#AREA Castle Lag II~ Dragos~ ~ 0 0 0 #ROOMS #3500 Entrance to the Abandoned Mine~ Before you stands the entrance to an old abandoned mine. It is very dark inside so you can only see a few feet into the tunnel. A cold wind blows out from the tunnel sending shivers up your spine. To the south, stone blocks stand piled against a large stone wall. Looking more carefully, you can see the small seam of a door behind the stones. ~ ~ 335020044 2 6 0 D0 ~ ~ 0 0 3501 10 10 5 D4 ~ ~ 423 -1 9165 10 10 5 E 3 stone 4 blocks~ These large chunks of granite are piled over what appears to be a door. ~ A move push~ 3 stones block blocks~ if( !is_open( room, up ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, up ); } else send_to_char( #open, ch ); ~ E open~ The stones are already moved and the passage is already open. ~ E room~ $n moves one of the stones and reveals a hidden passage. ~ E char~ You move one of the stones and reveal a hidden shaft leading up. ~ ! 0 0 0 -1 S #3501 The Abandoned Mine~ The tunnel is fairly large here. Huge wooden beams line the ceiling and walls to prevent cave-ins. However, the beams look old. Off in the distance, you can hear the rocks shift ever so slightly. Looking north and south, you see only darkness. ~ ~ 335020044 2 6 0 D0 ~ ~ 0 0 3502 10 10 5 D2 ~ ~ 0 0 3500 10 10 5 E mold~ It's white with blue dots. It seems to be made of little hairs. ~ E 4 wooden 4 beams~ The beams supporting the celing are old and rotting. The mold on the wood gives the tunnels a musky odor. ~ -1 S #3502 The Abandoned Mine~ As you make your way, you notice the large amounts of rock that lie crumbled on the floor. Obviously there was a large excavation here at one time. What could they have been digging for? Jagged rocks stick out occasionally from the walls in the tunnel which continues to the north and south. A cold wind continues to blow from deep within the mine. A smaller tunnel leads off to the east. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 0 3503 10 10 5 D1 ~ ~ 0 -1 3508 10 10 5 D2 ~ ~ 0 0 3501 10 10 5 E 3 jagged 4 rocks~ Huge stones have been half-excavated from the walls, leaving indentations where the favored rocks or ore have been removed. ~ -1 S #3503 The Abandoned Mine~ You continue your way through the mine. Rugged holes lie in the walls where someone, or something used to excavate. The tunnel ceiling lies a few feet above your head. Darkness extends into the far reaches of the tunnel to the north and south. This mine must have been built long ago. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 0 3504 10 10 5 D2 ~ ~ 0 0 3502 10 10 5 E 4 rugged 3 holes~ Some kind of mineral has been ripped out of the rock here. This was obviously a popular spot for digging. ~ -1 S #3504 A Four-Way Intersection~ You have reached an intersection in the mine. Deep grooves are on the ground in front of you as if someone, possibly miners, have worn out the ground carrying supplies and rock to and from whatever destination they may have found deep within the earth. Tilting your head, you can pick up the sound of digging somewhere within the reaches of these tunnels. The tunnels branch off in each of the cardinal directions. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 0 3505 10 10 5 D1 ~ ~ 0 -1 3514 10 10 5 D2 ~ ~ 0 0 3503 10 10 5 D3 ~ ~ 0 -1 3533 10 10 5 E 4 grooves~ The stone floor has been cut into by a train of heavy objects. ~ -1 S #3505 The Abandoned Mine~ For some inexplicable reason, the tunnel appears to have collapsed here. Huge rocks have fallen to the west, preventing any further passage in that direction. Perhaps you should find a different way through the abandoned mine. ~ ~ 335020036 2 6 0 D2 ~ ~ 0 0 3504 10 10 5 D3 "collapsed wall"~ "collapsed wall"~ 227 -1 3506 10 10 5 E 1 north rock rocks passage~ The boulders and rocks look too heavy and too many to even bother with. Your best bet is to return to the south. ~ A clear move push~ passage n no nor north rock rocks boulder boulders tunnel w we west~ if( !is_open( room, west ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, west ); } else { send_to_char( #open, ch ); act_notchar( #also, ch ); } ~ E also~ As $n goes to clear the rocks, $e finds a crevice to the west. ~ E open~ Attempting to clear the rocks, you find a crevice to the west. ~ E room~ $n begins to clear away the rocks and boulders from the tunnel passage to the west. Suddenly, a small crevice appears between the rocks. ~ E char~ You begin to clear away the rocks and boulders from the tunnel passage to the west. Suddenly, a small crevice appears between the rocks. ~ ! 0 0 0 -1 S #3506 A Small Crevice~ A cool breeze blows through the crevice as you struggle onward. It is so small in here that you aren't even sure that you can turn around. To the east, it appears the whole wall has collapsed. Large rocks and boulders block any further passage to the east, but the crevice is clear to the north. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 0 3507 10 10 5 D1 "collapsed wall"~ "collapsed wall"~ 227 -1 3505 10 10 5 E 1 north~ The Mine continues ~ A move push clear~ passage rock rocks boulder boulders tunnel opening crevice e ea eas east~ if( !is_open( room, east ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); open( room, east ); } else { send_to_char( #open, ch ); act_notchar( #also, ch ); } ~ E also~ As $n goes to clear the rocks, $e finds an opening to the east. ~ E open~ Attempting to clear the rocks, you find an opening to the east. ~ E room~ $n begins to clear away the rocks and boulders from the tunnel passage to the east. Suddenly, a small opening appears between the rocks. ~ E char~ You begin to clear away the rocks and boulders from the tunnel passage to the east. Suddenly, a small opening appears between the rocks. ~ ! 0 0 0 -1 S #3507 A Small Crevice~ You can begin to feel the weight of the earth as you crawl through this tiny crevice. It feels like the walls are constricting around you. You may want to hurry through to the east or south as quickly as possible. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3599 10 10 5 D2 ~ ~ 0 0 3506 10 10 5 E 1 south~ The Mine continues ~ -1 S #3508 A Small Tunnel~ A roughly hewn tunnel extends away to the east, which appears just big enough for one person at a time. The walls in this smaller tunnel seem quite different from the rest of the abandoned mine. Perhaps this tunnel was added on at a later time for a different purpose. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3509 10 10 5 D3 ~ ~ 0 -1 3502 10 10 5 E 4 walls~ The wood beams here are still intact and trustworthy. The stone walls seems to be more recently exposed to air. ~ -1 S #3509 A Small Tunnel~ Empty torch sockets line this small tunnel which travels from east to west. Cramped and dark, you stand pressed between stone walls on either side. A small bead of sweat forms on your brow. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3510 10 10 5 D3 ~ ~ 0 -1 3508 10 10 5 E 3 torch 4 sockets 4 scones~ These sockets are surprisingly free from dust. They are staggered at three foot lengths. ~ -1 S #3510 A Small Tunnel~ To the east, a small door marks the end of the tunnel. Aside from the rough texture of wood, the door has no other distinguishing features. To the west, a smaller tunnel disappears into the darkness. Perhaps you should decide what to do very soon. ~ ~ 335020040 0 5 0 D1 "small wooden door"~ "small wooden door"~ 131 -1 3511 10 10 5 D3 ~ ~ 0 -1 3509 10 10 5 E door~ The type of wood used for this door cannot be determined. The door is featureless, save for a tiny brass handle. ~ -1 S #3511 Storage Room~ This room is definitely larger than the tunnel used to get here. Looking around, you see a small stockpile of survival equipment ranging from iron rations to water and torches. Peering around, you find a short note scrawled on the wall. The only exit is back the way you came. ~ ~ 335020040 0 5 0 D3 "small wooden door"~ "small wooden door"~ 131 -1 3510 10 10 5 E note wall short~ "If you are reading this, it is too late to turn back now. You will find the map for the escape route through this old abandoned mine at the bottom of this note. Be sure to grab enough supplies before continuing through the maze of tunnels. Fear not, for there are others waiting for you at the end who will help you start a new life. One day, we shall return to fight the fairies and reclaim our..." The rest of the note along with any map is missing. ~ E iron rations~ Most of the iron rations appear to be empty. ~ E water 9 waterskins~ Most of the waterskins appear to be empty. ~ E equipment stockpile pile~ Looking through the various piles of equipment, you see dozens of iron rations, waterskins and torches. ~ E 5 torches~ Most of the torches appear to be unuseable. ~ A get take steal grab remove~ iron ration rations~ if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); if( random( 1, 10 ) < 7 ) { obj_to_char( oload( 4 ), ch ); obj_to_char( oload( 4 ), ch ); obj_to_char( oload( 4 ), ch ); obj_to_char( oload( 4 ), ch ); send_to_char( #char, ch ); act_notchar( #room, ch ); } else { send_to_char( #not, ch ); act_notchar( #nope, ch ); } } else { send_to_char( #not, ch ); act_notchar( #nope, ch ); } ~ E nope~ $n searches through the iron rations and comes up with nothing. ~ E not~ Searching for food, you find nothing that is edible. ~ E room~ $n searches through the iron rations and finds four with food in them. ~ E char~ You search through the iron rations and find four with food in them. ~ ! 0 0 0 A get take steal grab remove~ water waterskin cup~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); if( random( 0, 1 ) == 1 ) { send_to_char( #char, ch ); act_notchar( #room, ch ); obj_to_char( oload( 55 ), ch ); obj_to_char( oload( 55 ), ch ); } else { send_to_char( #not, ch ); act_notchar( #nope, ch ); } } else { send_to_char( #not, ch ); act_notchar( #nope, ch ); } ~ E nope~ $n searches through the waterskins and comes up empty. ~ E not~ Searching for water, you don't find any waterskins with water in it. ~ E room~ $n searches through the waterskins and finds two with water in it. ~ E char~ Searching for water, you find only two waterskins with water in it. ~ ! 0 0 0 A get take steal~ light torch torches~ if( rflag( status0, room ) ) { remove_rflag( status0, room ); if( random( 1, 10 ) < 8 ) { obj_to_char( oload( 26 ), ch ); obj_to_char( oload( 26 ), ch ); send_to_char( #char, ch ); act_notchar( #room, ch ); } else { send_to_char( #not, ch ); act_notchar( #nope, ch ); } } else { send_to_char( #not, ch ); act_notchar( #nope, ch ); } ~ E nope~ $n searches through the torches and fails to find any that are usable. ~ E not~ Searching for torches, you cannot find any that are usable. ~ E room~ $n searches through the torches and finds only two that are usable. ~ E char~ Searching for torches, you find only two that are usable. ~ ! 0 0 0 -1 S #3512 A Large Cavern~ An unfinished tunnel sits here in a state of disrepair. Tools and pieces of rock lie scattered about the floor as if they workers left in a hurry. Small cracks and divots line the wall. Several stone blocks lie on the ground surrounded by several pools of blood. The stench in this inlet is almost overwhelming. The only exit is back the way you came. ~ ~ 335020036 2 6 0 D3 ~ ~ 0 -1 3513 10 10 5 E 4 tools~ The tools are ancient and appear ready to crumble. ~ E 5 pieces rock~ The pieces of rock appear to have been chipped away from the face of the wall. They obviously have no value whatsoever. ~ E 5 cracks 5 divots~ The cracks and divots appear to be where somebody had started to dig, but had left unfinished. It would appear that whomever dug this tunnel was looking for something specific. ~ E stone 5 blocks~ The blocks appear to be miniature replicas of the larger stone blocks which make up the castle. Perhaps these were samplings of the rock tunnel at one time. ~ E 4 pools blood~ You don't want to even fathom what may have caused this grissly sight. You wonder if maybe one of the stone blocks may have fallen on somebody or something. ~ A move push lift~ stone block blocks~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n attempts to move one of the stone blocks, but is unsuccessful. ~ E char~ The stone block is too heavy for you to lift or move. ~ ! 0 0 0 2512 9 1509949540 3 0 -1 S #3513 The Abandoned Mine~ Cold and dreary, the rock tunnel bends to the east and south. Much smaller than the main tunnel you were in, this tunnel seems quite rudimentary. A horrid stench eminates from the east. The mail tunnel to the abandoned mine lies to the south. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3512 10 10 5 D2 ~ ~ 0 -1 3514 10 10 5 -1 S #3514 The Abandoned Mine~ Hollow and dank, the abandoned mine stretches far to the east and west through the darkness. As you skirt over the pieces of rocks and shards which litter the ground, you clearly hear strange sounds coming from deep within the mine to the east. A smaller tunnel branches to the north. ~ ~ 335020040 2 6 0 D0 ~ ~ 0 -1 3513 10 10 5 D1 ~ ~ 0 -1 3515 10 10 5 D3 ~ ~ 0 -1 3504 10 10 5 E 4 rock 5 shards~ The pieces of rocks and shards appear to have been left here by whomever chiseled the hole into the north wall. ~ -1 S #3515 The Abandoned Mine~ Echoing off the walls, you can distinctly hear the sound of picking somewhere to the east. Jagged rocks lay scattered about the floor. Whoever was picking here didn't appear to have found much. The mine tunnel continues to the east and west. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3516 10 10 5 D3 ~ ~ 0 -1 3514 10 10 5 E jagged rock rocks floor~ From the appearances of the pieces of rock which litter the ground, they seem to have been made quite recently. ~ E 4 rocks~ The rocks have been carelessly left scattered about the floor. ~ -1 S #3516 The Abandoned Mine~ Large nicks and dinks lie in the wall where a miner must have been chipping away at for a long time. Chunks of rock are scattered about the floor. A small light and chipping sounds are coming from the north where a large hole has been carved in the stone wall. The abandoned mine extends to the east and west. