 17 1509949540 -2 0 -1 S #56560 Empty Chamber~ This large chamber is devoid of all decoration. Rough hewn walls rise to a height of about fifteen feet, and curve slightly towards the corners. The air is stale, bringing an almost acidic taste to your mouth. Oaken doors are set in the east and north walls. ~ [Finius] seems cool to me boss. {Rue} done ~ 301465604 11 6 0 D0 oaken door~ north oaken door~ 131 -1 56554 10 10 5 D1 oaken door~ oaken door east~ 131 -1 56561 10 10 5 E walls rough~ The walls are rough hewn brown stone. ~ 1624 9 1509949540 3 0 1624 9 1509949540 3 0 -1 S #56561 Long Hallway~ This large tunnel leads east and west. The ceiling is peaked, coming together in a sharp crease at the center of the hallway. The cool stone of the walls is smooth, and worked to give the impression of stacked stones. Iron sconces are set in the stone at staggered intervals, but are empty. To the east the tunnel continues far into the darkness. An oaken door marks the end of the hallway to the west. ~ [Finius] nice damn rdesc. i like it. ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56562 10 10 5 D3 oaken door~ oaken door~ 131 -1 56560 10 10 5 E sconces iron~ Designed to hold torches, these sconces are now empty. ~ E ceiling~ The ceiling is carved to create a sharp peak at the center of the hallway. You notice dark stains of soot on the ceiling. ~ A pull ~ sconce iron~ act_tochar( #pull, ch ); act_notchar( #rmpull, ch ); ~ E pull~ You pull on the sconce, but are unable to budge it. ~ E rmpull~ $n struggles to pull the sconce, but is unable to move it. ~ ! 0 0 0 -1 S #56562 Long Hallway - Iron Door~ Torches once burned in the iron sconces mounted on the walls, as evidenced by the black smoke marks on the slanted ceiling above them. The walls are carved from the stone, and have been worked to appear as stones laid on top of each other. An iron door is set into a curved archway midway along the southern wall. ~ [Finius] the guards entering aren't attacking me but just scare me a bit. hope this was intended effect. ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56564 10 10 5 D2 iron door~ iron door~ 131 -1 56563 10 10 5 D3 ~ ~ 0 -1 56561 10 10 5 E sconces iron~ The iron sconces are bolted solidly into the stone walls. ~ E black smoke soot~ Sooty trails climb up the walls above the iron sconces. As they near the ceiling, the soot spreads out to cover most of the area, concentrating its thickness at the peak. ~ A ~ ~ if( rflag( reset0, room ) ) { if( mob_in_room( 1624, find_room( 56563 ) ) ) { mob = mob_in_room( 1624, find_room( 56563 ) ); interpret( mob, "open door" ); mob = mob_in_room( 1624, find_room( 56563 ) ); interpret( mob, "north" ); } remove_rflag( reset0, room ); } ~ ! 1 0 10 A pull~ iron sconces~ act_tochar( #pull, ch ); act_notchar( #rmpull, ch ); ~ E pull~ You tug and pull at the sconce, but it will not move. ~ E rmpull~ $n tugs and pulls at the iron sconce, but it does not budge. ~ ! 0 0 0 -1 S #56563 Side Room~ Rough walls match the rough ceiling in this small chamber south of the hallway. A thick iron door leads north out of the room, and a small stone bench is carved from the south wall. A hole in the door allows you to look out into the hallway when it is shut. ~ [Finius] that's so cool about the door having to be closed to look through hole. fixed ~ 301465604 11 6 0 D0 iron door~ iron door~ 131 -1 56562 10 10 5 A look~ hole peephole~ if( is_open( find_room( 56563 ), north ) ) { act_tochar( #itsopen, ch ); end; } act_tochar( #looking, ch ); act_notchar( #rmlooking, ch ); if( players_room( find_room( 56562 ) ) > 1 ) { act_tochar( #somebody, ch ); end; } if( num_in_room( find_room( 56562 ) ) > 0 ) { act_tochar( #somebody, ch ); end; } act_tochar( #nobody, ch ); end; ~ E itsopen~ You can't look through the peephole in the door when the door is open. ~ E looking~ You look through the peephole in the door. ~ E rmlooking~ $n looks through the peephole. ~ E somebody~ You see movement in the room to the north. ~ E nobody~ You see nothing in the room to the north. ~ ! 0 0 0 1624 9 1509949540 3 0 2395 17 1509949540 -2 0 -1 S #56564 Long Hallway~ The long hallway continues to run east and west. The floor has several deep scratches gouged into it. To the west the hallway continues, to the east the hallway ends and enters a room through an open doorway. The peaked ceiling shows a thick buildup of soot. ~ fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56565 10 10 5 D3 ~ ~ 0 -1 56562 10 10 5 E scratches floor~ Deep gouges mar the smooth floor. You cannot tell what caused them. ~ E soot ceiling~ A thick layer of soot covers much of the peaked ceiling here. ~ -1 S #56565 Circular Chamber~ The smooth walls of the room curve to form a circular chamber. The ceiling is flat and undecorated. A stone bench carved out of the wall rests against the southern portion of the room. To the west an open doorway leads into a long hallway. A large archway leads into another hallway to the north. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56566 10 10 5 D3 ~ ~ 0 -1 56564 10 10 5 E ceiling~ The ceiling is smooth and undecorated. You notice black soot stains cover the ceiling now that you look closer. ~ E archway~ The large archway leads into an hallway to the north. ~ 2395 17 1509949540 -2 0 1624 137 1509949540 3 0 -1 S #56566 Hallway~ This short and wide hallway heads north and south. Archways lead west and south out of the hall, while an iron gate blocks passage to the north. The ceiling is high and arched, black soot staining the high point in the center. ~ ~ 301465604 11 6 0 D0 iron gate~ iron gate~ 391 -1 56567 10 10 5 D2 ~ ~ 0 -1 56565 10 10 5 D3 ~ ~ 0 -1 56569 10 10 5 E soot~ A thick band of soot marks the ceiling at the high point. ~ E gate iron~ Two inch-thick iron bars run from the ceiling to the floor. They are braced by two thick bands of iron. You notice the bars do not quite touch the ground, but seem to hang from the ceiling. ~ A ~ ~ if( is_open( find_room( 56566 ), north ) ) { send_to_room( #rmcloses, find_room( 56566 ) ); send_to_room( #closes, find_room( 56569 ) ); send_to_room( #rmnclose, find_room( 56567 ) ); close( find_room( 56566 ), north ); end; } else send_to_room( #rmopen, find_room( 56566 ) ); send_to_room( #rmnopen, find_room( 56567 ) ); send_to_room( #closes, find_room( 56569 ) ); open( find_room( 56566 ), north ); ~ E rmcloses~ An iron gate slides down from the ceiling, closing off the passageway to the north. ~ E closes~ You hear a slight scraping noise to the east. ~ E rmopen~ The iron gate to the north rises into the ceiling, leaving the passageway open. ~ E rmnopen~ An iron gate to the south rises into the ceiling, leaving the passageway open. ~ E rmnclose~ An iron gate slides down from the ceiling, closing off the passageway to the south. ~ ! 0 0 0 -1 S #56567 Large Chamber~ This large chamber has exits south and east. To the south is a wide hallway, while to the east a large passageway opens up. A long metal lever sticks up from an hole in the floor near the south tunnel. Stacks of burnt and smashed crates line the west and north walls. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56568 10 10 5 D2 iron gate~ iron gate~ 391 -1 56566 10 10 5 E gate iron~ No description Two inch-thick iron bars run from the ceiling to the floor. They are braced by two thick bands of iron. You notice the bars do not quite touch the ground, but seem to hang from the ceiling. ~ E lever~ Near the gate to the south an iron lever protrudes from the floor. It is made of thick iron and shows signs of rust. ~ E crates burnt smashed~ The charred and burnt remnants of these crates lie in broken piles. Mixed into the ashes and splintered wood you see rocks and stones. ~ A pull~ lever~ act_tochar( #pull, ch ); act_notchar( #rmpull, ch ); if( is_open( find_room( 56567 ), south ) ) { send_to_room( #rmcloses, find_room( 56567 ) ); send_to_room( #closes, find_room( 56569 ) ); send_to_room( #rmsclose, find_room( 56566 ) ); close( find_room( 56567 ), south ); end; } else send_to_room( #rmopen, find_room( 56567 ) ); send_to_room( #rmsopen, find_room( 56566 ) ); send_to_room( #closes, find_room( 56569 ) ); open( find_room( 56567 ), south ); ~ E pull~ You pull the large lever easily. ~ E rmpull~ With very little effort, $n pulls the lever. ~ E rmcloses~ An iron gate slides down from the ceiling blocking the hallway to the south. ~ E closes~ You hear a slight scraping sound from the east. ~ E rmsclose~ An iron gate slides down from the ceiling and closes the hallway to the north. ~ E rmopen~ The iron gate to the south slides up into the ceiling opening the passageway south. ~ E rmsopen~ The iron gate to the north of you slides up into the ceiling opening the passageway. ~ ! 