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3517 10 10 5 D1 ~ ~ 0 -1 3518 10 10 5 D3 ~ ~ 0 -1 3515 10 10 5 E 4 nicks 4 dinks~ The north wall is filled with various markings which appear to have been made from a hand held pick. ~ E 5 chunks rock~ Chunks of rock of all sizes and shapes lie scattered about the floor, rolling to the east and west, as well. ~ E hole~ Light streams from the hole which appears to have been roughly carved into the north wall. ~ -1 S #3517 Hole in Wall~ This little hole was cut away from the rocks in the mine. Apparently, the ghost miner has been chipping away at the north wall this for quite a long time. Judging from the size of this hole, you would estimate a few hundred years. The only exit is back where you came from. ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3516 10 10 5 7 9 1509949540 3 0 -1 S #3518 The Abandoned Mine~ Off to the west, the sound of picking echoes off the walls towards you. This section of the mine which you are traveling through appears to have been heavily traveled in the past. The floor has been smoothed by many workers carrying rock and rubble this way and that. The tunnel continues to the east and west. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3519 10 10 5 D3 ~ ~ 0 -1 3516 10 10 5 -1 S #3519 The Abandoned Mine~ Walking along the tunnels, you wonder how far these mines could actually stretch. Peering to the west, you cannot see through the dirt and darkness which encroaches upon you. To the east, you can just pick up what appears to be a turn in this endless tunnel. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3520 10 10 5 D3 ~ ~ 0 -1 3518 10 10 5 -1 S #3520 The Abandoned Mine~ The abandoned mine seems to crawl through the earth like a giant maze. The tunnel you are traversing extends to the north and west. An undeterminable sound echoes from deep within the belly of the mine. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3521 10 10 5 D3 ~ ~ 0 -1 3519 10 10 5 -1 S #3521 The Abandoned Mine~ The size of the tunnel is definitely larger to the north than the south. Hoping you are keeping your bearings straight, you would swear that the exit you came from was to the south. Of course, you realize you should have left a trail of bread crumbs, but you guess it is too late now. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3522 10 10 5 D2 ~ ~ 0 -1 3520 10 10 5 -1 S #3522 The Abandoned Mine~ A slight whistling sound reverberates from somewhere to the north. The tunnel walls have absorbed what little light you may carry, but you believe you can see something to the north. Of course, if you were smart, you would head south where it appears safer. But then again, who can tell in a mine where every tunnel seems the same. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3523 10 10 5 D2 ~ ~ 0 -1 3521 10 10 5 E 1 north~ Squinting your eyes, you can make out a black hole at the end of the tunnel. The hole appears to be a mine shaft. ~ -1 S #3523 A Mine Shaft~ Before you stands a massive hole in the ground. When you look down into the hole, you see a ladder disappearing down into the darkness. It appears to be an old mine shaft that leads down to other levels of the mine. All of a sudden, you begin to hear moans coming from the shaft, or is that a low pitched whistle? You hope that is just the wind. ~ ~ 335020044 2 6 0 D2 ~ ~ 0 -1 3522 10 10 5 D5 ~ ~ 0 -1 3525 10 10 5 E hole mine shaft~ This mine shaft has long since been abandoned as is evident by its state of disrepair. Although the elavator itself doesn't appear to be functioning, at least there is a ladder. ~ A ~ ~ if( players_room( find_room( 3525 ) ) ) { wait( 1 ); send_to_char( #char, ch ); } else continue; ~ E char~ You start down the ladder through the shaft, but climb back up after finding somebody else on the ladder already. ~ ! 3 5 32 -1 S #3525 A Mine Shaft~ You are standing on the second level of the abandoned mine. Around you, the broken remnants of a smashed elevator and pulley system lie scattered about the area. To the west, a wide tunnel disappears into extreme darkness. To the east, a small wooden door stands embedded inside the face of the rock wall. Above you, a wooden ladder rises into an old elevator shaft from which emanates a small whistling noise. ~ ~ 335020044 0 5 0 D1 "small wooden door"~ "small wooden door"~ 391 566 3526 10 10 5 D3 tunnel~ tunnel~ 226 -1 3564 10 10 5 D4 ~ ~ 0 -1 3523 10 10 5 E 4 remnants 4 elevator 4 pulley system~ The dankness of the tunnels must have ruined the ancient pulley system which now lies strewn across the floor of the mine shaft. ~ E door~ The door seems to be well-used, despite the condition of the rest of the abandoned mine. ~ E ladder shaft hole~ Although the mine shaft's pulley system doesn't work, somebody has taken the time to erect a ladder which extends up into the darkness. ~ A ~ ~ if( players_room( find_room( 3523 ) ) ) { wait( 1 ); send_to_char( #char, ch ); } else continue; ~ E char~ You start up the ladder through the shaft, but climb back down after finding somebody else on the ladder already. ~ ! 3 4 16 -1 S #3526 Escape Tunnel~ A rough hallway has been constructed here which leads away to the north. A small wooden door lies embedded in the west wall. In the east wall, a note flutters beneath a nail which holds it in place. ~ ~ 335020040 2 6 0 D0 ~ ~ 0 -1 3527 10 10 5 D3 "small wooden door"~ "small wooden door"~ 391 566 3525 10 10 5 E note~ "Thank God you have found the escape tunnel. From here, go to the end and you will find yourself in more familiar territory. Congratulations!" ~ E door~ The wooden door to the west appears to be in good condition and well-used which is somewhat surprising. ~ -1 S #3527 Escape Tunnel~ The hall curves to the south and east here. Peering to the east, you see only darkness. Judging by the shipshod shape of the walls and floor, this hallway must have been built for something other than excavation. Wooden supports line the walls and ceilings at varying intervals. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3528 10 10 5 D2 ~ ~ 0 -1 3526 10 10 5 E 4 wooden 4 supports~ This tunnel appears to have been made as an afterthought, and unfortunately, whoever carved it had to put up wooden beams to support the ceiling so that it wouldn't collapse. ~ -1 S #3528 Escape Tunnel~ The hall here which extends to the west and ascends stairs to the east. To the east, you can taste the sweet smell of freedom, or at least, you hope so. To the west, your mind cringes at the thought of what you have seen and discovered within the abandoned mine. ~ ~ 335020036 2 6 0 D3 ~ ~ 0 -1 3527 10 10 5 D4 ~ ~ 0 -1 3530 10 10 5 -1 S #3530 Escape Tunnel~ As you climb the stairs, you catch sight of a light coming from above you. Below, the darkness seems to encroach upon you. All around you, the rock trembles as it bears down on the wooden beams which support the ceiling. ~ ~ 335020036 2 6 0 D4 ~ ~ 0 -1 3531 10 10 5 D5 ~ ~ 0 -1 3528 10 10 5 E light~ The light appears to be coming from a hole in the ceiling. ~ 566 17 1509949465 -2 0 -1 S #3531 Escape Tunnel~ You stand at the top of a long flight of stairs, and at the bottom of some sort of shaft, a light filtering down through the passage. The rest of the escape tunnel extends away to the west. A small ladder disappears through the passage above you. You sense an unpleasant odor from above. ~ ~ 335020036 2 6 0 D4 ~ ~ 0 -1 3532 10 10 5 D5 ~ ~ 0 -1 3530 10 10 5 E light~ Above you, you can see torches flickering softly. ~ E passage~ A small passage appears to have been dug out, and a ladder placed within. ~ E ladder~ The ladder appears to have been used quite often in the recent past. ~ A smell~ ~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n wrinkles $s nose as $e sniffs the air. ~ E char~ You wrinkle your nose at the smell of what appears to be somebody's trash. ~ ! 0 0 0 -1 S #3532 Escape Tunnel~ You make your way through the passage which continues up and down. This appears to have been an old mine entrance that has caved in along time ago. foul stench hits your nose as you try to look for a way out. ~ ~ 335020036 2 6 0 D4 ~ ~ 0 -1 3800 10 10 5 D5 ~ ~ 0 -1 3531 10 10 5 -1 S #3533 The Abandoned Mine~ The tunnels to the abandoned mines seem to stretch forever between these rough hewn walls. Dark rock surrounds you on all sides as you wall along a tunnel which continues to the east and west. To the east, you can just make out an intersection in this maze of tunnels. ~ [Fyli] wall should be walk. ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3504 10 10 5 D3 ~ ~ 0 -1 3534 10 10 5 -1 S #3534 The Abandoned Mine~ You can barely see the ceiling overhead as you walk along the tunnel. However, listening to your footsteps echo off of it, you can tell that the ceiling must be very high along this tunnel. The abandoned mine extends to the east and west, disappearing into complete darkness. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3533 10 10 5 D3 ~ ~ 0 -1 3535 10 10 5 -1 S #3535 The Abandoned Mine~ Walking through the dark and abandoned tunnels of the mine which bends to the north and east from here, you now take note of the architecture. The floors, walls and ceilings appear to have been carved rather hastily. Squared in some places, rough and jagged in others, either the miners did a shipshod job, or the tunnels were made for various reasons. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3536 10 10 5 D1 ~ ~ 0 -1 3534 10 10 5 E 4 architecture~ The tunnel appears to have been made using large machinery which cut out huge chunks of rock. ~ -1 S #3536 The Abandoned Mine~ Your footsteps send echoes careening through the deep and hollow tunnels which continue to the north and south. It is just then that you realize how easy it would be to get ambushed in these dark halls. Your rational side urges you to flee back to the relative safety of the cast which you believe lies somewhere to the south. ~ [Fyli] cast should be castle. [Arathorn] room desc: .. relative safety of the cast..-catsle maybe? ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3537 10 10 5 D2 ~ ~ 0 -1 3535 10 10 5 -1 S #3537 The Abandoned Mine~ You have reached a T-intersection here in the abandoned mines. Shivers run up your spine as you continue pushing deeper into the darkness. The abandoned mine continues to the north and south. To the east, a small inlay stands shrouded in darkness. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3539 10 10 5 D1 ~ ~ 0 -1 3538 10 10 5 D2 ~ ~ 0 -1 3536 10 10 5 E east inlay~ It is too dark to see what lies to the east. ~ -1 S #3538 A Dead End~ The darkness in this dead end is almost unnatural. Despite what little light you use, you can barely see three feet in front of you. The darkness seems to float down around you. The only exit is back the way you came. ~ ~ 335020040 2 6 0 D3 ~ ~ 0 -1 3537 10 10 5 471 9 1509949540 3 0 -1 S #3539 The Abandoned Mine~ Coming to a bend in the tunnels, you become more aware of the dangers which this old abandoned mine can reveal at any moment. The darkness which surrounds you seems to take ahold of your thoughts, shrouding your judgement. The tunnel curves to the south and west. ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3537 10 10 5 D3 ~ ~ 0 -1 3540 10 10 5 -1 S #3540 The Abandoned Mine~ The tunnel curves to the south and east here. No sounds seem to be able to penetrate this corner of the abandoned mine. Although the ceiling hangs far above you, the black rock seems to absorb all sound and light. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3539 10 10 5 D2 ~ ~ 0 -1 3541 10 10 5 -1 S #3541 The Abandoned Mine~ Your journey through the abandoned mines feels like it is never going to end. The tunnel seems to continue on forever to the north and south. Although the size and stability of the tunnels aren't a threat, you can't help but feel worried that you may be wandering into a trap. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3540 10 10 5 D2 ~ ~ 0 -1 3542 10 10 5 -1 S #3542 The Abandoned Mine~ The rock walls seem to be leaning ever closer to you as you travel between them along the rough hewn floor. The tunnel appears to continue endlessly to the north and south. Yet, in this dark maze, who can tell where walls begin and end. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3541 10 10 5 D2 ~ ~ 0 -1 3543 10 10 5 -1 S #3543 The Abandoned Mine~ Once again, you find yourself at a bend in the tunnel in this abandoned mine. As the tunnel stretches away to the north and west, you are unable to determine their destinations due to the dark, enclosing walls. Perhaps you should not have wandered this far alone. ~ [Fyli] desc is erroneous if you are in group .:p ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3542 10 10 5 D3 ~ ~ 0 -1 3544 10 10 5 -1 S #3544 The Abandoned Mine~ Gazing down the dark hallways which extend to the east and west, you are unable to make head or tails of which way would be the proper way to go. Each tunnel seems to be very similar to the last one. To the east, the tunnel's dark, chiseled walls, high ceilings and rough floors appear to be exact replicas of those in the tunnel leading away to the west. ~ ~ 335020044 2 6 0 D1 ~ ~ 0 -1 3543 10 10 5 D3 ~ ~ 0 -1 3545 10 10 5 -1 S #3545 The Abandoned Mine~ Standing within this dank and dismal tunnel with its rough walls and floors and its high ceilings, you can feel your sanity seeping away. Luckily, you can catch a glimpse of light brown wood to the west. However, the darkness to the east seems to pull at you with strong indignation. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3544 10 10 5 D3 ~ ~ 0 -1 3546 10 10 5 2512 9 1509949540 3 0 -1 S #3546 The Abandoned Mine~ The tunnel has narrowed here slightly at the bend. Wooden constructs hold the walls in place, but it is obvious that they could give at any moment. A layer of dust and dirt covers the floor where the weakening ceiling must have trembled under the weight of the earth. The tunnel curves to the north and east. ~ wooden contstructs ~ 335020044 2 6 0 D0 ~ ~ 0 -1 3547 10 10 5 D1 ~ ~ 0 -1 3545 10 10 5 E wooden constructs~ You peer up at wooden beams which strain under tremendous pressure. ~ A ~ ~ send_to_room( #room, room ); ~ E room~ A shower of black dust and dirt falls down around you. ~ ! 2 750 0 78 17 1509949540 -2 0 -1 S #3547 The Abandoned Mine~ As you walk along the tunnel in this old, abandoned mine, you can feel the ground shiver beneath you ever so slightly. Peering into the darkness, you cannot see where the tunnel ends or begins. In fact, due to the darkness of the dirt and rock walls around you, you can barely see ten feet in front of you. However, you can tell the tunnel continues to the north and south. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3548 10 10 5 D2 ~ ~ 0 -1 3546 10 10 5 -1 S #3548 The Abandoned Mine~ Standing still in this dark and deserted tunnel, you can hear a low pitched rumbling coming from somewhere to the north. Although too dark to tell what lies in that direction, you're not sure you would want to if you could. The tunnel continues to the south from here, and drops down several feet via wooden steps to the north. ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3547 10 10 5 D5 ~ ~ 0 -1 3549 10 10 5 -1 S #3549 The Abandoned Mine~ You are walking along a tunnel which appears to have no end. The dark, chiseled walls give no clue as to which direction you might find an exit out of this god forsaken place. To the north, you can hear muffled sounds echoing through the tunnels. To the south, wooden steps ascend a small rise in the tunnel. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3550 10 10 5 D4 ~ ~ 0 -1 3548 10 10 5 A ~ ~ send_to_room( #room, room ); i = 3d3+1; dam_message( ch, i, "the shower of rock and debris" ); inflict( ch, mob, i, "the shower of rock and debris" ); ~ E room~ The ground shakes momentarily, causing a shower of rocks and debris. ~ ! 2 750 0 -1 S #3550 The Abandoned Mine~ The abandoned mines seem to clearly be living up to their name. Aside from an occasional rat or such, you have not seen a live human being in here. In fact, from the layer of dust on the ground, you would surmise that nobody has been back here in ages. You feel a slight tremble beneath you. The tunnel continues to the north and south. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3551 10 10 5 D2 ~ ~ 0 -1 3549 10 10 5 -1 S #3551 The Abandoned Mine~ This intersection has wooden and metal beams lying all over the ground. A large wooden platform rests against the north wall, leaning somewhat. Apparently, whomever was working in this area left their work undone. Either that, or you are standing in a storage area for extra supplies. Tunnels extend to the south, east and west. ~ ~ 335024132 2 6 0 D1 ~ ~ 0 -1 3580 10 10 5 D2 ~ ~ 0 -1 3550 10 10 5 D3 ~ ~ 0 -1 3552 10 10 5 E 4 beams~ You look closer at the beams which lie in various piles against the north wall. The dankness of the hall seems to be getting their toll on the wooden and metal beams. Decay and rust abound in this room. ~ E platform~ The platform appears to be balanced precariously against the north wall. It wavers back and forth. ~ A lift move search examine~ metal beam beams~ if( rflag( reset0, room ) ) { remove_rflag( reset0, room ); send_to_char( #char, ch ); act_notchar( #room, ch ); obj_to_char( oload( 566 ), ch ); } else { send_to_char( #none, ch ); act_notchar( #nope, ch ); } ~ E nope~ $n lifts a metal beam with extreme ease, but finds nothing beneath it. ~ E none~ Surprisingly, the metal beam lifts rather easily, but you find nothing underneath it. ~ E room~ $n lifts a metal beam with extreme ease and finds a wooden peg beneath. ~ E char~ Surprisingly, the metal beam lifts rather easily. Underneath, you find a wooden peg. ~ ! 0 0 0 79 17 1509949465 -2 0 -1 S #3552 The Abandoned Mine~ Walking through the tunnel which continues to the east and west, you are surprised at the cleanliness of this tunnel. Usually, you see the rock tunnels filled with bits and pieces of rock and debris, but here, the tunnels are immaculately clean. To the east, you can see some beams and a platform sitting at an intersection. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3551 10 10 5 D3 ~ ~ 0 -1 3553 10 10 5 -1 S #3553 The Abandoned Mine~ The rock walls seem to encroach about you here. You sense something is very odd about this tunnel, although the rough hewn floors, walls and ceiling appear to be the same dark and dank stone as everywhere else. The tunnel makes a turn here, extending to the south and east. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3552 10 10 5 D2 ~ ~ 0 -1 3554 10 10 5 -1 S #3554 The Abandoned Mine~ Once again, the tunnel begins to wind like a snake through the abandoned mine. Turning to the north and west here, it makes its way through the dark rock. You are still amazed at how clean the ground is beneath you. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3553 10 10 5 D3 ~ ~ 0 -1 3555 10 10 5 -1 S #3555 The Abandoned Mine~ The rock tunnel curves once again beneath the rock earth. To the north, the tunnel appears to continue for some time through the darkness. To the east, you can see another bend. You begin to doubt your ability to keep your bearings straight underneath all of this rock. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3556 10 10 5 D1 ~ ~ 0 -1 3554 10 10 5 -1 S #3556 The Abandoned Mine~ Walking along this dark tunnel, you notice that the walls are a bit further apart here than before. In fact, the walls no longer have that familiar groove made by mining picks and other machinery. Instead, the grooves are narrower and more fine, as if made by someone or something else entirely. The tunnel continues to the north and south. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3557 10 10 5 D2 ~ ~ 0 -1 3555 10 10 5 -1 S #3557 The Abandoned Mine~ You are standing at another curve in the rock tunnel. From here, the dark walls extend to the east and south. Tilting your head, you can swear that you hear a chipping sound from somewhere to the east. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3558 10 10 5 D2 ~ ~ 0 -1 3556 10 10 5 -1 S #3558 The Abandoned Mine~ Standing at yet another bend in this winding maze, you can distinctly hear the sound of chipping coming from the north. Feeling the walls, you can feel the dankness which is prominent in areas such as this. The tunnel extends to the north and west from here. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3559 10 10 5 D3 ~ ~ 0 -1 3557 10 10 5 -1 S #3559 The Abandoned Mine~ Your first instinct tells you that the excavations done by the miners long ago ended right here. However, to the north, the sound of chipping escapes from a large hole set into the wall, and to the west, a freshly dug tunnel disappears into complete and utter darkness. Pieces of rock lie scattered about the entrance to the hole. To the south, the main tunnel extends away through between rock walls. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3560 10 10 5 D2 ~ ~ 0 -1 3558 10 10 5 D3 ~ ~ 0 -1 3561 10 10 5 E hole~ The hole appears to have been carved into the north wall by a small tool. Light streams from the entrance. ~ E 1 west~ You can definitely tell that the tunnel to the west is extremely different than the tunnel you stand in currently. The walls don't appear to have been carved by any human tool. ~ -1 S #3560 The Abandoned Mine~ A large hole has been chiseled into the rock wall here. Judging from the size of the hole marks, the miner must have been chipping away here for eons. A small pile of rocks and debris litter the ground at your feet. The only exit is back into the tunnel to the south. ~ ~ 335020044 2 6 0 D2 ~ ~ 0 -1 3559 10 10 5 E size~ The markings on the wall appear to have been made with a hand held pick. ~ E pile 4 rocks debris~ The bits and pieces of rock have been carelessly left scattered about the floor of the hole. ~ 7 9 1509949540 3 0 -1 S #3561 A Small Tunnel~ Although the walls are made up of rock, they don't appear to have dug out by any conventional method. In fact, upon closer inspection, you would swear that the rock has been eaten through. Despite the darkness, you can sense that the tunnel continues to the east and west. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3559 10 10 5 D3 ~ ~ 0 -1 3562 10 10 5 -1 S #3562 A Small Tunnel~ This tunnel is so small that you almost have to lean over to move. A strange growling sound is coming from a hole in the ground. Something tells you that this place isn't safe and that you should leave. The tunnel extends to the east from here. ~ ~ 335020040 2 6 0 D1 ~ ~ 0 -1 3561 10 10 5 D5 ~ ~ 0 -1 3563 10 10 5 A ~ ~ send_to_char( #char, ch ); continue; ~ E char~ You crawl into a hole in the ground. ~ ! 3 5 32 -1 S #3563 An Earth Monster's Cave~ You have just crawled into a huge hole which has been dug out rather crudely. Remains of some type of animal are all over the ground. In the corner, a pile of rocks makes a small sleeping pallet. Despite the darkness, you can see streaks of dried blood lining the rock walls. The only exit appears to be up through the hole in which you came. ~ ~ 335020032 2 6 0 D4 ~ ~ 0 -1 3562 10 10 5 E remains~ The remains appear to be of a small rat. ~ E blood walls~ From the looks of the blood, the rat must have stumbled into this lair quite by accident. Judging from the number of chewed rocks, the earth monster doesn't appear to be the type to hunt for food. ~ E pile rocks~ Several hundred rocks of all sizes and shapes lie piled in the corner to make a crude sleeping pallet. ~ A ~ ~ send_to_char( #char, ch ); continue; ~ E char~ You clamber up through the hole in which you had entered. ~ ! 3 -1 16 3 9 1509949540 3 0 -1 S #3564 The Abandoned Mine~ ~ Maya, start here and work your way west, some rooms have been started and such...feel free to alter them - D Just try and make sure that each room has at least four lines of description and that the last line doesn't have less then four words on it - D otherwise, go with the theme that was already started here and feel free to add mobs, actions and such (i'll show you how) - D ~ 335020036 2 6 0 D1 ~ ~ 226 -1 3525 10 10 5 D5 ~ ~ 0 -1 3804 10 10 5 E tunnel~ The ceiling of the tunnel wavers just out of sight. ~ -1 S #3565 The Abandoned Mine~ The gloom continues to deepen to the west and lighten to the east. The walls of the tunnel still bear the scars of the pickaxes which hollowed out the tunnel long ago. You notice pieces of rusted metal attached to the wall at approximately head height that must once have been sconces which held torches for the mine workers. ~ ~ 335020036 2 6 0 D3 ~ ~ 0 -1 3566 10 10 5 D4 ~ ~ 0 -1 3804 10 10 5 E tunnel~ The ceiling of the tunnel seems to be a little lower here. ~ E scars~ The scars along the wall, while still visible, are old and worn away with the many years since they were made. ~ -1 S #3566 The Abandoned Mine~ The gloom in the tunnel feels thick all around you. As your eyes slowly adjust to the darkness, you notice a faint glow coming from the ceiling to the left. Lying on the ground beneath the glow you notice an old ladder left here from long ago. ~ can we make them climb the ladder and find some glowing moss to use? Tarlyn ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3565 10 10 5 D3 ~ ~ 0 -1 3567 10 10 5 E tunnel~ The ceiling of the tunnel seems to be even lower here. As you look at it closely it seems to be phosphorescent and glowing a bit,makeing it a little brighter. ~ E ladder~ An old wooden ladder with round rungs is lying here. It is about 6 feet in height and appears to be fairly sturdy. ~ -1 S #3567 The Abandoned Mine~ As you walk down the tunnel you notice numerous rocks and stones strewn about the floor. To the west are several boulders seemingling blocking further progress in that direction. There is a foul smell of ammonia here. You hear a faint rustling from above. ~ just making that as an example...usually you just do it on "unique" words to room desc for example, in this room, you need an redit on "crack" and possibly "rocks/boulders" - D later, possibly a random aedit for fainting because of ammonia or whatever - D ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3566 10 10 5 D3 ~ ~ 81 -1 3568 10 10 5 E tunnel 1 up ceiling~ The ceiling seems to have numerous small winged creatures hanging above you here. ~ E crack~ The crack seems large enough for most all type of people to get though , tho it may be a tight squeeze. ~ A ~ ~ if( random( 1, 3 ) < 3 ) { act_notchar( #rfaint, ch ); act_tochar( #faint, ch ); interpret( ch, "sit" ); } else { act_notchar( #rpass, ch ); act_tochar( #pass, ch ); interpret( ch, "sleep" ); } ~ E pass~ Overcome by the ammonia, you pass out and fall to the floor. ~ E rpass~ $n, overcome by the ammonia, falls to the floor. ~ E faint~ The ammonia fumes fill your nostrils and you find tha urge to sit down. ~ E rfaint~ $n faints from inhaling the ammonia in the air. ~ ! 2 1000 0 A smell sniff inhale breathe~ ammonia air gas~ act_tochar( #breath, ch ); act_notchar( #rbreath, ch ); acode( room, 1 ); ~ E rbreath~ $n inhales the ammonia gas. ~ E breath~ You inhale the noxious fumes of the ammonia gas. ~ ! 0 0 0 A enter~ 3 crack~ act_notchar(#to_room,ch ); transfer( ch, find_room(3568 ) ); act_notchar(#arr, ch ); loop( followers ) { act_notchar( #f_leave,rch ); transfer( rch, find_room(3568 ) ); act_notchar( #f_arr,rch ); } ~ E f_arr~ $n squeezes in behind. ~ E f_leave~ $n is also gone. ~ E arr~ $n writhes through the tight crack. ~ E to_room~ Looking around a bit, you see $n is suddenly gone. ~ ! 