0 0 0 A search~ crates~ if( is_player( ch ) ) { if( rflag( reset1, room ) ) { i = random( 1, 50 ); if( i < 3 ) { obj = oload( 2374 ); act_tochar( #found_item, ch, obj ); act_notchar( #rmfound_item, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } act_tochar( #nothing, ch ); act_notchar( #rmnothing, ch ); } end; ~ E found_item~ You search through the crates and find $p! ~ E rmfound_item~ $n searches through the crates and finds $p! ~ E nothing~ After a long search you find nothing. ~ E rmnothing~ $n searches the crates, but finds nothing. ~ ! 0 0 0 -1 S #56568 Above the Blackened Shaft~ The walls, ceiling and floor of this room are covered in black soot. In the center of the room a huge pit dives deeper into the bowels of the earth, a charred and battered stone staircase winding downward. A cold wind blows up from below, carrying with it a howling sound, and the smell of death. To the north of the pit lies a pile of shattered and rent metal. ~ fixed ~ 301465604 11 7 0 D3 ~ ~ 0 -1 56567 10 10 5 D5 ~ ~ 0 -1 56573 10 10 5 E pit~ Looking down into the pit you can only see darkness. ~ E stairs~ The stairs are blackened and covered by soot. They are carved from the wall of the pit and wind down into the darkness. ~ E pile metal ~ This heap of metal appears to have once been the winch used by the gnomes to raise ore out of the lower mines. Now it is just a heap of melted and smashed metal. The same fire that blackened everything else must have affected this too. ~ A down dow d~ ~ act_tochar( #godown, ch ); act_notchar( #rmgodown, ch ); continue; ~ E godown~ You begin circling down the blackened stairs. ~ E rmgodown~ $n circles the blackened stairs. ~ ! 0 0 0 A ~ ~ i = random( 1, 50 ); if( i < 2 ) { act_tochar( #slip, ch ); act_notchar( #rmslip, ch ); continue; } ~ E slip~ You nearly slip off the crusty stairs. ~ E rmslip~ $n almost falls off the stairs and into the darkness. ~ ! 1 0 48 A metal pile~ ~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You search through the pile of metal, but find nothing of value. ~ E rmsearch~ $n searches the pile of metal, but comes up empty-handed. ~ ! 9 0 0 -1 S #56569 Office~ This cozy chamber is almost completely filled by a large desk. The top of the desk is scarred with deep scratches and covered with stains. A large lever sits behind the desk embedded in the stone of the floor. An open archway leads east and into the hallway. ~ fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56566 10 10 5 E desk~ This ancient piece of furniture has seen better days. The desktop is pitted and scratched from years of use. It has several drawers. ~ E lever~ A large iron lever protrudes from the floor behind the desk. It is several inches thick, and covered with a dusting of rust. ~ E drawers~ After a brief search you find all the drawers to be empty. ~ A pull~ lever~ act_tochar( #pull, ch ); act_notchar( #rmpull, ch ); acode(find_room( 56566 ),1 ); ~ E pull~ You manage to pull the lever with ease. ~ E rmpull~ With very little effort, $n pulls the lever. ~ ! 0 0 0 A search~ desk~ act_tochar( #desk, ch ); act_notchar( #rmdesk, ch ); ~ E desk~ You rummage about the desk, but find nothing. ~ E rmdesk~ $n rummages about in the desk, but finds nothing. ~ ! 0 0 0 1624 137 1509949540 3 0 1624 137 1509949540 3 0 -1 S #56570 Behind the Sliding Door~ A small stone bench is carved from the wall of this tiny room. The low ceiling and rough walls indicate that not much effort was made to make this room comfortable. A metal lever is set into the eastern wall. A small niche is cut into the east wall about four feet off the ground. ~ [Finius] oh neato. look niche is very cool {Rue} done fixed ~ 301465604 11 6 0 D1 ~ ~ 235 -1 56554 10 10 5 E lever~ The small lever looks like you could pull it. ~ A pull~ lever~ if( is_open( find_room( 56570 ), east ) ) { act_tochar( #itsopen, ch ); end; } act_tochar( #open, ch ); act_notchar( #rmopen, ch ); open( room, east ); send_to_room( #opening, find_room( 56554 ) ); wait( 3 ); send_to_room( #closing, find_room( 56570 ) ); close( room, east ); send_to_room( #closing, find_room( 56554 ) ); ~ E open~ You pull the lever and a stone door slides open in the east wall. ~ E rmopen~ $n pulls the lever and a stone door on the east wall opens silently! ~ E opening~ Suddenly the west wall slides open! ~ E closing~ The stone door slides silently shut. ~ E itsopen~ The wall is already open. ~ ! 0 0 0 A l look~ niche hole~ act_tochar( #looking, ch ); act_notchar( #rmlooking, ch ); if( players_room( find_room( 56554 ) ) > 1 ) { act_tochar( #somebody, ch ); end; } if( num_in_room( find_room( 56554 ) ) > 0 ) { act_tochar( #somebody, ch ); end; } act_tochar( #nobody, ch ); ~ E none~ You look through the hole, but see nobody in the room next door. ~ E somebody~ You see somebody moving in the room next door. ~ E nobody~ You see nothing in the room next door. ~ E looking~ You look through the peephole. ~ E rmlooking~ $n looks though the peephole in the wall. ~ ! 0 0 0 1624 9 1509949540 3 0 1624 9 1509949540 3 0 2395 17 1509949540 -2 0 -1 S #56571 Under the Metal Plate~ The jagged bottom of the metal plate looms above you and the grinding and scraping noises of the machinery are even louder under here. The dust of the powdered stones is fine and is disturbed by your breath. ~ no.mob acode 1 value is 4000 {Rue} fixed ~ 301465612 11 4 0 D3 ~ ~ 171 -1 56558 10 10 5 E dust~ A thick layer of stone-dust covers the floor. ~ E metal plate~ The heavy metal plate looms above you, threatening to crush you into mush. ~ A ~ ~ loop( all_in_room ) { i = dice( 4, 100 ); dam_message( rch, i, "being crushed under a metal plate" ); inflict( rch, mob, i, "being crushed under a metal plate" ); } send_to_room( #boom, find_room( 56558 ) ); ~ E boom~ With a thundering crash the metal plate slams down, the room shakes and dust flies everywhere. ~ ! 2 4000 0 A west~ ~ act_tochar( #crawl, ch ); wait( 2 ); act_notchar( #rmcrawl, ch ); transfer( ch, find_room( 56558 ) ); act_notchar( #crawlsout, ch ); ~ E crawl~ As quickly as you can, you scuttle out from under the crushing metal plate. ~ E rmcrawl~ $n quickly scuttles out from under the metal plate. ~ E crawlsout~ $n crawls out from under the metal plate as fast as they can! ~ ! 0 0 0 A search~ dust~ if( is_player( ch ) ) { if( rflag( reset1, room ) ) { i = random( 1,20 ); if( i < 15 ) { if( i == 1 ) obj = oload( 2375 ); else obj = oload( 1974 ); act_tochar( #found_item, ch, obj ); act_notchar( #found_rmitem, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } send_to_char( #nothing, ch ); } end; ~ E found_item~ You found a $p in the dust! ~ E found_rmitem~ $n finds $p in the dust! ~ E nothing~ You find nothing in the dust. ~ ! 0 0 0 -1 S #56573 Blackened Shaft~ Black soot makes the stairs slippery. The walls of the shaft are cracked and pitted from the intense heat of whatever burned through here. The stairs curl around the shaft in a spiral, rising and falling as they hug the sides of the shaft. You cannot see the bottom of the pit through the darkness. ~ nomob to prevent lower level's mobs from wandering too far ~ 301465612 11 7 0 D4 ~ ~ 0 -1 56568 10 10 5 D5 ~ ~ 0 -1 56574 10 10 5 A down dow d~ ~ act_tochar( #godown, ch ); act_notchar( #rmgodown, ch ); continue; ~ E godown~ You begin circling down the blackened stairs. ~ E rmgodown~ $n circles the blackened stairs. ~ ! 0 0 0 A up u~ ~ act_tochar( #goup, ch ); act_notchar( #rmgoup, ch ); continue; ~ E goup~ You begin climbing upwards. ~ E rmgoup~ $n begins climbing upwards. ~ ! 0 0 0 A ~ ~ i = random( 1, 50 ); if( i < 2 ) { act_tochar( #slip, ch ); act_notchar( #rmslip, ch ); } ~ E slip~ You nearly slip off the crusty stairs. ~ E rmslip~ $n almost falls off the stairs and into the darkness. ~ ! 1 0 48 -1 S #56574 Blackened Shaft~ The stone of the stairs is brittle and cracking, probably from the intense heat that produced all this soot. The thick crust of soot on the walls seems to absorb sound, making the whole shaft eerily silent. The winding staircase leads up and down. ~ [Finius] otherwise good ~ 301465604 11 7 0 D4 ~ ~ 0 -1 56573 10 10 5 D5 ~ ~ 0 -1 56575 10 10 5 A down dow d~ ~ act_tochar( #godown, ch ); act_notchar( #rmgodown, ch ); continue; ~ E godown~ You begin circling down the blackened stairs. ~ E rmgodown~ $n circles the blackened stairs. ~ ! 0 0 0 A up u~ ~ act_tochar( #goup, ch ); act_notchar( #rmgoup, ch ); continue; ~ E goup~ You begin climbing upwards. ~ E rmgoup~ $n begins climbing upwards. ~ ! 0 0 0 A ~ ~ i = random( 1, 50 ); if( i < 2 ) { act_tochar( #slip, ch ); act_notchar( #rmslip, ch ); continue; } ~ E slip~ You nearly slip off the crusty stairs. ~ E rmslip~ $n almost falls off the stairs and into the darkness. ~ ! 1 0 48 73 9 1509949540 3 0 73 9 1509949540 3 0 -1 S #56575 Bottom of the Blackened Shaft~ A thick layer of ash covers the floor to a depth of a few inches. A intense heat must have produced all this soot. The thick crust of soot covers the walls and staircase. A large tunnel leads north into the gloom. A smaller tunnel leads south. ~ fixed ~ 301465604 11 7 0 D0 scarred iron door~ scarred iron door~ 391 2323 56576 10 10 5 D2 ~ ~ 0 -1 56580 10 10 5 D4 ~ ~ 0 -1 56574 10 10 5 E staircase~ Carved from the stone walls of the shaft, this staircase winds upwards into darkness. ~ E ash floor~ The ash is light and fluffy, kicking up clouds with each step. Small pebbles and rocks are buried in the ash. ~ A up u~ ~ act_tochar( #goup, ch ); act_notchar( #rmgoup, ch ); continue; ~ E goup~ You begin climbing upwards. ~ E rmgoup~ $n begins climbing upwards. ~ ! 0 0 0 A search~ ash floor~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You probe around in the ash, but find nothing. ~ E rmsearch~ $n pokes about it the ash, but $e finds nothing. ~ ! 0 0 0 A ~ ~ if( !is_player( ch ) ) end; i = random( 1, 20 ); if( i == 1 ) { act_tochar( #cough, ch ); interpret( ch, "+cough" ); act_notchar( #rmcough, ch ); end; } ~ E cough~ @YYour movement disturbs the ash, kicking up a thick, choking cloud!@n @YThe thick ash cloud chokes you!@n ~ E rmcough~ @Y$n starts coughing from the ash swirling around.@n ~ ! 0 2000 0 1489 9 1509949540 3 0 -1 S #56576 Large Room~ A thick layer of ash covers the floor, disturbed by your movement. You are in the southeast corner of a large room. The rough walls are covered with soot and ash, a thick layer that seems burnt into the rock itself. To the north and west the room stretches out into the darkness. A scarred iron door is set into the south wall. ~ fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56579 10 10 5 D2 scarred iron door~ scarred iron door~ 391 2323 56575 10 10 5 D3 ~ ~ 0 -1 56577 10 10 5 E ash~ The ash is fine and makes up a thick layer on the floor. ~ E soot~ A crusty layer of soot covers the wall and ceiling. A fine layer of ash has settled on top of the soot over the ages. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 13 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 1635 9 1509949540 3 0 -1 S #56577 Large Room~ Everything is covered in ash here. The rough walls, blackened by fire, crumble at the slightest touch. The large room spreads out towards the north, and you can see a tunnel leading southward just to the east. ~ fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56578 10 10 5 D1 ~ ~ 0 -1 56576 10 10 5 E ash~ The ash covers the floor in a thick layer. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 3 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 1635 9 1509949540 3 0 -1 S #56578 Large Room~ Fine ash covers the floor in this corner of the large room. The rough walls are blackened by fire, cracked from the heat. Spreading out to the south and east, the large room is dark, and the clouds of ash choking. Almost hidden by the black char is a warped iron door on the west wall. ~ fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56579 10 10 5 D2 ~ ~ 0 -1 56577 10 10 5 D3 warped iron door~ warped iron door~ 131 -1 56610 10 10 5 E ash~ The fine ash covers the floor with a fine blanket several inches deep. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 6 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A op open o~ iron iro door doo warped war w west~ if( is_open( find_room( 56578 ), west ) ) { act_tochar( #itsopen, ch ); end; } send_to_room( #creak, room ); continue; ~ E itsopen~ It's already open. ~ E creak~ The door creaks and groans on its hinges before grudgingly opening. ~ ! 0 0 0 1635 9 1509949540 3 0 -1 S #56579 Large Room~ Ash blankets the floor here, disturbed by your passage. Fire scarred stone walls to the north and east show cracks from the intense heat that swept through here. The walls are high, and rounded at the northeast corner. Through the gloom and clouds of dust you see the room expands to the west and south. ~ fixed ~ 301465604 11 6 0 D2 ~ ~ 0 -1 56576 10 10 5 D3 warped iron door~ warped iron door~ 0 -1 56578 10 10 5 E cracks~ Cracks large enough to put your finger in mar the walls. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 12 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A search~ cracks~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You stick your fingers in the cracks but find nothing in them. ~ E rmsearch~ $n searches the cracks, but appears frustrated. ~ ! 9 0 0 1635 9 1509949540 3 0 -1 S #56580 Blackened Mine Tunnel~ This small tunnel's walls are blackened by soot and coated with ash. Ash covers the floor too, disturbed by your passage. The tunnel jogs to the east, as well as emptying out into a room to the north. Air moves briskly by you into the tunnel to the north, carrying with it a strong odor of death. To the north you can see a large chamber with a stairway that leads up into the enveloping darkness. ~ fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56575 10 10 5 D1 ~ ~ 0 -1 56581 10 10 5 A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 3 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 1635 9 1509949540 3 0 -1 S #56581 Blackened Mine Tunnel~ Ash covers the floor, and soot is crusted on the walls of this tunnel. Small chunks of blackened rock have peeled away from the ceiling and lie half-buried in the ash. Where these chunks have peeled from, the stone is a crumbling brown granite. You are in the middle of a long tunnel, the exits of which lead west and east into the cold darkness. ~ fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56582 10 10 5 D3 ~ ~ 0 -1 56580 10 10 5 E rock stone chunks~ Small chunks of stone lie half-buried in the ash. They are fragile and break up when touched. ~ E brown~ The natural brown color of the stone shows where the blackened rock has fallen away from the tunnel walls. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 10 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 -1 S #56582 Blackened Mine Tunnel - Intersection~ The mine tunnel splits to the north, south and west here. The walls are black with soot, and the floor is covered with a thick blanket of ash. The darkness of the walls prevents you from seeing very far in any direction. On the east wall, beneath the soot, you can see a rectangular shape. ~ fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56587 10 10 5 D2 ~ ~ 0 -1 56583 10 10 5 D3 ~ ~ 0 -1 56581 10 10 5 E rectangular~ Beneath the layers of soot you can still make out a sign with a pair of arrows that point north and south. There is also some writing, but you are unable to read it. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 13 A search~ ash floor ~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A clean wipe clear wash~ sign soot rectangle stone ~ act_tochar( #clean, ch ); act_notchar( #rmclean, ch ); ~ E clean~ You clean some of the soot off the sign, but are still unable to make out the writing. ~ E rmclean~ $n scrubs and scrapes at the rectangular stone. ~ ! 0 0 0 1635 9 1509949540 3 0 -1 S #56583 Blackened Mine Tunnel~ The tunnel continues its north and south run. Ash covers the floor to a depth of several inches, while soot covers the walls. The tunnel ceiling is a little lower here, a large bulge in the center of the tunnel ceiling intrudes on the tunnels space. ~ fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56582 10 10 5 D2 ~ ~ 0 -1 56584 10 10 5 E bulge ceiling~ The bulge in the ceiling appears to be a different kind of stone from the rest of the tunnel. The stone of the bulge is lighter, and seems to have been scorched less from the fire. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 5 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A push press shove ~ rock bulge ~ act_tochar( #rock, ch ); act_notchar( #rmrock, ch ); ~ E rock~ You push against the bulge, but you can't move it. ~ E rmrock~ $n pushes against the bulge, but nothing happens. ~ ! 0 0 0 1635 9 1509949540 3 0 -1 S #56584 Blackened Mine Tunnel~ The ash on the floor is very thick here, reaching a depth of nearly a foot. The walls are covered with a thick layer of soot, and appear to be very unstable. Large chunks of blackened stone have crumbled off the walls and lie half-buried in the ash. The tunnel turns sharply to the west and to the north. ~ fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56583 10 10 5 D3 ~ ~ 0 -1 56585 10 10 5 E crumbled stone ~ The stone appears very brittle, and crumbles at your slightest touch. ~ E wall~ Where the stone has crumbled away the underlying stone is brown, unlike the scarred and soot covered black stone. You notice a silvery flash in the stone as you look closer. ~ E silvery flash~ The silvery flash is some sort of malleable ore embedded in the stone. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 5 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A pry dig take~ ore silvery metal magnesium~ if( rflag( reset0, room ) ) { if( random(1, 10 ) < 3 ) { send_to_char( #gotore, ch ); act_notchar( #rmgotore, ch ); obj_to_char( oload( 2300 ), ch ); } else { send_to_char( #nope, ch ); act_notchar( #rmnope, ch ); } remove_rflag(reset0, room ); } else { send_to_char( #nope, ch ); act_notchar( #rmnope, ch ); } ~ E gotore~ You manage to pull some ore from the wall. ~ E rmgotore~ $n pulls a chunk of ore from the wall. ~ E nope~ You cannot free the silvery ore from the stone. ~ E rmnope~ $n prys at the ore in the wall, but none comes free. ~ ! 