0 0 0 -1 S #3568 A Large Cavern~ Whoa! Look at the size of this place! This cavern is huge... and it looks like it was naturally made. You hear the sound of running water and it isn't that far off. You see a small stalagmite forming on the floor of the cavern to the west. ~ don't forget to mention the crack to the east ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3569 10 10 5 D1 ~ ~ 81 -1 3567 10 10 5 D2 ~ ~ 0 -1 3570 10 10 5 D3 ~ ~ 0 -1 3571 10 10 5 -1 S #3569 A Large Cavern~ The cavern walls seem to shimmer and sparkle, reflecting an unknown source of light. Your eyes are drawn upwards to the giant stalagtites hanging all around you. The air seems to chill a bit as you enter further into the cavern. There is the sound of rushing water off to the west. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3574 10 10 5 D2 ~ ~ 0 -1 3568 10 10 5 D3 ~ ~ 0 -1 3572 10 10 5 -1 S #3570 A Large Cavern~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3568 10 10 5 D3 ~ ~ 0 -1 3573 10 10 5 -1 S #3571 A Large Cavern~ The size of this cavern amazes you. Huge chunks of rock jut up from the cavern floor. You look up to see how high the ceiling is, but you can only see darkness. There is no telling what may be up there. What appears to be an underground river flows to the west. ~ ~ 335020036 11 9 0 D0 ~ ~ 0 -1 3572 10 10 5 D1 ~ ~ 0 -1 3568 10 10 5 D2 ~ ~ 0 -1 3573 10 10 5 D3 ~ ~ 0 -1 3576 10 10 5 -1 S #3572 A Large Cavern~ You are startled as you enter here and find a thunderous sound comeing from a giant waterfall. Now you realize where the sound of the water has been eminateing from. The height of the ceiling here almost prevents you from seeing the top of the falls, but you can just barely make it out. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3575 10 10 5 D1 ~ ~ 0 -1 3569 10 10 5 D2 ~ ~ 0 -1 3571 10 10 5 D3 ~ ~ 0 -1 3577 10 10 5 -1 S #3573 A Large Cavern~ ~ ~ 335020036 11 9 0 D0 ~ ~ 0 -1 3571 10 10 5 D1 ~ ~ 0 -1 3570 10 10 5 D3 ~ ~ 0 -1 3579 10 10 5 -1 S #3574 A Large Cavern~ As you enter this part of the cavern you are hit with an evil wind that pierces you so strong its mauls you. It's so cold and powerful it almost knocks you down. You begin to wonder if this is a safe place to be. ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3569 10 10 5 D3 ~ ~ 0 -1 3575 10 10 5 -1 S #3575 A Large Cavern~ There is a rushing sound of water to the south. The sound is so loud you almost didnt notice the crunching noise under your foot. You can see all sorts of quartz and other semi-precious stones embedded in the cavern walls here. ~ can i let them find they dislodged something when they stepped here? -Tarlyn perhaps a piece of quartz to make a ring. they will d still need to fing the other piece to make the setting with *grin* ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3574 10 10 5 D2 ~ ~ 0 -1 3572 10 10 5 D3 ~ ~ 0 -1 3578 10 10 5 -1 S #3576 A Large Cavern~ ~ ~ 335020036 11 9 0 D0 ~ ~ 0 -1 3577 10 10 5 D1 ~ ~ 0 -1 3571 10 10 5 D2 ~ ~ 0 -1 3579 10 10 5 -1 S #3577 A Large Cavern~ ~ set all terrains in here to cave and size to dino (for cavern) - D ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3578 10 10 5 D1 ~ ~ 0 -1 3572 10 10 5 D2 ~ ~ 0 -1 3576 10 10 5 -1 S #3578 A Large Cavern~ ~ ~ 335020036 6 6 0 D1 ~ ~ 0 -1 3575 10 10 5 D2 ~ ~ 0 -1 3577 10 10 5 -1 S #3579 A Large Cavern~ ~ ~ 335020036 11 9 0 D0 ~ ~ 0 -1 3576 10 10 5 D1 ~ ~ 0 -1 3573 10 10 5 -1 S #3580 The Abandoned Mine~ The tunnel you are walking through seems to wind through the rock walls like a large snake. To the west, you can see several beams and a platform within an intersection. To the south, the tunnel continues winding beneath the heavy earth. ~ ~ 335020044 2 6 0 D2 ~ ~ 0 -1 3581 10 10 5 D3 ~ ~ 0 -1 3551 10 10 5 E 4 beams platform~ Although you cannot see them clearly, several beams and a large wooden platform lie against the north wall to your west. ~ -1 S #3581 The Abandoned Mine~ Once again, the rock tunnel winds its way through the abandoned mine. Bending to the north and east, you sense that the miners must have been searching through the earthstone for the perfect kind of rock to mine. Loose rock and debris line the floor, left behind absentmindedly. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3580 10 10 5 D1 ~ ~ 0 -1 3582 10 10 5 E rock debris~ You look closely at the small chunks of rock which must have been chipped away from the tunnel wall, but you see nothing special about them. ~ -1 S #3582 The Abandoned Mine~ The tunnel bends to the north and west at this point. All around you, you can feel the earth shift ever so slightly. A shower of dust floats to the ground occasionally. You cannot hear, feel or sense anything unusual coming from either direction. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3583 10 10 5 D3 ~ ~ 0 -1 3581 10 10 5 -1 S #3583 The Abandoned Mine~ Surprisingly, the tunnel continues straight momentarily. However, peering to the north and south, you can see it bend once again through the mined rock. Feeling along the walls, you can feel where miners had chipped away at the rock walls long ago. ~ ~ 335020044 2 6 0 D0 ~ ~ 0 -1 3584 10 10 5 D2 ~ ~ 0 -1 3582 10 10 5 -1 S #3584 The Abandoned Mine~ The tunnel continues to wind its way between the rock walls. Curving to the south and west again, it disappears into the darkness which seems to pervade this whole area. The dark walls seem to absorb your footsteps as you meander through this infernal maze of rock and tunnels. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3585 10 10 5 D2 ~ ~ 0 -1 3583 10 10 5 694 17 1509949540 -2 0 2524 9 1509949540 3 0 2524 9 1509949540 3 0 -1 S #3585 The Abandoned Mine~ Alas, you realize that the miners were able to actually dig in a straight line. Standing still, you peer down the east and west tunnels, making a mental map so as to not get lost deep within the earth. You realize that if you were to become trapped down here, nobody would here you shout. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3586 10 10 5 D3 ~ ~ 0 -1 3584 10 10 5 -1 S #3586 The Abandoned Mine~ Exasperated, you come to yet another bend in the rock tunnel of this abandoned mine. Curving around to the south and west, the rock walls lead you through the earth in a desperate search for a possible exit. At least, that is what you would hope would happen, although you know it is futile to think so. ~ ~ 335020044 2 6 0 D2 ~ ~ 0 -1 3587 10 10 5 D3 ~ ~ 0 -1 3585 10 10 5 -1 S #3587 The Abandoned Mine~ Once again, the tunnel winds its way through the rock walls which have been chiseled haphazardly into the rock face. To the north, the tunnel appears to come to yet another bend, while to the east, it continues through the dank, dark earth. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3586 10 10 5 D1 ~ ~ 0 -1 3588 10 10 5 -1 S #3588 The Abandoned Mine~ This section of the rock tunnel you are walking through appears to be traveling straight, at least momentarily. Continuing to the east and west, it stretches endlessly beneath the heavy rock. You can still see bits and pieces of rock lying about. ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3589 10 10 5 D3 ~ ~ 0 -1 3587 10 10 5 2512 9 1509949540 3 0 -1 S #3589 The Abandoned Mine~ You are walking through a tunnel which bends once again to the north and west. All around you, the dark walls seem to be closing in upon you. Cocking your ear to the north, you can hear a heavy wind bellow forth. Perhaps you may want to turn around while you still can. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3590 10 10 5 D3 ~ ~ 0 -1 3588 10 10 5 -1 S #3590 The Abandoned Mine~ The tunnels deep within this abandoned mine curve once more to the east and south. All around you, dust clings to the walls and ceiling, making your journey somewhat unpleasant. Of course, being trapped between rock walls deep within the earth doesn't help much either. ~ ~ 335020044 2 6 0 D1 ~ ~ 0 -1 3591 10 10 5 D2 ~ ~ 0 -1 3589 10 10 5 A ~ ~ if( random( 1, 10 ) < 5 ) send_to_room( #room, room ); ~ E room~ You begin to choke on the dust. ~ ! 1 -1 6 -1 S #3591 A Large Cavern~ The tunnel immediately curves to the south and west from here. Once again, you are reminded of a great big snake winding its way through the earth. To the south, you can tell that the tunnel ends at the mouth of a large cavern. To the west, it extends through rock walls which are dark and hollow, although you can't even hear your footsteps echoing. ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3594 10 10 5 D3 ~ ~ 0 -1 3590 10 10 5 -1 S #3592 A Large Cavern~ The walls in this lair are completely black. In fact, it seems that the walls themselves seem to be absorbing any and all light. From above, you can hear a low whistling sound of wind coming through a possible hole in the ceiling far above. Unfortunately, it is too dark to make out any features in this room. Worse yet, you can feel something hovering over you in the darkness, breathing heavily. ~ also, placing big sentinel mobs and allowing players to sleep in the next room and tank them is problematic - an intelligent dragon would have a way of defending itself, and wouldn't be open to such a simplistic avenue of attaack. ~ 335020036 2 6 0 D2 ~ ~ 64 -1 3593 10 10 5 A ~ ~ if( mob_in_room( 222, find_room( 333 ) ) ) send_to_room( #room, room ); ~ E room~ A strand of acid spit drips from the Black Dragon's mouth. Smoke emanates from the spot burned by the acidic liquid. ~ ! 2 0 0 68 9 1509949450 3 0 -1 S #3593 A Large Cavern~ This section of the cavern is slightly different than the rest. Although the normal machinery lies here, you can see a large entrance in the north wall. Along the ground and walls, you can see several large claw marks leading to the north. Black soot covers the walls and the area around the entrance is clear of any debris. The hair on the back of your neck begins to raise. You may not want to wander into the entrance. ~ begins to rise ~ 335020036 2 6 0 D0 'cave entrance'~ 'cave entrance'~ 64 -1 3592 10 10 5 D2 ~ ~ 0 -1 3596 10 10 5 D3 ~ ~ 0 -1 3594 10 10 5 E machinery~ This machinery appears to have been collecting dust since the beginning of time. ~ E marks~ Peering at the marks, you can definitely tell that whatever creature made these is big enough to rip you in half. ~ E soot~ Surprisingly, this soot seems somewhat out of place after looking at all the dust which clings to floor of this cavern. The soot appears somewhat fresh in comparison. ~ A ~ ~ if( random( 1, 10 ) < 4 ) send_to_room( #room, room ); ~ E room~ A blast of hot air shoots out of the entrance to the north. ~ ! 1 -1 13 246 17 1509949540 -2 0 -1 S #3594 A Large Cavern~ You are standing within a relatively large cavern. Around you, ancient, heavy machinery and large blocks of stone litter the ground. The cavern stretches away to the east and south into dangers unknown. To the north, a narrow passage extends through the rock walls. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3591 10 10 5 D1 ~ ~ 0 -1 3593 10 10 5 D2 ~ ~ 0 -1 3595 10 10 5 E machinery~ Much of the machinery appears to have been abandoned long ago. Rusty and in disrepair, the ancient machinery just sits here gathering dust. ~ E 5 blocks stone~ The blocks of stone appear to be of the same type of stone that holds Castle Lag together. However, these stones have been left here for some unknown reason. ~ -1 S #3595 A Large Cavern~ The cavern appears to have been chiseled block by block from this area. A closer examination of the rock walls reveals an extremely strong and flawless rock which can be used for building. The cavern extends to the north and east. To the east, you can make out some machinery. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3594 10 10 5 D1 ~ ~ 0 -1 3596 10 10 5 -1 S #3596 A Large Cavern~ You are standing in a very large cavern which extends to the north and west. Huge, ancient machinery is lying everywhere in here. This is one of the sites where alot of the digging took place. Despite the darkness which envelopes this area, you can make out a small crevice to the south. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3593 10 10 5 D2 ~ ~ 0 -1 3597 10 10 5 D3 ~ ~ 0 -1 3595 10 10 5 -1 S #3597 A Small Crevice~ You are standing within the lip of a small crevice which is dug into the hard rock. To the north, you can make out a large cavern in the darkness. Unfortunately, the crevice is too dark and too narrow to make out what could be lying to the south. A slight breeze brushes by you in this hollowed out crevice which extends to the north and south. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3596 10 10 5 D2 ~ ~ 0 -1 3598 10 10 5 -1 S #3598 A Small Crevice~ Coming around a bend in the small tunnel, you stumble upon a decomposed skeleton lying in the corner. Apparently, whoever it was must have either gotten lost or trapped in here or they were escaping from somebody or something. You make a quick check to make sure you still have your supplies for survival. The crevice extends into the darkness to the north and ascends to the west. ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3597 10 10 5 D4 ~ ~ 0 -1 3599 10 10 5 -1 S #3599 A Small Crevice~ Despite the coolness of the rocks which crowd around you, you can feel a small bead of sweat begin on your forehead. The tiny crevice extends into extreme darkness to the west, and descends to the east. You can feel a slight breeze blowing through the tunnel. ~ ~ 335020036 2 5 0 D3 ~ ~ 0 -1 3507 10 10 5 D5 ~ ~ 0 -1 3598 10 10 5 -1 S #3600 Trail Around Medienne~ The dusty and well-travelled path skirts around the towering stone walls of Medienne. Thick brambles and thorn bushes crowd each other and the path, growing at the feet of mighty pines along the sides of the path. Looming above the wall to the east, you see white marble pillars rising into the sky. ~ ~ 301465600 2 7 0 D1 ~ ~ 0 -1 3601 10 10 5 D2 ~ ~ 0 -1 21058 10 10 5 E brambles thorn bushes~ The bushes crowd the path, growing right to the edge. They show signs of being hacked back to give the path room. ~ E pillars white~ Thick marble columns support the roof of a massive building on the other side of the wall. ~ E wall~ The thick-stone wall is at least fifteen meters tall. ~ E pines~ Several large pine trees dominate the smaller ones here. The thick trunks provide purchase for the thorn vines that grow beneath and around the pines. ~ -1 S #3601 Trail Around Medienne~ Thick tangles of ivy crawl up the wall to the south, their intertwined vines hanging and swaying in the breeze. The wide path runs east and west along the ivy-covered wall, thick briars and thorns growing under the canopy of the pines to the north. Towering above the wall to the south are the white marble pillars of an ornate building. ~ [Corde] Just for the record: nice job on this. ~ 301465600 2 7 0 D1 ~ ~ 0 -1 3602 10 10 5 D3 ~ ~ 0 -1 3600 10 10 5 E ivy~ Ivy grows from the foot of the wall, climbing up the stone much of its height. The ivy stops about ten meters up the wall, and begins hanging back down in thick tangles. ~ E briars thorns~ Beneath the thick stand of pines twisted vines and thorny briars wrap themselves about the tree-trunks. The thorny growth is quite thick, casting doubt as to whether you could pass through it. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ You hear the faint sounds of chanting coming from the other side of the wall. ~ ! 2 15 0 -1 S #3602 Trail Around Medienne~ The dusty path winds its way around the corner of the massive wall to the southwest. Long vines of ivy climb the wall and hang their leafy fronds over the path. To the east of the trail a small patch of wild flowers grow in a plot of grass. Beyond these flowers a thick hedgerow prevents movement into the pine forest beyond. The path heads south and west. ~ ~ 301465600 2 7 0 D2 ~ ~ 0 -1 3603 10 10 5 D3 ~ ~ 0 -1 3601 10 10 5 E hedgerow~ Thick leafy bushes grow close-set to one another along the edge of the small plot of grass. They appear to have been trimmed to form a thick wall of foliage. ~ E flowers wild~ Small flowers grow on rangy little plants. The flowers are an assortment of colors, with small white star-shaped flowers and round yellow flowers dominating the small meadow. ~ E meadow grass plot~ The small meadow is covered in grass and many different colored wild flowers. ~ E wall massive~ The tall stone wall climbs about fifteen meters into the sky. Ivy climbs about ten meters up its rough surface. ~ E vine ivy frond~ The ivy grows about ten meters up the stone wall. When it reaches that height, it begins to hang down over the trail. ~ -1 S #3603 Trail Around Medienne~ Large thorny shrubs grow to the south of the trail that leads north and east. The tall wall of the city rises to the west, and you can see it in the distance to the south also. Large pine trees and a thick undergrowth border the path along its northern edge. ~ ~ 301465600 2 7 0 D0 ~ ~ 0 -1 3602 10 10 5 D1 ~ ~ 0 -1 3604 10 10 5 E thorny shrubs~ The thorny shrubs grow thickly to the south. Each shrub is about four feet in diameter, but they grow close together, and their tangled branches intertwine. ~ E wall~ The thick, stone wall rises about fifteen meters high, its rough stones forming a strong defense against attack. ~ E pine trees~ Tall pines border the northern edge of the path. They appear healthy, and their branches sway in the breeze. ~ -1 S #3604 Trail Around Medienne~ The dusty dirt path snakes its way through the overgrown pines, heading east and west. The tall pines lean over the path, sheltering it from the wind, but limiting your vision to only a few yards ahead in any direction. Beneath the pines, a thick growth of brambles and thorns prevent movement through the trees. ~ ~ 301465600 2 7 0 D1 ~ ~ 0 -1 3605 10 10 5 D3 ~ ~ 0 -1 3603 10 10 5 E pines tall overgrown~ The pine trees grow close to the path, several of them leaning over it at odd angles. The branches of the pines also grow over the path, forming a thick canopy of scented boughs. ~ E brambles thorns~ The brambles and thorny bushes cluster at the feet of the trees. Their sharp thorns and tangled limbs twist together. ~ A ~ ~ send_to_room( #noise, room ); ~ E noise~ Something moves quickly away from the path, but is gone before you can see it. ~ ! 2 20 0 -1 S #3605 Forest Trail~ The dirt path heads east and west through a tunnel of pine trees. The dirt of the path has been trodden by countless travelers, and in several areas has been packed into hardpan. Beneath the close-growing pines, thick shrubs and thorny vines grow, making movement impossible. Though you can't see anything, you hear the sounds of small animals moving through the underbrush. ~ ~ 301465600 2 7 0 D1 ~ ~ 0 -1 3606 10 10 5 D3 ~ ~ 0 -1 3604 10 10 5 E movement animals~ You never quite see what is moving, but you surmise it to be small birds or other small animals. ~ E hardpan path~ In several places the dusty path gives way to a more solid earth. There appears to be nothing interesting about it, just different. ~ E pines shrubs thorny vines~ A tangle of thorny vines and squat, sturdy shrubs grow beneath the forest of pines. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ You see a small bird flitting from one branch to another, the only sound the quick beating of its wings. ~ ! 2 15 0 -1 S #3606 Forest Trail~ Tall pines loom over the trail, their slender branches swaying slowly in the breeze. The trail here is hard-packed dirt, marred only by the ruts of passing wagons. From the thick canopy of trees you hear the sounds of birds, and occasionally catch a glimpse of movement. The path winds through the dense trees heading east and west. ~ ~ 301465600 2 7 0 D1 ~ ~ 0 -1 3607 10 10 5 D3 ~ ~ 0 -1 3605 10 10 5 E ruts~ Deep ruts mar the surface of the path. Many wagons have passed this way, and left their mark upon the trail. ~ E birds movement sounds canopy~ Looking into the trees you can spot an occasional bird hopping about or flying quickly from one branch to another. ~ E trees pine~ The tall pine trees lean over the trail, slowing trying to regain control of the forest floor. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ You hear the lilting call of a song-bird float through the trees. ~ ! 2 15 0 -1 S #3607 Forest Trail~ The dense growth of pine trees creep up towards the dirt of the trail, a few roots protruding from the earth, exposed by the erosion of the soil. The air here is still, and the woods are strangely quiet. Thick hedges grow between the pines, making movement possible only along the path, which leads west and south. ~ ~ 301465600 2 7 0 D0 hedge~ hedge bush~ 139 -1 3629 10 10 5 D2 ~ ~ 0 -1 3608 10 10 5 D3 ~ ~ 0 -1 3606 10 10 5 E roots~ Thick roots break the surface of the path. The gnarled roots have been exposed by a combination of erosion and compaction of the soil. ~ E hedges~ The hedges are thick leafy plants with small leaves. They have been trimmed away from the trail, but form a tight border along the northeastern edge. ~ -1 S #3608 Forest Trail~ The trees to the west thin out quickly, giving way to a grassy meadow which rises into a hill. The dirt trail turns sharply to the east and north, while a smaller less used trail leads west into the meadow. Just northeast of the trail, a large vine-covered stone sits heavily on the ground. ~ ~ 301465600 2 7 0 D0 ~ ~ 0 -1 3607 10 10 5 D1 ~ ~ 0 -1 3609 10 10 5 D3 ~ ~ 0 -1 3631 10 10 5 E meadow~ The meadow spreads out quite some distance to the west. It is covered in short grass and spotted with flowers. ~ E stone vine~ A large boulder sits underneath a blanket of vines. It is covered in lichen and moss, and has been there for ages by the looks of it. ~ A climb~ stone boulder rock~ act_tochar( #nope, ch ); ~ E nope~ Looking at the sharp thorns you decide against climbing the boulder. ~ ! 0 0 0 -1 S #3609 Forest Trail~ The dirt trail curves north and west around the fallen trunk of a large tree. Thorny vines crawl over the log, making it a formidable obstacle. The pines recede a little from the path, making it possible for you to see quite far along the path. However, the thorny bushes and brambles still make passage anywhere but along the path impossible. ~ [Merior] add word log to trunk extra done ~ 301465600 2 7 0 D0 ~ ~ 0 -1 3630 10 10 5 D3 ~ ~ 0 -1 3608 10 10 5 E log trunk~ The large trunk lies on the ground. Even in this position the tree is over fifteen feet high and covered with sharp thorny vines. ~ E bushes brambles~ Spiky brambles and thorn bushes grow densely underneath the pines. ~ -1 S #3610 Forest Trail~ Tall pines surround and crowd the trail casting dark shadows that wave silently along the ground. Though the limbs of the trees form a thick canopy, occasionally a large open space allows sight of the sky. Many older trees have fallen here, leaning precariously against the trunks of other trees, and providing a convenient place for the thick thorn vines to grow. The dusty dirt trail winds east and west between the trees. ~ ~ 301465600 2 7 0 D1 ~ ~ 0 -1 3611 10 10 5 D3 ~ ~ 0 -1 3627 10 10 5 E thorny vines fallen trees~ The thick, thorny vines grow up and over the fallen trees and crowd those trees that still stand. ~ E canopy~ The limbs of the pines intertwine to form an almost perfect roof over the trail. ~ E shadows~ The shadows dance silently across the path, creating eerie shapes that move across your vision. ~ -1 S #3611 Forest Trail~ The dirt trail turns to the south and the west, skirting by a large pile of stones to the northeast of the trail. Dark thorny vines crawl over the stones, slithering like snakes across the lichen-covered rocks. A few thin pines poke out from between the blocks of stone, growing at odd angles until they curve upward towards the sky. ~ [Merior] cheater - put all your extras into one *halo* ~ 301465600 2 7 0 D2 ~ ~ 0 -1 3612 10 10 5 D3 ~ ~ 0 -1 3610 10 10 5 E pile stones lichen rocks blocks trees pine~ Large stones carved into blocks sit piled along the northeastern edge of the path. Mottled lichen grows on the stones, lending them a greenish tint. The thick tangle of thorn vines climbs over the stones, wrapping itself around them. A few pine trees jut out from the cracks between the blocks, eventually straightening and growing upwards. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ The pines sway gently in the breeze, their branches waving slowly. ~ ! 2 15 0 -1 S #3612 Trail Around Medienne~ The dusty trail curves through the pine forest, coming up to a thick stone wall. The scarred wall shows signs of attack, black marks and deep gouges marring its surface. As the path curves along the wall, it heads north and east. To the northeast of the trail large pines grow tall and a thick tangle of brambles covers the forest floor. ~ [Merior] exits implies which way you've been going [Merior] this room seems more a random collection of sentences then a setting reorganized the whole sentence structure ~ 301465600 2 7 0 D0 ~ ~ 0 -1 3611 10 10 5 D1 ~ ~ 0 -1 3805 10 10 5 E wall stone thick~ The thick-stone wall rises about fifteen meters into the sky. It is marked with deep gouges and black splotches. ~ E gouges black splotches deep marks~ The thick gouge marks are several inches deep and are almost randomly set about the face of the wall. The dark black splotches appear to be singe-marks, and the stone appears somehwat glassy at these points. ~ E brambles pines large~ A thick tangle of brambles grow around the trunks of the large pines. The sharp thorns make you think twice about trying to enter the forest here. ~ A enter~ forest~ act_tochar( #nope, ch ); ~ E nope~ The brambles are too thick, and you give up. ~ ! 0 0 0 -1 S #3613 Trail Around Medienne~ The wide path meanders north and west through the grass of a large meadow. To the west, in the distance, grey stone walls rise into the sky. Small flowers dot the landscape, adding their scents to the field of grass as they wave in the breeze. To the east the meadow gradually rises becoming a hill. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 3808 10 10 5 D1 ~ ~ 0 -1 3624 10 10 5 D3 ~ ~ 0 -1 3614 10 10 5 E flowers~ A variety of wild flowers are sprinkled throughout the large meadow. They sway in the light breeze, and you can smell the scent of pollen in the air. ~ E hill meadow~ A tall hill rises in the distance to the east. It is covered in grass, and appears to have something at its peak. ~ E grey stone wall~ The large wall rises fifteen meters into the air. ~ -1 S #3614 Trail Around Medienne~ The wide dirt trail follows the stone walls of the city, extending far to the south and curving towards the east. To the east the trail heads into a grassy meadow that rises towards the east and a hill far in the distance. The city walls are made of large stone blocks, and show the scars of many battles. ~ ~ 301465600 2 9 0 D1 ~ ~ 0 -1 3613 10 10 5 D2 ~ ~ 0 -1 3615 10 10 5 E meadow~ The grassy meadow extends far to the east, rising into a hill in the distance. ~ E walls stone blocks~ The wall extends fifteen meters into the sky. The wall runs as far as you can see to the north and south. ~ E scars~ Gouges and burn marks from past assaults mar the stone of the wall. ~ -1 S #3615 Trail Around Medienne~ The dirt trail heads north through a small meadow, hugging close by the stone wall to the west. Off to the east of the trail, a thick copse of pine trees sits at the edge of the meadow. To the south the trail widens and appears to connect to a major road heading east and west. ~ south is 227 [Merior] of the trail, fixed ~ 301465600 2 9 0 D0 ~ ~ 0 -1 3614 10 10 5 D2 ~ ~ 0 -1 227 10 10 5 E stone wall~ A fifteen meter high wall of stone runs north and south along the west side of the trail. Far off to the south you can see a large gate in the wall. ~ E copse pine trees~ A thick stand of pine trees grows off to the east of the path. Beneath the trees, in the shade grow large thorn bushes. ~ E thorn bushes~ The thorn bushes make movement through the pines impossible. ~ -1 S #3616 Trail Near Medienne~ You are walking along a trail along the outskirts of the Medienne City. To the west, you can see an intersection in the trail, beyond which lies the gates of the city. To the east, the trail bends south before a rushing river. Around you, tall grass and bushes border the trail. ~ ~ 301465600 2 9 0 D1 ~ ~ 0 -1 3617 10 10 5 D3 ~ ~ 0 -1 227 10 10 5 -1 S #3617 Trail Near Medienne~ You are standing at a curve in the trail which borders the dense forest to the east. The trail continues south, disappearing over a hill and heading towards unknown lands. To the west, a trail leads back to the city of Medienne. Through the dense brush to the east, the Medienne forest teems with life. ~ ~ 301465600 2 9 0 D2 ~ ~ 0 -1 3618 10 10 5 D3 ~ ~ 0 -1 3616 10 10 5 -1 S #3618 Trail Near Medienne~ You are walking along a dirt trail which edges the Medienne forest to the east. To the north, the trail curves to the west, heading towards the Medienne City. To the south, the trail climbs up a hill which marks the edge of the Medienne forest. To the west, tall brush and grass prevent any passage towards the city. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 3617 10 10 5 D2 ~ ~ 0 -1 3619 10 10 5 -1 S #3619 Trail Near Medienne~ Standing upon a small hill, you can clearly see the landscape which surrounds you. To the west, a large city stands rooted to the ground. To the east, the Medienne forest beckons you to follow the edge of a river flowing in from the east and turning to the south. A path clambers down each side of the hill towards the north and south. ~ ~ 301465600 2 9 0 D0 ~ ~ 0 -1 3618 10 10 5 D1 ~ ~ 0 -1 550 10 10 5 D2 ~ ~ 0 -1 3620 10 10 5 -1 S #3620 Trail Near Medienne~ You are standing at the end of a rushing river which curves to the south abruptly. The trail to the north rises over a hill, while to the south, you can see it ending at a small bridge. Far to the west, the city of Medienne stands stoically on the horizon. Beyond the river to the east and north, the Medienne forest stretches away. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 3619 10 10 5 D2 ~ ~ 0 -1 3621 10 10 5 -1 S #3621 Trail Near Medienne~ You are standing at a bend in the trail. To the east, a small bridge spans the rushing river which continues to flow to the south. To the north, the trail borders the edge of the river. To the south and west, tall grass and impenetrable bushes line the path. ~ ~ 301465600 2 6 0 D0 ~ ~ 0 -1 3620 10 10 5 D1 ~ ~ 0 -1 228 10 10 5 -1 S #3623 Hilltop Meadow~ The grass of the meadow dies off as you approach the leafless tree. Down to the west the meadow slopes, while in the other directions impassable brambles and steep cliffs make furthur exploration impossible. The tall leafless tree appears long dead, its barkless trunk covered in wormholes. Off in the distance to the west you see the grand scale of a large town, gleaming temples and stately manors sprinkled about as the tiny people move about on their business. ~ [Xico] THE leafless tree? (yes, it was described earlier, but still) ~ 335020032 2 9 0 D3 ~ ~ 0 -1 3624 10 10 5 E grass~ The lush grass of the hill begins to turn brown and die as it nears the dead tree. ~ E dead leafless tree~ The tall, lifeless tree stands solitary on the hill, its skeletal branches grasping at the sky like the hands of a supplicant. The bark has long since peeled away, leaving the smooth wood of the tree to bleach in the sun. The trunk is covered with small holes, the work of worms or some other pest. ~ E brambles steep cliffs~ A severe drop off surrounds the hilltop on three sides. The steep drop leads directly into a patch of brambles and briars. ~ E town temples manors people~ From this distance you can only see the rooftops of the buildings, and the tiny figures of those moving about along the roads. ~ A climb~ tree~ act_tochar( #climb, ch ); ~ E climb~ The tree would not support your weight. ~ ! 0 0 0 A climb~ cliff~ act_tochar( #cliff, ch ); ~ E cliff~ Looking down the cliff and at the brambles, you decide that you had best not try that. ~ ! 0 0 0 A ~ ~ act_tochar( #slope, ch ); act_notchar( #rmslope, ch ); continue; ~ E slope~ You begin walking down the slope. ~ E rmslope~ $n begins heading down the slope. ~ ! 3 0 8 -1 S #3624 Meadow~ The field of grass and wild flowers sways gently in the breeze. To the east the meadow rises steeply, leading to the crest of a small hill. Far to the west you see the walls of a large fortress town. A lone tree sits atop the hill to the east, its bare branches reaching up to the sky. Just to the west a dirt trail heads through the meadow. ~ ~ 335020032 2 9 0 D1 ~ ~ 0 -1 3623 10 10 5 D3 ~ ~ 0 -1 3613 10 10 5 E wild flowers~ A large number of wildflowers grow randomly about the hillside. They are all sorts of colors, ranging from purple and white to red and yellow. ~ E tree~ The tree is still quite far away; to see it better, get closer. ~ E hill meadow~ The meadow rises sharply to the east, the green grass climbing the sloping meadow. ~ E walls town~ The grey stone walls of a town rise high into the sky to the far west. ~ E trail~ The small dirt trail slices through the meadow heading west. ~ A ~ ~ send_to_room( #bird, room ); ~ E bird~ You hear the lilting call of a song-bird float through the air. ~ ! 2 10 0 -1 S #3627 Forest Trail~ The path here becomes somewhat damp and muddy, showing the footprints of those that have traveled before you. Lush and leafy ferns grow right up to the edge of the path, their curled fronds swaying in the breeze. The tall pines are covered with thorny vines which climb the trunks and hang from the lower branches. The trail curves north and east, snaking its way through the trees. ~ ~ 335020036 2 7 0 D0 ~ ~ 0 -1 3628 10 10 5 D1 ~ ~ 0 -1 3610 10 10 5 E footprints~ The muddy ground has captured the prints of those that have passed before you. There are prints of all sizes, both human and animal. ~ E fern leafy~ Growing right up to the edge of the path, the ferns appear to thrive in this damp area of the forest. ~ A ~ ~ send_to_room( #sway, room ); ~ E sway~ The lush ferns sway gently in the breeze. ~ ! 2 50 0 -1 S #3628 Forest Trail~ The dirt trail winds through the dense pine forest, heading west and south. Deep wagon wheel ruts mar the surface of the road, making foot travel difficult. A thick tangle of brambles encroaches upon the trail, crawling up the trunks of the pines and making movement off the trail something to avoid. The occasional bird call shatters the silent forest. ~ ankle code [Jocelyn] A twisted ankle hits you. ~ 335020036 2 7 0 D2 ~ ~ 0 -1 3627 10 10 5 D3 ~ ~ 0 -1 3630 10 10 5 E wagon wheel ruts~ The ruts in the dirt road are quite deep here and don't follow one set path. If you aren't careful you might catch an ankle in the deep grooves. ~ E brambles~ The thick brambles cover the forest floor and come right up to the edge of the trail. ~ E birds~ You look for a bird, but cannot see one. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ The call of a hidden bird echoes off the trees. ~ ! 2 15 0 A ~ ~ if( !can_fly( ch ) ) { i = 1d50; if( i < 4 ) { i = 1d3; act_tochar( #char, ch ); act_notchar( #room, ch ); dam_message( ch, i, #twist ); inflict( ch, ch, i, "twisted ankle" ); modify_move( ch, 30 ); } } ~ E char~ You catch your foot in the rut and twist it! ~ E room~ $n catches $s ankle in one of the deep ruts! ~ E twist~ a twisted ankle ~ ! 1 0 12 -1 S #3629 Hidden Shrine~ A small ring of stones is arranged in this clearing beneath the pines. Within the ring are several mushrooms and a small bowl-shaped depression. A circle of trimmed hedges rings the small clearing, creating a space that is at once private and serene. The branches of the pines form an arched canopy above the clearing, further insulating you from the rest of the world. ~ Acode here transports all in room to faerie ring by Kha-da. [Marek] Acode requires a quest item, a rare plant, and a few common items. Also, acode resets the room, so it can't be used constantly. Clues to the items required are only found after casting ID on the tome, as well. ~ 335020038 2 6 0 D2 hedge~ hedge bush~ 139 -1 3607 10 10 5 E ring stones mushrooms depression~ The careful circle of stones here surrounds a shallow depression in what appears to be some sort of ancient circle of power. ~ A perform~ ritual~ if( !has_obj( 2579, ch ) ){ act_tochar( #no_book, ch ); end; } if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #start, ch ); act_notchar( #ostart, ch ); wait( 3 ); if( !char_in_room( ch, room ) ) end; if( !has_obj( 5, ch ) ){ act_tochar( #no_cup, ch ); end; } act_notchar( #cup1, ch ); act_tochar( #cup, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; if( !has_obj( 79, ch ) ){ act_tochar( #no_flint, ch ); end; } interpret( ch, "ponder" ); wait( 1 ); send_to_char( #cut, ch ); act_notchar( #ocut, ch ); wait( 1 ); dam_message( ch, 75d1, "The sacrificial cut" ); inflict( ch, mob, 75d1, "ritual self-mutilation" ); wait( 3 ); if( !char_in_room( ch, room ) ) end; send_to_char( #cut2, ch ); act_notchar( #ocut2, ch ); wait( 3 ); if( !char_in_room( ch, room ) ) end; if( !has_obj( 1674, ch ) ){ act_tochar( #no_night, ch ); end; } send_to_char( #stir, ch ); act_notchar( #ostir, ch ); wait( 3 ); send_to_char( #stir2, ch ); act_notchar( #ostir2, ch ); obj = has_obj( 1674, ch ); junk_obj( obj, 1 ); wait( 4 ); if( !char_in_room( ch, room ) ) end; send_to_char( #pour, ch ); act_notchar( #opour, ch ); wait( 2 ); if( !char_in_room( ch, room ) ) end; send_to_char( #door, ch ); act_notchar( #odoor, ch ); wait( 2 ); loop( all_in_room ) { transfer( rch, find_room( 26554 ) ); act_notchar( #odrop-d, rch ); } end; } act_tochar( #nope, ch ); ~ E start~ You lay out the ancient tome where you can easily read the instructions. ~ E ostart~ $n lays out an ancient tome where $e can easily read the instructions. ~ E cup~ Peering at the book's instructions, you ready a bronze cup and take a deep breath. ~ E cup1~ Peering at the book's instructions, $n readies a bronze cup and takes a deep breath. ~ E cut~ Bracing yourself, you produce a piece of sharp flint and cut yourself deeply along your forearm. ~ E ocut~ $n braces $mself, then produces a piece of sharp flint and cuts $mself deeply along $s forearm. ~ E cut2~ Shaking, you pour your own blood into the heavy cup. ~ E ocut2~ Shaking, $n pours $s own blood into the heavy cup. ~ E stir~ You stir the blood in the cup with a thin stem of nightshade. ~ E ostir~ $n stirs the blood in the cup with a thin stem of nightshade. ~ E stir2~ The nightshade quickly dissolves in the blood in a most unnatural way. ~ E ostir2~ The nightshade quickly dissolves in the blood in a most unnatural way. ~ E pour~ Carefully, you pour out a measure of your blood on each of the stones in the circle. ~ E opour~ Carefully, $n pours out a measure of $s blood on each of the stones in the circle. ~ E door~ As you complete the ritual and gather up your things, a mist-shrouded doorway opens before you, and you walk towards it, as though in a dream. ~ E odoor~ A mist-shrouded doorway opens before you, and you walk towards it as though in a dream. ~ E odrop-d~ $n steps into the circle through a shimmering doorway. ~ E nope~ The circle's magic has already been expended. ~ E no_book~ You have no idea how to proceed with a ritual. ~ E no_cup~ You have lack some of the ingredients for this ritual. ~ E no_flint~ You have lack some of the ingredients for this ritual. ~ E no_night~ You have lack some of the ingredients for this ritual. ~ ! 0 0 0 A get lift~ stones~ act_tochar( #no, ch ); ~ E no~ The stones are either too heavy or too embedded in the earth to move. ~ ! 0 0 0 A get pick~ mushrooms~ act_tochar( #no, ch ); ~ E no~ The tiny mushrooms crumble in your hands as you try to pick them. ~ ! 0 0 0 -1 S #3630 Forest Trail~ Towering pines lean over the dirt trail that turns to the south and to the east here. Large ferns grow amongst the brambles and thorny vines at the foot of the pines. Through the tangled branches above you can catch a glimpse of the sky. The air smells sweet, perhaps scented by the small flowers that grow beneath the brambles. ~ ~ 335020036 2 7 0 D1 ~ ~ 0 -1 3628 10 10 5 D2 ~ ~ 0 -1 3609 10 10 5 E ferns~ Long, leafy fronds curl out from the main stem of the ferns. They grow amidst the thick tangles of thorns and brambles, paying no heed to the sharp plants. ~ E bramble flowers~ Tiny pink flowers grow beneath the cover of the other plants. The flowers grow on small tufts of green, and sit atop tiny stalks that move with the slightest breeze. ~ -1 S #3631 Grassy Knoll~ Short but lush grass covers the sloping hillside meadow in a carpet of green. A faint trail cuts through the grass heading up the slope towards the west, perhaps an old animal track. To the east and north a thick canopy of pine trees grow close together. The meadow spreads out to the south, small wildflowers dotting the hillside. ~ ~ 335020032 2 9 0 D1 ~ ~ 0 -1 3608 10 10 5 D2 ~ ~ 0 -1 3632 10 10 5 D3 ~ ~ 0 -1 3634 10 10 5 E grass~ The short grass of the meadow sways gently in the wind. There appears to be nothing special about it; it is just grass. ~ E trail faint~ The faint trail winds its way up the hill; it is very faint and appears to disappear not too far from you. ~ E wild flowers~ Small wild flowers of various colors dot the meadow. Their fragrance can be detected on the breeze, a sweet smell. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ A shadow passes overhead as a bird flies over the meadow. ~ ! 