0 0 0 -1 S #56585 Blackened Mine Tunnel~ The mine tunnel continues through the darkness. The floor is covered in ash and the walls of the tunnel are sooty and charred. The tunnel leads east and west into darkness. The walls are cracked and show signs of being unstable. Rocks litter the floor, nesting in the thick ash. ~ fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56584 10 10 5 D3 ~ ~ 0 -1 56586 10 10 5 E rocks~ Rocks in size from pebbles to as big as your head are sprinkled about the room, sitting in the thick drifts of ash on the floor. ~ E cracks walls~ The walls and ceiling show large cracks that show the brown stone beneath the dark soot. Some of the cracks are deep and large enough to put your hand inside. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 10 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A search~ cracks~ if( rflag( reset1, room ) ) { i = random( 1, 20 ); if( i < 3 ) { obj = oload( 78 ); act_tochar( #found, ch , obj ); act_notchar( #rmfound, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } act_tochar( #nope, ch ); act_notchar( #rmnope, ch ); ~ E found~ You reach inside the cracks and pull out $p! ~ E rmfound~ $n sticks $s hand inside one of the cracks and pulls out $p! ~ E nope~ You stick your arm in the cracks and search around, finding nothing. ~ E rmnope~ $n gropes and searches in the large cracks, but appears frustrated. ~ ! 0 0 0 78 17 1509949515 -2 0 142 17 1509949450 -2 0 142 17 1509949450 -2 0 143 17 1509949450 -2 0 -1 S #56586 Blackened Mine Tunnel - Before Cave-In~ The tunnel here has collapsed, blocking any movement to the west. Tons of stone lie in an imposing pile on the ash-covered floor. The tunnel appears to be stable now. The only exit is east. ~ plug in area for future expansion fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56585 10 10 5 E cave-in cave in stone pile~ Smaller stones are mixed in with massive boulders in the rubble that blocks the mine passageway. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 2 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A dig ~ rocks boulders cave-in~ if( find_stat( ch, str ) < 11 ) { act_tochar( #weak, ch ); act_notchar( #rmweak, ch ); end; } if( find_stat( ch, str ) < 15 ) { act_tochar( #some, ch ); act_notchar( #rmsome, ch ); end; } if( find_stat( ch, str ) < 31 ) { act_tochar( #more, ch ); act_notchar( #rmmore, ch ); end; } ~ E weak~ You are too weak to move any of the boulders. ~ E rmweak~ $n tries to move the stones, but is too weak to move them. ~ E some~ You manage to move some boulders, but find yourself too weak to continue digging. ~ E rmsome~ $n moves some boulders from the cave-in, but soon is too weak to move any more stones. ~ E more~ You move many large stones out of the way, but are unable to move the heavier stones. ~ E rmmore~ $n tosses many boulders aside, but soon comes to some stones that are too large for even $s might. ~ ! 0 0 0 1635 9 1509949465 3 0 141 17 1509949460 -2 0 142 17 1509949450 -2 0 2745 17 1509949540 -2 0 -1 S #56587 Blackened Mine Tunnel~ The dark tunnel curves here, with black tunnels leading to the east, towards a cool breeze, and south into darkness. Ash covers the floor and a thick crust of soot sticks to the walls and ceiling. Flakes of soot have fallen from the walls and ceiling and rest on top of the ash. ~ fixed ~ 301596676 11 6 0 D1 ~ ~ 0 -1 56588 10 10 5 D2 ~ ~ 0 -1 56582 10 10 5 E flakes~ Small black flakes of soot lie on top of the thick blanket of ash. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 6 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A get ~ flakes soot~ act_tochar( #flake, ch ); act_notchar( #rmflake, ch ); ~ E flake~ The sooty flake crumbles into dust when you touch it. ~ E rmflake~ $n reaches down to pick up a flake, but it crumbles to dust in $s hands. ~ ! 0 0 0 1635 9 1509949540 3 0 -1 S #56588 Blackened Mine Tunnel~ Thick drifts of ash lean against the walls and cover the floor of this tunnel. The soot-covered walls are quite rough and bumpy here, the air smells damp, and a cool breeze whistles in from the east. The tunnel continues on into the darkness to the east and west. ~ [Finius] much better ash, soot, and all that rot. fixed ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56589 10 10 5 D3 ~ ~ 0 -1 56587 10 10 5 E walls bumpy rough~ A thick layer of soot covers the rough and bumpy walls. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 10 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 -1 S #56589 Blackened Mine Tunnel~ Several inches of ash cover the floor, somewhat damp from the moisture running down the wall, and dark flakes of soot lie atop the ash covering the floor. The soot peels off the walls and ceiling in strips. Beads of moisture ooze from beneath the soot and trickle down the walls into the ash. The tunnel turns to the west and to the north. ~ [Finius] nice beads of water. fixed ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56590 10 10 5 D3 ~ ~ 0 -1 56588 10 10 5 E walls~ Beads of moisture seep from the walls, clearing the soot off where they form. The walls are very damp, as is the ash of the floor. ~ E beads~ Tiny beads of water form on the soot and slowly trickle down the walls and into the ash on the floor. ~ E flakes~ Small sooty flakes rest on top of the ash on the floor. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 12 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 A get ~ flake~ acode( find_room( 56587 ), 3 ); ~ ! 0 0 0 A ~ ~ send_to_room( #drip, room ); ~ E drip~ A bead of water runs down the wall and drips into the ash on the floor. ~ ! 2 500 0 -1 S #56590 Blackened Mine Tunnel~ Fragile stone peels off the black walls of the tunnel and onto the floor. The ash is very damp, almost muddy. Trickles of water drip from the ceiling and down the walls taking with them the soot and bringing down the loose stone. To the south the tunnel heads into the darkness, while to the north a faint glow and the sound of water can be heard. ~ no.mob to keep ash-spirits in ash area fixed ~ 301465612 11 6 0 D0 ~ ~ 0 -1 56591 10 10 5 D2 ~ ~ 0 -1 56589 10 10 5 E sheets stone~ Crumbled sheets of loose stone have flaked from the walls. They are extremely fragile, and break apart at the slightest touch. ~ E trickles water~ Thin trickles of water snake their way down the walls of the tunnel bringing with them layers of soot. ~ A ~ ~ acode( find_room( 56575 ), 3 ); ~ ! 1 0 5 A ~ ~ send_to_room( #drip, room ); ~ E drip~ A small droplet of water falls from the ceiling and lands in the damp ash. ~ ! 2 500 0 A search~ ash floor~ acode( find_room( 56575 ), 2 ); ~ ! 0 0 0 -1 S #56591 Fungus Filled Mine Tunnel~ You come upon a bizarre sight: huge mushrooms and other fungus grow from the ash of the floor. A dark mold grows on the black ceiling, fed by the moist air. The sound of water comes from the north, a crashing sound that echoes around the tunnel. You can also head south back into the dark tunnel. ~ fixed [Rue] [Rue] ~ 301465605 11 6 0 D0 ~ ~ 0 -1 56592 10 10 5 D2 ~ ~ 0 -1 56590 10 10 5 E fungus mushrooms blue~ Bright blooms and caps of fungus grow in healthy clumps from the floor and wall. A dull blue glow emanates from the fungus, giving everything a dark and eerie look. ~ E mold~ The dark mold looks to be innocuous. The dark mold clings tightly to the stone, it appears to be losing a battle with the blue fungus for a toehold here. ~ 1641 9 1509949460 3 0 1641 9 1509949460 3 0 1641 9 1509949460 3 0 -1 S #56592 Massive Cavern with a Waterfall~ You stand at the southern side of a massive cavern. To the far northwest you see an incredible sight: in the middle of the west wall a massive waterfall spills into a calm lake. To the north some distance you see a stone bridge arching over the waters. The whole cavern is dimly lit by glowing moss and fungus on the walls and ceiling. ~ fixed ~ 301465605 11 9 0 D0 ~ ~ 0 -1 56595 10 10 5 D1 ~ ~ 0 -1 56594 10 10 5 D2 ~ ~ 0 -1 56591 10 10 5 D3 ~ ~ 0 -1 56593 10 10 5 E moss fungus~ Fungus and moss dot the walls and ceiling of this massive cave, casting a blue light across the entire place. ~ E massive waterfall~ The large waterfall cascades down the west wall of the cavern. ~ E bridge stone~ The massive bridge spans the the width of the lake. ~ -1 S #56593 Cavern - South of the Underground Waterfall~ This corner of the massive cavern is filled with loose rubble and blocks of stone. The rough walls provide a home for moss and fungus to grow. Just north of you is an impressive waterfall, it's waters pounding down from above and splashing into a pool before moving south and under a stone bridge. ~ [Finius] extras are good. fixed ~ 301465605 11 9 0 D0 ~ ~ 0 -1 56601 10 10 5 D1 ~ ~ 0 -1 56592 10 10 5 E waterfall~ The waterfall cascades down the side of the cavern wall and into a small rock filled pool just north of here. ~ E bridge~ Far to the northeast a massive bridge vaults over the lake waters and connects to the wall on the opposite side of the cavern. ~ A search~ rubble rocks ~ if( rflag( reset1, room ) ) { i = random( 1, 20 ); if( i < 3 ) { obj = oload( 78 ); act_tochar( #found, ch , obj ); act_notchar( #rmfound, ch, obj ); obj_to_char( obj, ch ); remove_rflag( reset1, room ); end; } } act_notchar( #rmnope, ch ); act_tochar( #nope, ch ); ~ E found~ You search the rubble and pull out $p! ~ E rmfound~ $n pokes around in the rubble and pulls out a $p! ~ E nope~ You search the rubble for a few moments, but find nothing. ~ E rmnope~ $n pokes around in the rubble, but comes away empty handed. ~ ! 0 0 0 -1 S #56594 Cavern - South of the Underground Lake~ You are at the rocky shoreline of a small underground lake. Just to the northwest you can see a large bridge spanning the river. To the far north you see a dark opening in the cave wall just above the waterline. The caves walls rise steeply to the south and east. ~ fixed ~ 301465605 11 9 0 D0 ~ ~ 0 -1 56596 10 10 5 D3 ~ ~ 0 -1 56592 10 10 5 E opening~ Just above the waterline you see what looks like a cave opening in the cavern wall. ~ E bridge~ The bridge is massive; spanning the length of the cavern. It is made of huge blocks of stone and rises in a graceful curve from the floor of the cavern to attach to the far wall. ~ -1 S #56595 South End of the Soaring Bridge~ You stand on the south slope of a soaring stone bridge spanning the dark calm lake below. The bridge leads north and up into a tunnel far to the other side of the cavern. You can walk @Rnorth@n towards the center of the bridge or off the bridge to the south. ~ center of bridge is 56604 fixed ~ 301465605 12 9 0 D2 ~ ~ 0 -1 56592 10 10 5 E bridge~ A massive bridge of stone soars over the lake to the north. The huge stones that make up the bridge must weigh several tons apiece. ~ E lake~ The dark and calm waters of the lake are far below the bridge. The soft sounds of water slowly lapping at the edges can barely be heard, while the rush of the water from the waterfall is a constant in the background. ~ A north n~ ~ send_to_char( #up, ch ); act_notchar( #rmup, ch ); transfer( ch, find_room( 56604 ) ); act_notchar( #walksn, ch ); ~ E up~ You walk north along the bridge. ~ E rmup~ $n walks north and up the bridge. ~ E walksn~ $n arrives from the south. ~ ! 0 0 0 1667 9 1509949540 3 0 -1 S #56596 In the Underground Lake - Shallows~ The shallow water of the lake edge is dark enough that you cannot see more than a few inches down. The calm water of the lake spreads out to the north and northwest. To the west a massive stone bridge cuts the cavern in half, spanning the lake and heading into a tunnel on the north side of the cavern. On the north shore, on the wall of the cavern is a small opening in the cave wall. ~ fixed ~ 301465605 13 9 0 D0 ~ ~ 0 -1 56605 10 10 5 D2 ~ ~ 0 -1 56594 10 10 5 1872 17 1509949540 -2 0 -1 S #56597 In the Underground Lake - Under the Soaring Bridge~ The deep and dark waters of the lake splash gently against the stone supports of the bridge, the darkness of the water hiding its depth. The impressive stone span of the bridge soars above your head, blocking out much of the light from the fungus on the cavern ceiling. Just to the west you see the lake is fed by the water cascading down the cavern's western wall. The lake spreads out to the east, dark and silent. A small drain pipe in the northern support spills water into the lake. ~ [Finius] (text itself is great here.) [Finius] love the sahuagin btw. (feared them when i played ad&d) ~ 301465605 6 9 0 D1 ~ ~ 0 -1 56605 10 10 5 D3 ~ ~ 0 -1 56603 10 10 5 D4 ~ ~ 107 -1 56604 10 10 5 E bridge~ It is difficult to see the bottom of the bridge clearly. You see the dark stone of the supports fading up into the darkness. ~ E drain~ A steady stream of water empties into the lake from the drain. ~ A ~ ~ send_to_room( #lapping, room ); ~ E lapping~ The water of the lake gently laps against the supports of the bridge. ~ ! 2 1000 0 A ~ ~ if( players_room( find_room( 56554 ) ) < 2 ) { if( !mob_in_room( 1689, find_room( 56597 ) ) ) { wait( 1 ); if( rflag( reset1, room ) ) { mload( 1689, room ); remove_rflag( reset1, room ); mob = mob_in_room( 1689, room ); if( mob ) { act_room( #attack, ch ); attack( mob, ch, 5d10+20, "surprise attack" ); end; } } } } ~ E attack~ Suddenly a blur comes flying in from above! ~ ! 1 0 10 A search~ drain pipe~ act_tochar( #nada, ch ); act_notchar( #rmnada, ch ); ~ E nada~ You stick your arm into the pipe, but find nothing but water. ~ E rmnada~ $n sticks $s arm into the drainpipe. ~ ! 0 0 0 1872 17 1509949540 -2 0 -1 S #56599 Underground Pond - North End~ The stone walls of the cavern rise steeply to the north and west, while the footing of the bridge to the east blocks any movement that direction. The water is dark and shallow, only the ripples from your passage mar its surface. You can head south towards the waterfall in the distance. ~ ~ 301465605 13 9 0 D2 ~ ~ 0 -1 56603 10 10 5 E footing~ The stone footing of the bridge prevents movement to the east. ~ 1146 17 1509949540 -2 0 1127 137 1509949540 3 0 -1 S #56600 Dry Cave~ Dirt covers the floor of this dry cave, and small rocks litter the floor. The dark basalt stone of the cave walls is in stark contrast to the white calcified stalactites that hang from the ceiling. An opening in the south wall looks out onto a calm, dark lake. ~ fixed ~ 301465604 11 5 0 D2 ~ ~ 0 -1 56605 10 10 5 E stalactites~ Thin and long stalactites hang from the ceiling. They are a bright white color, and appear fragile. ~ A 1 south~ ~ act_tochar( #crawl, ch ); act_notchar( #rmcrawl, ch ); continue; ~ E crawl~ You crawl out of the opening and lower yourself into the river. ~ E rmcrawl~ $n crawls out of the cave and splashes into the water. ~ ! 0 0 0 A ~ ~ if( !mob_in_room( 1477, find_room( 56605 ) ) ) { wait( 2 ); if( rflag( reset1, room ) ) { send_to_room( #gurgle, find_room( 56600 ) ); send_to_room( #splash, find_room( 56605 ) ); mload( 1477, find_room( 56605 ) ); remove_rflag( reset1, room ); } else continue; } else continue; ~ E gurgle~ You hear a faint gurgling sound behind you. ~ E splash~ A violent splash shatters the calm lake surface! ~ ! 1 0 4 2297 49 1509949540 -2 0 1019 81 1509949450 -2 0 1054 81 1509949460 -2 0 2299 81 1509949450 -2 0 -1 S #56601 Foot of the Underground Waterfall~ Cold water splashes on you making footing difficult on the uneven rocky bottom. A small pond sits to the north, its calm waters tucked into the northwest reaches of the cavern. A tall bridge blocks movement to the east, the thick base preventing movement and blocking your view. The waterfall is east, but you can walk up onto shore to the south. The waterfall is quite pleasant, the music of its cascading waters echoes in your ears. ~ fixed ~ 301465605 13 9 0 D0 ~ ~ 0 -1 56603 10 10 5 D2 ~ ~ 0 -1 56593 10 10 5 D3 ~ ~ 0 -1 56608 10 10 5 E waterfall~ The cool waters of the waterfall splash mist into the air. You can see a darkness behind the waterfall that indicates there is a space behind it. ~ E bridge~ The massive stone footing of the bridge looms to the south. ~ E pond~ A small, tranquil pond sits to your north. ~ A ~ ~ send_to_room( #mist, room ); ~ E mist~ A spray of @Bmist@n from the waterfall drifts by you, lightly dewing your body. ~ ! 1 300 15 1327 17 1509949540 -2 0 -1 S #56603 Underground Pond - South End~ The water in this shallow pond is dark, but even so, you can see tiny white fish zipping about under the surface. A small trickle of water from the waterfall feeds the pond, sending small ripples across the water. To the east the pond empties out into a larger body of water; a lake that spreads out to the south and under the massive stone bridge to the south. The pond stretches out to the north. ~ ~ 301465605 13 9 0 D0 ~ ~ 0 -1 56599 10 10 5 D1 ~ ~ 0 -1 56597 10 10 5 D2 ~ ~ 0 -1 56601 10 10 5 E white fish~ The tiny white fish do their best to stay as far away from you as they can. ~ E bridge~ To your south you can wade or swim underneath the massive stone bridge. ~ A kill catch get~ fish ~ act_tochar( #get, ch ); act_notchar( #rmget, ch ); ~ E get~ The fish dart away before you can get close enough to catch them. ~ E rmget~ $n stalks the tiny fish, but they zip away before $e gets close enough. ~ ! 0 0 0 A ~ ~ send_to_room( #splash, room ); ~ E splash~ You see a silver flash and a hear the tinkle of the water as a small fish breaks the surface of the pond. ~ ! 