2 15 0 -1 S #3632 Grassy Knoll - Overlooking Deep Chasm~ The gentle slope of the grassy knoll heads upwards towards the northwest. To the south a large chasm opens up, sharp rocks and bleached bones dotting the bottom. Just beyond the chasm, a high wall rises, a sturdy defense against attack. The meadow continues to the west and north. ~ ~ 335020032 2 9 0 D0 ~ ~ 0 -1 3631 10 10 5 D3 ~ ~ 0 -1 3633 10 10 5 E chasm rocks~ Sharp stones and large boulders lay at the bottom of the deep chasm. The bottom is uneven, but at the shortest point the drop is at least twenty meters. You can see bleached bones spread about on the rocks below. ~ E walls~ The high wall runs east and west, and is set almost to the very edge of the chasm on the other side. ~ E movement~ You can't see anything now, but you are sure you saw something. ~ E meadow slope~ The meadow slopes up to the northwest, and the crest of the grassy knoll. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ You sense movement on the rocks below. ~ ! 2 5 0 A climb~ cliff rocks bones chasm down~ act_tochar( #nope, ch ); ~ E nope~ You realize climbing down would end your life quickly, and decide against it. ~ ! 0 0 0 -1 S #3633 Grassy Knoll - Overlooking Deep Chasm~ The soft grass of the knoll grows low to the ground. Small flowers dot the landscape, and a warm breeze rises from the chasm that gapes to the south and west. The knoll slopes upwards to the north, and down to the east. At the bottom of the chasm, rocks and bones show that a fall could be deadly. A thick stone wall rises on the other side of the chasm. ~ ~ 335020032 2 9 0 D0 ~ ~ 0 -1 3634 10 10 5 D1 ~ ~ 0 -1 3632 10 10 5 E stone wall~ The stone wall rises from the far edge of the chasm, at least fifteen meters high. ~ E chasm rocks bones~ Sharp stones and large boulders lay at the bottom of the deep chasm. The bottom is uneven, but at the shortest point the drop is at least twenty meters. You can see bleached bones spread about on the rocks below. ~ E flowers~ Small, yellow flowers grow close to the ground. ~ A climb~ cliff rocks bones chasm down~ act_tochar( #nope, ch ); ~ E nope~ Climbing down would certainly mean a quick death. ~ ! 0 0 0 755 9 1509949540 3 0 -1 S #3634 Grassy Knoll~ A small cottage appears suddenly as you reach the crest of the grassy knoll. Lush vines of purple wisteria cover the stone walls of the cottage, and its small green door appears to be the only entrance. A tarnished brass plaque is mounted near the door. Looking down to the south and east you can see the gently sloping grassy field. ~ ~ 335020032 2 9 0 D1 ~ ~ 0 -1 3631 10 10 5 D2 ~ ~ 0 -1 3633 10 10 5 D3 small green door~ small green door~ 391 62 3635 10 10 5 E wisteria vines~ Thick, woody vines grow up and over the walls of the cottage. Violet flowers grow in small clusters, hanging from the woody stem. The vine grows all over the outside of the cottage. ~ E wall cottage~ The stone walls of the cottage betray nothing about what could be inside. ~ E plaque brass tarnished~ A thick layer of tarnish covers the plaque, but the words Dorick Levant are still crisp and clear. ~ -1 S #3635 Inside the Stone Cottage~ A disheveled bed rests in one corner, and a large table sits alongside the south wall. A small cupboard is mounted on the wall above the table. Cobwebs cover everything and a thick layer of dust blankets the whole cottage. The inside of the cottage is dark, with not even a crack letting in any light. ~ [Merior] i like the guy.. but why are folks gonna whack him? for experience or the item? could be added to a quest later even [Marek] Added small quest here from Brother Thomas. ~ 335020036 2 5 0 D1 small green door~ small green door~ 391 62 3634 10 10 5 E disheveled bed~ The bed is covered in dusty and rotting sheets. Something might be under them, as there is a large lump in the bedding. ~ A consecrate~ corpse~ if( mob_in_room( 1825, room ) ) { act_tochar( #yeah_right, ch ); end; } if( !has_obj( 98, ch ) ){ act_tochar( #no_water, ch ); end; } if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #sprinkle, ch ); act_notchar( #osprinkle, ch ); wait( 2 ); act_room( #light, ch ); set_cflag( 76, ch ); obj = has_obj( 98, ch ); junk_obj( obj, 1 ); end; } act_tochar( #done, ch ); ~ E yeah_right~ The very active remains of the woodcutter refuse to be sanctified. ~ E no_water~ You don't have all the materials needed for a consecration. ~ E sprinkle~ You sprinkle holy water over the remains of this lost soul. ~ E osprinkle~ $n sprinkles holy water over the remains of the woodcutter. ~ E done~ The body has already been consecrated. ~ E light~ The small cottage seems to brighten, almost imperceptibly. ~ ! 0 0 0 2572 49 1509949540 -2 0 1449 81 1509949540 -2 0 1583 81 1509949540 -2 0 1674 81 1509949455 -2 0 2573 17 1509949540 -2 0 1825 9 1509949540 3 0 -1 S #3636 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3638 10 10 5 D3 ~ ~ 0 -1 3637 10 10 5 -1 S #3637 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3636 10 10 5 -1 S #3638 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3639 10 10 5 D2 ~ ~ 0 -1 3636 10 10 5 -1 S #3639 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3640 10 10 5 D2 ~ ~ 0 -1 3638 10 10 5 -1 S #3640 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3639 10 10 5 D3 door~ door~ 0 -1 3641 10 10 5 -1 S #3641 No Name~ ~ ~ 335020036 2 6 0 D1 door~ door~ 0 -1 3640 10 10 5 D3 ~ ~ 0 -1 3642 10 10 5 -1 S #3642 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3641 10 10 5 D3 ~ ~ 0 -1 3643 10 10 5 -1 S #3643 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3644 10 10 5 D1 ~ ~ 0 -1 3642 10 10 5 -1 S #3644 No Name~ ~ ~ 335020044 2 6 0 D2 ~ ~ 0 -1 3643 10 10 5 D3 ~ ~ 0 -1 3645 10 10 5 -1 S #3645 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3644 10 10 5 D2 ~ ~ 0 -1 3646 10 10 5 D3 ~ ~ 0 -1 3651 10 10 5 -1 S #3646 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3645 10 10 5 D2 ~ ~ 0 -1 3647 10 10 5 D3 ~ ~ 0 -1 3652 10 10 5 -1 S #3647 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3646 10 10 5 D2 ~ ~ 0 -1 3648 10 10 5 D3 ~ ~ 0 -1 3653 10 10 5 -1 S #3648 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3647 10 10 5 D3 ~ ~ 0 -1 3654 10 10 5 -1 S #3649 No Name~ ~ ~ 335020036 2 6 0 D3 ~ ~ 0 -1 3650 10 10 5 -1 S #3650 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3649 10 10 5 D2 ~ ~ 0 -1 3651 10 10 5 -1 S #3651 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3650 10 10 5 D1 ~ ~ 0 -1 3645 10 10 5 D2 ~ ~ 0 -1 3652 10 10 5 -1 S #3652 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3651 10 10 5 D1 ~ ~ 0 -1 3646 10 10 5 D2 ~ ~ 0 -1 3653 10 10 5 D3 ~ ~ 0 -1 3655 10 10 5 -1 S #3653 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3652 10 10 5 D1 ~ ~ 0 -1 3647 10 10 5 D2 ~ ~ 0 -1 3654 10 10 5 -1 S #3654 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3653 10 10 5 D1 ~ ~ 0 -1 3648 10 10 5 -1 S #3655 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3652 10 10 5 D3 ~ ~ 0 -1 3656 10 10 5 -1 S #3656 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3655 10 10 5 D3 ~ ~ 0 -1 3657 10 10 5 -1 S #3657 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3658 10 10 5 D1 ~ ~ 0 -1 3656 10 10 5 -1 S #3658 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3659 10 10 5 D2 ~ ~ 0 -1 3657 10 10 5 -1 S #3659 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3660 10 10 5 D2 ~ ~ 0 -1 3658 10 10 5 -1 S #3660 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3661 10 10 5 D2 ~ ~ 0 -1 3659 10 10 5 44 9 1509949540 3 0 -1 S #3661 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3662 10 10 5 D2 ~ ~ 0 -1 3660 10 10 5 -1 S #3662 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3663 10 10 5 D1 ~ ~ 0 -1 3665 10 10 5 D2 ~ ~ 0 -1 3664 10 10 5 D3 ~ ~ 0 -1 3661 10 10 5 -1 S #3663 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3666 10 10 5 D2 ~ ~ 0 -1 3662 10 10 5 -1 S #3664 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3662 10 10 5 D1 ~ ~ 0 -1 3667 10 10 5 -1 S #3665 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3666 10 10 5 D2 ~ ~ 0 -1 3667 10 10 5 D3 ~ ~ 0 -1 3662 10 10 5 -1 S #3666 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3669 10 10 5 D2 ~ ~ 0 -1 3665 10 10 5 D3 ~ ~ 0 -1 3663 10 10 5 -1 S #3667 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3665 10 10 5 D1 ~ ~ 0 -1 3668 10 10 5 D3 ~ ~ 0 -1 3664 10 10 5 -1 S #3668 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3670 10 10 5 D1 ~ ~ 0 -1 3682 10 10 5 D3 ~ ~ 0 -1 3667 10 10 5 -1 S #3669 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3671 10 10 5 D2 ~ ~ 0 -1 3670 10 10 5 D3 ~ ~ 0 -1 3666 10 10 5 -1 S #3670 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3669 10 10 5 D1 ~ ~ 0 -1 3675 10 10 5 D2 ~ ~ 0 -1 3668 10 10 5 -1 S #3671 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3672 10 10 5 D3 ~ ~ 0 -1 3669 10 10 5 -1 S #3672 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3673 10 10 5 D3 ~ ~ 0 -1 3671 10 10 5 -1 S #3673 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3674 10 10 5 D3 ~ ~ 0 -1 3672 10 10 5 -1 S #3674 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3703 10 10 5 D2 ~ ~ 0 -1 3678 10 10 5 D3 ~ ~ 0 -1 3673 10 10 5 -1 S #3675 No Name~ ~ ~ 335020036 4 6 0 D1 ~ ~ 0 -1 3676 10 10 5 D3 ~ ~ 0 -1 3670 10 10 5 -1 S #3676 No Name~ ~ ~ 335020036 4 6 0 D1 ~ ~ 0 -1 3677 10 10 5 D3 ~ ~ 0 -1 3675 10 10 5 -1 S #3677 No Name~ ~ ~ 335020036 4 6 0 D1 ~ ~ 0 -1 3678 10 10 5 D3 ~ ~ 0 -1 3676 10 10 5 -1 S #3678 No Name~ ~ ~ 335020036 4 6 0 D0 ~ ~ 0 -1 3674 10 10 5 D1 ~ ~ 0 -1 3679 10 10 5 D3 ~ ~ 0 -1 3677 10 10 5 -1 S #3679 No Name~ ~ ~ 335020036 4 6 0 D1 ~ ~ 0 -1 3680 10 10 5 D3 ~ ~ 0 -1 3678 10 10 5 -1 S #3680 No Name~ ~ ~ 335020036 4 6 0 D1 ~ ~ 0 -1 3681 10 10 5 D2 ~ ~ 0 -1 3687 10 10 5 D3 ~ ~ 0 -1 3679 10 10 5 -1 S #3681 No Name~ ~ ~ 335020036 4 6 0 D1 ~ ~ 0 -1 3702 10 10 5 D3 ~ ~ 0 -1 3680 10 10 5 -1 S #3682 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3683 10 10 5 D3 ~ ~ 0 -1 3668 10 10 5 -1 S #3683 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3684 10 10 5 D3 ~ ~ 0 -1 3682 10 10 5 -1 S #3684 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3685 10 10 5 D3 ~ ~ 0 -1 3683 10 10 5 -1 S #3685 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3686 10 10 5 D3 ~ ~ 0 -1 3684 10 10 5 -1 S #3686 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3687 10 10 5 D3 ~ ~ 0 -1 3685 10 10 5 -1 S #3687 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3680 10 10 5 D1 ~ ~ 0 -1 3688 10 10 5 D3 ~ ~ 0 -1 3686 10 10 5 -1 S #3688 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3689 10 10 5 D3 ~ ~ 0 -1 3687 10 10 5 -1 S #3689 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3690 10 10 5 D2 ~ ~ 0 -1 3691 10 10 5 D3 ~ ~ 0 -1 3688 10 10 5 -1 S #3690 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3696 10 10 5 D3 ~ ~ 0 -1 3689 10 10 5 -1 S #3691 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3689 10 10 5 D2 ~ ~ 0 -1 3692 10 10 5 -1 S #3692 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3691 10 10 5 D2 ~ ~ 0 -1 3693 10 10 5 -1 S #3693 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3692 10 10 5 D1 ~ ~ 0 -1 3694 10 10 5 D3 ~ ~ 0 -1 3695 10 10 5 -1 S #3694 No Name~ ~ ~ 335020036 2 6 0 D3 ~ ~ 0 -1 3693 10 10 5 -1 S #3695 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3693 10 10 5 -1 S #3696 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3697 10 10 5 D1 ~ ~ 0 -1 3698 10 10 5 D3 ~ ~ 0 -1 3690 10 10 5 -1 S #3697 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3701 10 10 5 D1 ~ ~ 0 -1 3699 10 10 5 D2 ~ ~ 0 -1 3696 10 10 5 -1 S #3698 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3699 10 10 5 D3 ~ ~ 0 -1 3696 10 10 5 -1 S #3699 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3700 10 10 5 D2 ~ ~ 0 -1 3698 10 10 5 D3 ~ ~ 0 -1 3697 10 10 5 -1 S #3700 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3708 10 10 5 D2 ~ ~ 0 -1 3699 10 10 5 D3 ~ ~ 0 -1 3701 10 10 5 -1 S #3701 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3700 10 10 5 D2 ~ ~ 0 -1 3697 10 10 5 D3 ~ ~ 0 -1 3707 10 10 5 -1 S #3702 No Name~ ~ ~ 335020036 2 6 0 D3 ~ ~ 0 -1 3681 10 10 5 -1 S #3703 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3704 10 10 5 D3 ~ ~ 0 -1 3674 10 10 5 -1 S #3704 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3705 10 10 5 D3 ~ ~ 0 -1 3703 10 10 5 -1 S #3705 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3706 10 10 5 D3 ~ ~ 0 -1 3704 10 10 5 -1 S #3706 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3707 10 10 5 D3 ~ ~ 0 -1 3705 10 10 5 -1 S #3707 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3701 10 10 5 D3 ~ ~ 0 -1 3706 10 10 5 -1 S #3708 No Name~ ~ ~ 335020036 2 6 0 D3 ~ ~ 0 -1 3700 10 10 5 -1 S #3709 No Name~ ~ This is the waterfall that goes down to room 31117 in the swamp ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3710 10 10 5 -1 S #3710 No Name~ ~ this is directly under the waterfall bridge in room 1010 ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3711 10 10 5 D2 ~ ~ 0 -1 3709 10 10 5 -1 S #3711 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3712 10 10 5 D2 ~ ~ 0 -1 3710 10 10 5 -1 S #3712 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3713 10 10 5 D2 ~ ~ 0 -1 3711 10 10 5 -1 S #3713 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3712 10 10 5 D3 ~ ~ 0 -1 3714 10 10 5 -1 S #3714 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3715 10 10 5 D1 ~ ~ 0 -1 3713 10 10 5 -1 S #3715 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3716 10 10 5 D2 ~ ~ 0 -1 3714 10 10 5 -1 S #3716 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3715 10 10 5 D3 ~ ~ 0 -1 3717 10 10 5 -1 S #3717 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3716 10 10 5 D3 ~ ~ 0 -1 3718 10 10 5 -1 S #3718 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3719 10 10 5 D1 ~ ~ 0 -1 3717 10 10 5 -1 S #3719 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3720 10 10 5 D2 ~ ~ 0 -1 3718 10 10 5 -1 S #3720 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3721 10 10 5 D2 ~ ~ 0 -1 3719 10 10 5 -1 S #3721 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3722 10 10 5 D2 ~ ~ 0 -1 3720 10 10 5 -1 S #3722 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3723 