0 200 0 1146 17 1509949540 -2 0 1127 137 1509949540 3 0 1127 137 1509949540 3 0 -1 S #56604 Center of the Soaring Bridge~ You stand atop the center of a massive bridge that spans the rushing lake below. The steep curve of the bridge and the gloom of the cavern makes it hard to tell what is on either side of the bridge. From here you get a good view of the waterfall as it cascades out of a hole in the side of the cavern and pours down the wall and into the lake below. You can head north into a tunnel or @Rsouth@n onto the cavern floor. ~ room south is 56595 to get a bridge to 'work' without creating a screwy map, i had to sacrifice the south exit ~ 301465605 12 9 0 D0 ~ ~ 0 -1 56606 10 10 5 D5 ~ ~ 107 -1 56597 10 10 5 E lake~ A dark lake shimmers below the bridge, spreading mainly to the east. The dark water reflects the glow of the fungus that dots the cavern ceiling and walls. ~ E waterfall~ The waterfall cascades down the west side of the cavern and falls into a pool below. In the pool are several large rocks that the water pours down upon. ~ A south s~ ~ send_to_char( #south, ch ); act_notchar( #rmsouth, ch ); transfer( ch, find_room( 56595 ) ); act_notchar( #walkss, ch ); ~ E south~ You head south along the bridge. ~ E rmsouth~ $n heads south along the bridge. ~ E walkss~ $n arrives from the north. ~ ! 0 0 0 A jump~ bridge over down east west d w e we ea do~ act_tochar( #jump, ch ); end; ~ E jump~ Jumping off the bridge would kill you. ~ ! 0 0 0 -1 S #56605 In the Underground Lake ~ The only movement you see in the water is the ripples caused by your movement. The water is dark and cool, the surface reflecting the soft glow of the fungus on cavern walls. The uneven wall of the cavern rises to the north and to the east. A small ledge leads into a dark cave in the north wall. ~ fixed ~ 301465605 6 9 0 D0 ~ ~ 0 -1 56600 10 10 5 D2 ~ ~ 0 -1 56596 10 10 5 D3 ~ ~ 0 -1 56597 10 10 5 E ledge~ The small stone ledge is just a foot or so above the waterline. You could easily pull yourself up into the cave. ~ A n north~ ~ act_tochar( #pulls, ch ); act_notchar( #rmpulls, ch ); continue; ~ E pulls~ You pull yourself up and into the cave. ~ E rmpulls~ $n pulls $mself up out of the water and into the cave. ~ ! 0 0 0 1872 17 1509949540 -2 0 -1 S #56606 North End of Soaring Bridge~ The soaring stone bridge connects with the cavern wall and enters a tunnel just north of here. The tunnel is as wide as the bridge and heads into darkness. Below you to the south is an underground lake, fed by a waterfall that cascades gently down the cavern wall to the southwest. A small, calm pond is nestled to the northwest of the bridge. You can walk south on the bridge or head north into tunnel. ~ no.mob fixed ~ 301465613 12 9 0 D0 ~ ~ 0 -1 56607 10 10 5 D2 ~ ~ 0 -1 56604 10 10 5 E lake~ A dark lake shimmers below the bridge, spreading mainly to the east. The dark water reflects the glow of the fungus that dots the cavern ceiling and walls. ~ E waterfall~ The waterfall cascades down the west side of the cavern and falls into a pool below. In the pool are several large rocks that the water pours down upon. ~ E pond~ A calm pond lies nestled to the north of the bridge, its calm and dark waters disturbed only by the occasional splashes of fish. ~ -1 S #56607 Wide Mine Tunnel~ Small niches are carved into the stone of this wide tunnel, and allow a place for those standing guard to rest. There is a slight incline in the floor just beyond the entrance of the mine, which evens out a little farther in. The tunnel heads south onto a bridge, and north deeper into the tunnel. ~ fixed ~ 301465604 11 8 0 D0 ~ ~ 0 -1 56609 10 10 5 D2 ~ ~ 0 -1 56606 10 10 5 E niches~ Shallow niches are carved to allow the guards a place to relax against the walls without exposing them too much. ~ A ~ ~ act_tochar( #rise, ch ); act_notchar( #rmrise, ch ); continue; ~ E rise~ You head north, over the incline, going deeper into the mine. ~ E rmrise~ $n heads north, over the incline, and heads deeper into the mine. ~ ! 3 0 1 1667 137 1509949540 3 0 1667 137 1509949540 3 0 -1 S #56608 Behind the Waterfall - Gruesome Find~ Water drips down the walls and mist blankets the air in this large cave. The water of the waterfall cascades to the east, reflecting the blue light of the cavern in here in a shimmering haze. However, the most striking feature of this room are the piles of charred bones that lay in heaps on the floor. ~ ~ 301465669 6 6 0 D1 ~ ~ 0 -1 56601 10 10 5 E piles charred bones~ A thick layer of charred and splintered bones covers the floor of the cave. They appear to have been tossed here in no specific order, as they are jumbled together in a tangled mess. ~ A search~ bones piles charred heaps~ if( is_player( ch ) ) { if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); i = random( 1, 10 ); if( i == 1 ) { send_to_char( #nothing, ch ); act_notchar( #rmnothing, ch ); end; } if( i == 2 ) { obj = oload( 2317 ); act_tochar( #hskull, ch, obj ); act_notchar( #rmhskull, ch, obj ); obj_to_char( obj, ch ); end; } if( i == 3 ) { obj = oload( 2322 ); act_tochar( #fskull, ch, obj ); act_notchar( #rmfskull, ch, obj ); obj_to_char( obj, ch ); end; } send_to_char( #nothing, ch ); act_notchar( #rmnothing, ch ); } else { send_to_char( #nothing, ch ); act_notchar( #rmnothing, ch ); } } end; ~ E nothing~ You search through the charred bones but find nothing worthwhile. ~ E rmnothing~ $n searches through the bones, but finds nothing. ~ E hskull~ You search through the bones and discover an interesting skull. ~ E rmhskull~ $n searches through the bones and picks up a charred skull. ~ E fskull~ You search through the bones and discover an interesting skull. ~ E rmfskull~ $n searches through the bones and picks up a charred skull. ~ ! 0 0 0 A ~ ~ send_to_room( #mist, room ); ~ E mist~ A thick blanket of cool mist envelops the room. ~ ! 2 300 0 A ~ ~ i = 1d30; if( i == 1 ) { act_tochar( #kick, ch ); act_notchar( #rmkick, ch ); } ~ E kick~ As you enter the dark alcove, you stumble on something on the floor, you look down and see you have kicked a smashed skull. ~ E rmkick~ As $n enters the room $e stumbles and kicks a smashed skull across the floor. ~ ! 1 0 2 1667 137 1509949540 3 0 1667 137 1509949540 3 0 -1 S #56609 Wide Mine Tunnel~ The wide floor of the tunnel is smooth brown stone. Brown stone makes up the rough tunnel walls and ceiling. The tunnel is quite wide and squat, with barely enough headroom for the tallest ogres. The floor dips suddenly to the south and heads north into darkness. ~ fixed ~ 301465604 11 8 0 D0 ~ ~ 0 -1 56611 10 10 5 D2 ~ ~ 0 -1 56607 10 10 5 A ~ ~ act_tochar( #down, ch ); act_notchar( #rmdown, ch ); continue; ~ E down~ You head south and down the small dip. ~ E rmdown~ $n heads south and down the small dip. ~ ! 3 0 4 1667 41 1509949540 3 0 1667 73 1509949540 3 0 -1 S #56610 Yurlingfonger's Chamber~ Aside from the warped metal door and the layer of ash coating everything in this room it seems untouched by the conflagration that tore through this area. The stone of the walls has been worked into ornate columns in each of the corners of the room. ~ Rescue for mobs doesn't work, if it ever does, fix bodyguard code ~ 301465604 11 6 0 D1 warped iron door~ warped iron door~ 131 -1 56578 5 10 5 E stone columns~ The thick columns of stone are carved to depict roots wrapping around the column. They are large, and have an effect of making the otherwise square room more relaxing. ~ E ash~ The ash must have come in through the warped door. ~ A op o open~ iron iro door doo warped war east e~ if( is_open( find_room( 56610 ), east ) ) { act_tochar( #itsopen, ch ); end; } send_to_room( #creak, room ); continue; ~ E itsopen~ It's already open. ~ E creak~ The door creaks and groans on its hinges before grudgingly opening. ~ ! 0 0 0 1639 41 1509949540 3 0 1640 73 1509949540 3 0 1640 73 1509949540 3 0 2309 17 1509949540 -2 0 -1 S #56611 Huge Tunnel Intersection~ High arching walls accentuate the work that was put into making this a grand intersection. The stone of the tunnel walls has been carved into a semblance of pillars and faux arches. Three real arches lead south, west and east into the blackness of the tunnels. ~ ~ 301465604 11 8 0 D1 ~ ~ 0 -1 56613 10 10 5 D2 ~ ~ 0 -1 56609 10 10 5 D3 ~ ~ 0 -1 56612 10 10 5 E pillars~ Carved from the living rock centuries ago, time has done nothing to diminish the artistry of these fake pillars. The pillars are works of art, decorated with swirls and patterns. ~ E arches ~ Carved out of the living stone, these faux arches curve gracefully from the floor to a height of over twelve feet. The brown stone has been smoothed and carved into a tree-like pattern with stone leaves and vines curling gracefully about them. ~ -1 S #56612 Rough Mine Tunnel~ The walls and floor are littered with small rocks and stones. To the east a large room opens up, while to the west the rough, dark tunnel continues. The walls of the tunnel are rough, seemingly unfinished. Small knots of stone protrude from the wall. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56611 10 10 5 D3 ~ ~ 0 -1 56614 10 10 5 E stones rocks~ The small stones and rocks that litter the floor appear to have been undisturbed for years. They are otherwise unremarkable. ~ E knots~ Three knots of dark stone protrude from the wall. All of them are different sizes, and much darker than the surrounding stone. ~ A push pull press ~ knots stone~ act_tochar( #stone, ch ); act_notchar( #rmstone, ch ); ~ E stone~ You fiddle with the stone knots, but nothing happens. ~ E rmstone~ $n fiddles with the stone knots. ~ ! 0 0 0 1667 41 1509949540 3 0 1667 73 1509949540 3 0 -1 S #56613 Grand Gallery~ High walls and a relatively narrow passageway create a feeling of grand scale in this tunnel. The ceiling must be at least twenty feet overhead, and the tunnel about eight wide. Worked into the stone of the walls, are relief works of gnomish miners; each a different face. The faces are spread all about the chamber, the thousands of faces staring out at you. To the west is a large chamber, and to the east the hall continues. A small doorway framed by intricate stonework leads northward. ~ ~ 301465604 11 7 0 D0 ~ ~ 0 -1 56619 10 10 5 D1 ~ ~ 0 -1 56620 10 10 5 D3 ~ ~ 0 -1 56611 10 10 5 E gnomish miners faces walls~ So many faces have been chisled into the walls that looking at them all would take hours. The ones you glance at quickly appear to be the faces of normal gnomes. ~ E doorway intricate ~ Beaded and wavey stonework frames the small doorway to the north. ~ E stonework~ Carved into the stone are what must be ancient Gnomish runes. ~ -1 S #56614 Four-Way Intersection - Rough Mine Tunnel~ Stone debris litters the floor of the dark tunnel. The jagged stones of the irregular walls and ceiling create small nooks and pockets in the walls. Small tunnels head off into the blackness to the north and west. A larger tunnel leads to the south, sloping upwards noticeably. To the east the tunnel leads into darkness. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56618 10 10 5 D1 ~ ~ 0 -1 56612 10 10 5 D2 ~ ~ 0 -1 56616 10 10 5 D3 ~ ~ 0 -1 56615 10 10 5 E debris stone~ Small chunks and chips of stone cover the floor. They appear to have been chipped away from the walls ages ago, and have lain untouched since. ~ E nooks pockets~ Small nooks and pockets dot the wall. They are several inches deep and around, and appear to be empty. ~ A search~ nooks pockets~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You search about in the various holes, but find nothing in them. ~ E rmsearch~ $n searches in the nooks and pockets, but doesn't find anything. ~ ! 0 0 0 -1 S #56615 Rough Mine Tunnel - Cul-de-Sac~ The rough-walled tunnel ends abruptly in a small bulging cul-de-sac. Slightly wider and more dug out than the tunnel, this smallish chamber has several small exploratory tunnels dug into the walls. The only exit leads to the east and darkness. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56614 10 10 5 E tunnels~ These small tunnels end quickly just feet deep. One of the tunnels floors is covered with rubble. ~ A search~ tunnels~ act_tochar( #holes, ch ); act_notchar( #rmholes, ch ); ~ E holes~ You search the tunnels but can find nothing in them. ~ E rmholes~ $n searches the tunnels but seems to find nothing. ~ ! 0 0 0 A search~ rubble~ act_tochar( #rubble, ch ); act_notchar( #rmrubble, ch ); ~ E rubble~ You search the rubble, but find nothing. ~ E rmrubble~ $n searches through some rubble in one of the tunnels. ~ ! 0 0 0 1667 41 1509949540 3 0 1667 73 1509949540 3 0 -1 S #56616 Rough Mine Tunnel~ The floor of the tunnel slopes noticeably downwards to the north. Small stones and pebbles cover the floor, and the rough-hewn walls of the tunnel still show metal-marks from the picks that worked them ages ago. A gaping hole in the west wall is oddly different from the rest of the tunnel. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56614 10 10 5 D3 ~ ~ 0 -1 56617 10 10 5 E stones pebbles~ There is nothing special about the stones and pebbles that are here. ~ E gaping hole~ The gaping hole does not appear to have been mined out, but instead melted into the wall. ~ E metal-marks ~ The metal picks that were used to carve this tunnel left small metallic traces in the hard stone. ~ 1857 17 1509949540 -2 0 1667 9 1509949540 3 0 1487 137 1509949540 3 0 -1 S #56617 Room with Odd Holes~ Small holes dot the walls of this medium-sized room. The rock of the walls is smooth, and almost looks as if it melted into place. The floor is slick; very smooth and glasslike. A tunneled passageway exits this odd chamber leading east. ~ ~ 301465604 11 6 0 D1 ~ ~ 0 -1 56616 10 10 5 E new holes~ Each of the thousands of holes in the wall are about as thick around as your pinky-finger. They seem to be sprinkled randomly about the walls of the cave. ~ E rock smooth~ The smooth stone appears slick and wet, but is dry. It reflects lght with a silvery haze. ~ E floor~ The smooth floor is flat and glazed. ~ A search~ holes~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You search the small holes with no success. ~ E rmsearch~ $n peeks into the holes. ~ ! 0 0 0 2745 17 1509949465 -2 0 -1 S #56618 Rough Mine Tunnel - Dead End~ Scattered debris makes footing somewhat difficult in this small area. The walls and floor of the room are rough stone, making it difficult to get a clear picture of the proportions of the dead-end chamber. To the south is the only exit. ~ ~ 301465636 11 6 0 D2 ~ ~ 0 -1 56614 10 10 5 E debris~ Thick stones that totter as you move across them cover the floor. Nooks and crannies between the rocks may hide something. ~ A ~ ~ if( !is_player( ch ) ) continue; else { if( random( 5, 12 ) >= find_stat( ch, dex ) ) { act_tochar( #slip, ch ); act_notchar( #rmslip, ch ); i = 2d8; dam_message( ch, i, "the loose rock" ); inflict( ch, ch, i, "stumbling on the stones" ); interpret( ch, "+sit" ); } else continue; } ~ E slip~ You stumble and slip on the loose stones. ~ E rmslip~ $n stumbles and falls on the loose stones. ~ ! 1 0 4 A search~ stones loose rock~ act_tochar( #search, ch ); act_notchar( #rmsearch, ch ); ~ E search~ You search the stones but find nothing. ~ E rmsearch~ $n searches amongst the stones. ~ ! 0 0 0 1974 17 1509949490 -2 0 1487 137 1509949540 3 0 1487 137 1509949540 3 0 2745 17 1509949465 -2 0 -1 S #56619 Library~ Stone shelves line the walls of this room, but only mold remains of what books were here. Water drips through small cracks in the ceiling, which must have destroyed whatever books were once here ages ago. The floor is slick with moisture but safe for footing. ~ ~ 301465604 11 9 0 D2 ~ ~ 0 -1 56613 10 10 5 E stone shelves~ The shelves are empty except for piles of mold. ~ E mold~ Small piles of black mold lay in piles on the shelves. Perhaps once these were books that have since mouldered away. ~ A ~ ~ send_to_room( #drip, room ); ~ E drip~ Beads of water trickle down the walls and onto the slick floor. ~ ! 2 200 0 1667 9 1509949540 3 0 -1 S #56620 Grand Gallery~ Stone faces gaze blankly out from the high walls, chiseled into the stone ages ago. Thousands of the faces cover the walls from floor to ceiling. The gallery continues to the west, and exits into a shorter tunnel to the east. Near the eastern exit of the room are many small holes in the floor and ceiling. ~ ~ 301465604 11 7 0 D1 ~ ~ 0 -1 56621 10 10 5 D3 ~ ~ 0 -1 56613 10 10 5 E faces~ So many faces have been chisled into the walls that looking at them all would take hours. The ones you glance at quickly appear to be the faces of normal gnomes, although many centuries old, that may have worked in the mines. ~ E holes~ The holes look like once held something that was torn away violently. ~ -1 S #56621 Damp Room With Twisted Metal~ Rusty bars of iron lay on the floor in bent and twisted piles. Apparently, they once were part of a gate that blocked passage through the west arch, but were torn down by some powerful force. Where the bars were once set into the stone, huge chunks of stone have been smashed away, leaving several deep pits and scars in the floor and ceiling. A wide tunnel leads south into damper areas, while an open archway leads west. Small puddles form in the depressions on the floor. ~ ~ 301465604 11 6 0 D2 ~ ~ 0 -1 56622 10 10 5 D3 ~ ~ 0 -1 56620 10 10 5 E bars iron rusty~ A contorted pile of metal slowly rusts away on the floor. The iron bars that once stood as a gate are now so twisted and rusted that they form a single mass of metal. ~ E pits scars~ The stone has been torn away by the force of whatever smashed and twisted the iron gates and left them in a twisted pile. The deep scars left behind on the floor are partially filled with a rank water that looks unfit to drink. ~ E puddles~ Shallow puddles form where water drips from the walls. ~ A ~ ~ send_to_room( #drip, room ); ~ E drip~ Water drips down the wall into the puddles on the floor. ~ ! 2 500 0 A get take~ iron rusty bars~ act_tochar( #bars, ch ); act_notchar( #rmbars, ch ); ~ E bars~ You can't get any bars to come loose from the rusty pile. They seem to have fused together with rust. ~ E rmbars~ $n tries in vain to pull an iron bar from the twisted mass. ~ ! 0 0 0 -1 S #56622 Damp Tunnel~ Thick rivulets of water splash down the walls and into deep puddles which feed a small stream running south. Water seeps from cracks in the walls, and drips from the ceiling. A layer of greenish slime covers the walls in tendrils of goo. The small stream runs through a deep gutter along the west wall, disappearing into the chamber to the south. An archway leads east into what looks like another long tunnel. To the north the tunnel leads into darkness. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56621 10 10 5 D1 ~ ~ 0 -1 56623 10 10 5 D2 ~ ~ 0 -1 56630 10 10 5 E rivulets water cracks drips~ Water spills into the tunnel at an alarming rate. Thankfully, it is being funneled into a stone gutter along the west wall. ~ E gutter~ A gutter has been carved into the stone to channel water into the tunnel to the south. ~ E slime tendrils goo~ The damp conditions here seem to have allowed the green goo to grow at a rapid rate. It hangs from the ceiling and wall in thick tendrils. ~ E archway~ A stone archway provides exit to the east. ~ A ~ ~ i = 1d20; if( i == 1 ) { act_tochar( #splash, ch ); act_notchar( #rmsplash, ch ); } ~ E splash~ Your movement causes the water in the puddles to splash. ~ E rmsplash~ $n's movement causes the puddles to splash, the sound echoing down the tunnels. ~ ! 1 0 7 -1 S #56623 Damp Mine Tunnel~ The air is damp, smelling of mold and rot. The walls and ceiling of the tunnel are rough and unfinished, giving water places to pool and drip from. Small puddles lay in the recesses of the floor, splashing gently with your passage. The tunnel leads west and south. ~ ~ 301465604 11 6 0 D2 ~ ~ 0 -1 56624 10 10 5 D3 ~ ~ 0 -1 56622 10 10 5 E puddles~ Shallow puddles filled with the water from the walls lay in the small recesses in the floor. ~ -1 S #56624 Damp Mine Tunnel~ The still air reeks of rot and mold. Water drips from the uneven surface of the walls and ceiling forming puddles in the rough floor. The dark stone of the walls is covered with a thick layer of slime. A heap of old tools sits in a jumbled pile against the south wall. The damp and wet tunnels continue to the east and north. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56623 10 10 5 D1 ~ ~ 0 -1 56625 10 10 5 E slime~ A thin layer of greenish-black slime grows on the walls where where they are moist. ~ E puddles~ Shallow puddles form in low sections of the floor. Water drops occasionally plop into them, sending ripples across their surface. ~ E slime~ A dark-green slime grows on the damp walls of the tunnel. ~ E puddles~ Dark and smelly water fills the puddles. ~ E bones~ No description~ E old tools~ A rusty pile of old tools slowly disintegrates against the south wall. None of them look remotely useful anymore. ~ A ~ ~ send_to_room( #drip, room ); ~ E drip~ A small bead of water drips from the ceiling and into a puddle on the floor. ~ ! 2 500 0 A search~ old tools~ acode( find_room( 56507 ), 2 ); ~ ! 0 0 0 -1 S #56625 Damp Mine Tunnel - Four-Way Intersection~ Four tunnels delve into the darkness in this intersection in the damp mine. Puddles of water fill cracks and depressions in the floor, splashing with every move you make through the tunnels. The walls are slick with moisture, and the air is stale, smelling of mold and rot. The silence is broken only by the sounds of water splashing into the tunnel. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56626 10 10 5 D1 ~ ~ 0 -1 56628 10 10 5 D2 ~ ~ 0 -1 56627 10 10 5 D3 ~ ~ 0 -1 56624 10 10 5 E puddles cracks depressions~ Puddles thick with slime dot the floor, filling the cracks and depressions. The water appears stagnant and reeks. ~ E walls moisture~ The rough stone walls are damp and cool, the rough surface collecting moisture from the air. ~ -1 S #56626 Damp Mine Tunnel - Dead End with Rocks~ Large stones and rocks rest on the tunnel floor, sitting in puddles of rank and fetid water. The air is stale and reeks of rot and mold. Water trickles down the walls at several points, pooling on the floor. The only exit is south. The rocks appear to have fallen from the tunnel walls and ceiling, small pocks and cracks left in the walls from where they fell. ~ ~ 301465604 11 6 0 D2 ~ ~ 0 -1 56625 10 10 5 E stones rocks~ These medium sized stones appear to have fallen from the walls of the tunnel. ~ E fetid rank water puddles~ Small puddles of rank and fetid water dot the floors. Water trickles down the walls, slowy feeding the puddles. ~ -1 S #56627 Damp MIne Tunbel - Groaning Dead End~ Small puddles dot the floor of this dank tunnel. To the south, the rock is covered in a greenish slime, and the whole area smells of rot. The rough walls of stone drip water in an almost constant flow, feeding the puddles. The dark tunnel seems to groan, an almost undetectable moaning sound coming to your ears through the mass of stone surrounding you. ~ [Dalthas] in the room name ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56625 10 10 5 E greenish slime~ The slime gives off a strong odor of rot. It covers much of the south wall of the tunnel. ~ E puddles~ The puddles are filled with rank water. ~ -1 S #56628 Damp Mine Tunnel - Before a Bone Door~ The damp rough tunnel continues its twist through the stone before coming to a dead halt before a shocking sight: what appears to be a door made completely of bones. The air here is still, and the smell from beyond the door is nauseating. Aside from through the door, the only way out is to retreat back into the damp tunnel. ~ ~ 301465604 11 6 0 D1 bone door~ bone door~ 131 62 56629 10 10 5 D3 ~ ~ 0 -1 56625 10 10 5 E bone door~ This seemingly solid slab of bone appears to be made out of a random collection of bones that has been fused together. Only vestiges of what the bones once were remain, a jaw here, a thigh bone there. Near where a handle would be is a gap that looks like a skull would fit in it. ~ A ~ ~ if( has_obj( 2317, ch ) ) { obj = has_obj( 2317, ch ); send_to_char( #cackle, ch ); send_to_room( #bursts, room ); junk_obj( obj, 1 ); loop( all_in_room ) { i = dice( 6, 35 ); dam_message( rch, i, "the thundering fireball" ); inflict( rch, rch, i, "the thundering fireball" ); } } ~ E cackle~ Coming from inside your head, you hear the faint cackle of evil laughter mocking you. ~ E bursts~ The skull bursts into flames, then explodes in a thundering fireball! ~ ! 1 0 8 1667 137 1509949540 3 0 1667 137 1509949540 3 0 -1 S #56629 Behind the Bone Door~ A stone dais built against the east wall provides a platform for a huge bone throne. Several inches of white powder cover the floor and dust the walls and dais. To the west a door built of knitted bones provides the only means of exit. The room is otherwise bare, the brown-stone walls dusted lightly with powder, and a smell of fire lingering in the air. ~ ~ 301465604 11 6 0 D3 bone door~ bone door~ 131 62 56628 10 10 5 E dais~ The dais rises about a foot above the bone chips on the floor, providing a base for the large bone throne. It is covered in a thin layer of white dust. ~ E dust powder white~ The white dust on the floor is powdered bone. Large chips are mixed in with the smaller particles. ~ A sit~ chair throne bone ~ mob = mob_in_room( 1640, room ); if( mob ) { act_tochar( #jump, ch ); act_notchar( #rmjump, ch ); attack( mob, ch, 2d10+15, "diving tackle" ); end; } continue; ~ E jump~ The bodyguard attacks you as you move towards the throne. ~ E rmjump~ As $n moves towards the throne, $e is attacked by a bodyguard! ~ ! 0 0 0 2350 17 1509949540 -2 0 1687 41 1509949540 3 0 1640 73 1509949540 3 0 1640 73 1509949540 3 0 -1 S #56630 Wheel Room~ This small room is stuffed with small metal wheels spinning and grinding against each other. They all seem to be powered by the steady stream of water that pours in through the stone gutter from the north. There seems to be no immediately discernable purpose for them all, and the whirring noises they make are quite disturbing. The only exit you see is to the north. ~ ~ 301465604 11 6 0 D0 ~ ~ 0 -1 56622 10 10 5 E wheels small metal~ Hundreds of small wheels and gears whirr and spin, apparently powered by a small water wheel set into the stone gutter. The noise they make competes only with the constant gurgling noise of water being funneled down a thick pipe set into the south wall. ~ E large drain pipe~ A large drain pipe set into the south wall receives the water pouring through the stone gutter and funnels it away. ~ A ~ ~ send_to_room( #whirr, room ); ~ E whirr~ Small metal wheels whirr endlessly, creating a noise that is quite disturbing. ~ ! 2 1000 0 A ~ ~ send_to_room( #gurgle, room ); ~ E gurgle~ The large stream of water gurgles as it empties into a large drain to the south. ~ ! 2 500 0 -1 S #0