10 10 5 D2 ~ ~ 0 -1 3721 10 10 5 -1 S #3723 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3724 10 10 5 D3 ~ ~ 0 -1 3722 10 10 5 -1 S #3724 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3725 10 10 5 D2 ~ ~ 0 -1 3723 10 10 5 -1 S #3725 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3726 10 10 5 D3 ~ ~ 0 -1 3724 10 10 5 -1 S #3726 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3727 10 10 5 D2 ~ ~ 0 -1 3725 10 10 5 E wall~ none~ E wall turn around~ none~ -1 S #3727 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3728 10 10 5 D2 ~ ~ 0 -1 3726 10 10 5 -1 S #3728 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3729 10 10 5 D2 ~ ~ 0 -1 3727 10 10 5 -1 S #3729 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3728 10 10 5 D3 ~ ~ 0 -1 3730 10 10 5 -1 S #3730 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3731 10 10 5 D1 ~ ~ 0 -1 3729 10 10 5 -1 S #3731 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3732 10 10 5 D2 ~ ~ 0 -1 3730 10 10 5 -1 S #3732 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3731 10 10 5 D3 ~ ~ 0 -1 3733 10 10 5 -1 S #3733 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3732 10 10 5 D3 ~ ~ 0 -1 3734 10 10 5 -1 S #3734 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3735 10 10 5 D1 ~ ~ 0 -1 3733 10 10 5 -1 S #3735 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3736 10 10 5 D2 ~ ~ 0 -1 3734 10 10 5 -1 S #3736 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3735 10 10 5 D3 ~ ~ 0 -1 3737 10 10 5 -1 S #3737 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3736 10 10 5 D3 ~ ~ 0 -1 3738 10 10 5 -1 S #3738 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3737 10 10 5 D3 ~ ~ 0 -1 3775 10 10 5 -1 S #3739 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3740 10 10 5 D1 ~ ~ 0 -1 3741 10 10 5 D3 ~ ~ 0 -1 3742 10 10 5 -1 S #3740 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3769 10 10 5 D1 ~ ~ 0 -1 3744 10 10 5 D2 ~ ~ 0 -1 3739 10 10 5 D3 ~ ~ 0 -1 3743 10 10 5 -1 S #3741 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3744 10 10 5 D1 ~ ~ 0 -1 3745 10 10 5 D3 ~ ~ 0 -1 3739 10 10 5 -1 S #3742 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3743 10 10 5 D1 ~ ~ 0 -1 3739 10 10 5 D3 ~ ~ 0 -1 3751 10 10 5 -1 S #3743 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3770 10 10 5 D1 ~ ~ 0 -1 3740 10 10 5 D2 ~ ~ 0 -1 3742 10 10 5 D3 ~ ~ 0 -1 3757 10 10 5 -1 S #3744 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3765 10 10 5 D1 ~ ~ 0 -1 3758 10 10 5 D2 ~ ~ 0 -1 3741 10 10 5 D3 ~ ~ 0 -1 3740 10 10 5 -1 S #3745 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3758 10 10 5 D1 ~ ~ 0 -1 3746 10 10 5 D3 ~ ~ 0 -1 3741 10 10 5 -1 S #3746 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3747 10 10 5 D3 ~ ~ 0 -1 3745 10 10 5 -1 S #3747 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3748 10 10 5 D2 ~ ~ 0 -1 3746 10 10 5 D3 ~ ~ 0 -1 3758 10 10 5 -1 S #3748 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3749 10 10 5 D2 ~ ~ 0 -1 3747 10 10 5 D3 ~ ~ 0 -1 3760 10 10 5 -1 S #3749 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3750 10 10 5 D2 ~ ~ 0 -1 3748 10 10 5 D3 ~ ~ 0 -1 3761 10 10 5 -1 S #3750 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3749 10 10 5 D3 ~ ~ 0 -1 3762 10 10 5 -1 S #3751 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3757 10 10 5 D1 ~ ~ 0 -1 3742 10 10 5 D3 ~ ~ 0 -1 3752 10 10 5 -1 S #3752 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3753 10 10 5 D1 ~ ~ 0 -1 3751 10 10 5 -1 S #3753 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3754 10 10 5 D1 ~ ~ 0 -1 3757 10 10 5 D2 ~ ~ 0 -1 3752 10 10 5 -1 S #3754 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3755 10 10 5 D1 ~ ~ 0 -1 3766 10 10 5 D2 ~ ~ 0 -1 3753 10 10 5 -1 S #3755 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3756 10 10 5 D1 ~ ~ 0 -1 3767 10 10 5 D2 ~ ~ 0 -1 3754 10 10 5 -1 S #3756 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3768 10 10 5 D2 ~ ~ 0 -1 3755 10 10 5 -1 S #3757 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3766 10 10 5 D1 ~ ~ 0 -1 3743 10 10 5 D2 ~ ~ 0 -1 3751 10 10 5 D3 ~ ~ 0 -1 3753 10 10 5 -1 S #3758 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3760 10 10 5 D1 ~ ~ 0 -1 3747 10 10 5 D2 ~ ~ 0 -1 3745 10 10 5 D3 ~ ~ 0 -1 3744 10 10 5 -1 S #3759 No Name~ ~ ~ 335020036 6 6 0 D2 ~ ~ 0 -1 3774 10 10 5 -1 S #3760 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3761 10 10 5 D1 ~ ~ 0 -1 3748 10 10 5 D2 ~ ~ 0 -1 3758 10 10 5 D3 ~ ~ 0 -1 3765 10 10 5 -1 S #3761 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3762 10 10 5 D1 ~ ~ 0 -1 3749 10 10 5 D2 ~ ~ 0 -1 3760 10 10 5 D3 ~ ~ 0 -1 3764 10 10 5 -1 S #3762 No Name~ ~ ~ 335020036 6 6 0 D1 ~ ~ 0 -1 3750 10 10 5 D2 ~ ~ 0 -1 3761 10 10 5 D3 ~ ~ 0 -1 3763 10 10 5 -1 S #3763 No Name~ ~ ~ 335020036 6 6 0 D1 ~ ~ 0 -1 3762 10 10 5 D2 ~ ~ 0 -1 3764 10 10 5 D3 ~ ~ 0 -1 3774 10 10 5 -1 S #3764 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3763 10 10 5 D1 ~ ~ 0 -1 3761 10 10 5 D2 ~ ~ 0 -1 3765 10 10 5 D3 ~ ~ 0 -1 3771 10 10 5 -1 S #3765 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3764 10 10 5 D1 ~ ~ 0 -1 3760 10 10 5 D2 ~ ~ 0 -1 3744 10 10 5 D3 ~ ~ 0 -1 3769 10 10 5 -1 S #3766 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3767 10 10 5 D1 ~ ~ 0 -1 3770 10 10 5 D2 ~ ~ 0 -1 3757 10 10 5 D3 ~ ~ 0 -1 3754 10 10 5 -1 S #3767 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3768 10 10 5 D1 ~ ~ 0 -1 3772 10 10 5 D2 ~ ~ 0 -1 3766 10 10 5 D3 ~ ~ 0 -1 3755 10 10 5 -1 S #3768 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3773 10 10 5 D2 ~ ~ 0 -1 3767 10 10 5 D3 ~ ~ 0 -1 3756 10 10 5 -1 S #3769 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3771 10 10 5 D1 ~ ~ 0 -1 3765 10 10 5 D2 ~ ~ 0 -1 3740 10 10 5 D3 ~ ~ 0 -1 3770 10 10 5 -1 S #3770 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3772 10 10 5 D1 ~ ~ 0 -1 3769 10 10 5 D2 ~ ~ 0 -1 3743 10 10 5 D3 ~ ~ 0 -1 3766 10 10 5 -1 S #3771 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3774 10 10 5 D1 ~ ~ 0 -1 3764 10 10 5 D2 ~ ~ 0 -1 3769 10 10 5 D3 ~ ~ 0 -1 3772 10 10 5 -1 S #3772 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3773 10 10 5 D1 ~ ~ 0 -1 3771 10 10 5 D2 ~ ~ 0 -1 3770 10 10 5 D3 ~ ~ 0 -1 3767 10 10 5 -1 S #3773 No Name~ ~ ~ 335020036 6 6 0 D1 ~ ~ 0 -1 3774 10 10 5 D2 ~ ~ 0 -1 3772 10 10 5 D3 ~ ~ 0 -1 3768 10 10 5 -1 S #3774 No Name~ ~ ~ 335020036 6 6 0 D0 ~ ~ 0 -1 3759 10 10 5 D1 ~ ~ 0 -1 3763 10 10 5 D2 ~ ~ 0 -1 3771 10 10 5 D3 ~ ~ 0 -1 3773 10 10 5 -1 S #3775 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3738 10 10 5 D3 ~ ~ 0 -1 3776 10 10 5 -1 S #3776 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3775 10 10 5 D3 ~ ~ 0 -1 3777 10 10 5 -1 S #3777 No Name~ ~ ~ 335020036 2 6 0 D1 ~ ~ 0 -1 3776 10 10 5 D3 ~ ~ 0 -1 3778 10 10 5 -1 S #3778 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3779 10 10 5 D1 ~ ~ 0 -1 3777 10 10 5 -1 S #3779 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3778 10 10 5 D3 ~ ~ 0 -1 3780 10 10 5 -1 S #3780 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3782 10 10 5 D1 ~ ~ 0 -1 3779 10 10 5 -1 S #3781 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3783 10 10 5 D1 ~ ~ 0 -1 3782 10 10 5 -1 S #3782 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3780 10 10 5 D3 ~ ~ 0 -1 3781 10 10 5 -1 S #3783 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3784 10 10 5 D2 ~ ~ 0 -1 3781 10 10 5 -1 S #3784 No Name~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3785 10 10 5 D2 ~ ~ 0 -1 3783 10 10 5 -1 S #3785 No Name~ ~ ~ 335020036 2 6 0 D2 ~ ~ 0 -1 3784 10 10 5 -1 S #3786 Narrow Path~ You see all type of flowers off the north side of the trail. The smell of all the wildflowers here is so strong, it's hard to discern one kind from another. Off to the east, you see a faint trail that disappears into the huge trees which swallow it from sight. ~ ~ 301465600 2 8 0 D1 ~ ~ 0 -1 3787 10 10 5 D3 ~ ~ 0 -1 21033 10 10 5 E flowers~ You see a rainbow of colors as you gaze upon the wildflowers. It's as though you are looking through a prism. ~ -1 S #3787 Narrow Path~ To the east, you notice a gentle slope in the trail that drops down a bit before continuing to the east. The trees that border this path on the north and the south side are huge and almost foreboding. The trail also continues to the west up a gentle slope. ~ ~ 301465600 2 8 0 D1 ~ ~ 0 -1 3788 10 10 5 D3 ~ ~ 0 -1 3786 10 10 5 -1 S #3788 Narrow Path~ The trail seems to tunnel into the trees that continue surrounding it on the north and south sides here. You notice that the stones on the ground here are all flat and smooth as if this once was an old river bed. You see some old broken shells on the ground here. To the east and west, the trail slopes gently up in either direction. ~ ~ 301465600 2 8 0 D1 ~ ~ 0 -1 3789 10 10 5 D3 ~ ~ 0 -1 3787 10 10 5 E river bed~ This bed must be as old as time itself and hasn't seen water in its bottom for many years. Shells and stones cover its bottom in a thick covering. It looks safe to cross. ~ E 3 shells~ Most of the shells appear to be broken and contain jagged edges and rather useless. ~ E 3 stones~ These stones appear to be small, round and smooth as only many, many years of water rushing over them could have made them. ~ A get take steal grab examine~ 3 stones~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n picks up a stone, but then drops it again. ~ E char~ Picking up a stone, you realize that it is worthless. ~ ! 0 0 0 A get take steal grab examine~ 3 shells~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n picks up a piece of broken shell, and drops it again. ~ E char~ Picking up a piece of broken shell, you realize that it is worthless. ~ ! 0 0 0 A skip~ stone~ send_to_char( #char, ch ); ~ E char~ Maybe you could have at one time, but there is no longer a river here. ~ ! 0 0 0 -1 S #3789 Narrow Path~ You try to look up at the sky to get a bearing on your whereabouts, only to find a thick canopy of tree limbs high above you. However, you do notice that the trail continues to wind through the forest, curving to the south and west, where the ground gently slopes down. You hear the sounds of birds off in the distance. The sound is somewhat soothing. ~ ~ 301465600 2 8 0 D2 ~ ~ 0 -1 3791 10 10 5 D3 ~ ~ 0 -1 3788 10 10 5 E birds~ You hear birds way off in the distance, hidden from view by the thick brush. ~ E canopy~ Thick, lush and green is its almost umbrella like shape. In fact, it appears so thick that rain would find it very hard to make its way to you through it. ~ -1 S #3790 The Abandoned Mine~ ~ ~ 335020036 2 6 0 D0 ~ ~ 0 -1 3791 10 10 5 D2 ~ ~ 0 -1 3789 10 10 5 -1 S #3791 Narrow Path~ As you walk along the trail, you notice small animal tracks in the dirt. You try and follow them with your eyes until they fade from view to the south into the thick brush. The trail continues to the north and east through the towering trees. ~ ~ 301465600 2 8 0 D0 ~ ~ 0 -1 3789 10 10 5 D1 ~ ~ 0 -1 3792 10 10 5 E animal tracks~ Looking closer at the tracks, they seem to be made by rabbits. As you look closer, you notice some wolf tracks as well. It would seem the wolf chased the rabbit off to the south. You wonder to yourself whether it caught it or not. ~ A 1 south~ ~ send_to_char( #char, ch ); ~ E char~ Thick brush blocks your way south. ~ ! 0 0 0 A enter~ brush~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n gets caught in the brush momentarily, clumsy oaf. ~ E char~ The brush is too thick for you to enter. ~ ! 0 0 0 2509 9 1509949540 3 0 -1 S #3792 Narrow Path~ To the east, a massive tree has fallen across the path, blocking further passage. You could have sworn you saw an animal scurry into a hole in the log, but you aren't quite sure. The trail extends to the west from here, and a makeshift trail skirts the log to the north. A leaf-covered ravine is visible to the south, but is probably too steep to climb down. ~ [Nereus] Here's where I stopped, didn't go any further west than this. [Nereus] This is the last revised room [Calliope] reveiwed ~ 301465605 2 8 0 D0 ~ ~ 0 -1 3793 10 10 5 D3 ~ ~ 0 -1 3791 10 10 5 E nut shells~ The shells appear to be the empty hulls of acorns. ~ E log tree~ You are simply amazed at the size and age of this fallen tree. It seems to have been here a very long time, and become a home to a few of the critters that roam around the forest here. It is scantly covered by a light green moss. ~ E animal~ As you look, a small squirrel scampers off into the hole here. ~ E hole~ About 4 inches in width, this hole seems to be the home of a squirrel. All over the ground beneath the hole are broken nut shells. ~ E leaf-filled leaf filled ravine 1 south~ A rocky, leaf-filled ravine runs east to west just south of the trail. It's edges are quite steep, probably too steep to clamber down safely. ~ A 3 climb~ log tree~ send_to_char( #char, ch ); act_notchar( #room, ch ); transfer( ch, find_room( 3795 ) ); act_notchar( #arr, ch ); loop( followers ) { act_notchar( #f_leave, rch ); transfer( rch, find_room( 3795 ) ); act_notchar( #arr, rch ); } ~ E f_leave~ You follow $n over the log and find yourself on the trail again. ~ E arr~ $n comes clambering over the log. ~ E room~ $n climbs over the log and disappears from sight. ~ E char~ You clamber over the log and find yourself on the trail again. ~ ! 0 0 0 A enter~ hole~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n kneels down beside the hole, scratching $s head. ~ E char~ The hole is too small for you to fit. ~ ! 0 0 0 A 1 east~ ~ act_tochar( #char, ch ); ~ E char~ You attempt to move east, but your progress is blocked by a large fallen tree. ~ ! 0 0 0 A 1 south~ ~ act_tochar( #char, ch ); ~ E char~ The steep edge of a ravine prevents any movement to the south. ~ ! 0 0 0 A climb clamber jump enter~ ravine leaf-filled leaf 1 south~ act_tochar( #char, ch ); act_notchar( #room, ch ); ~ E char~ After a closer look at the steepness of the slope, you decide it would be foolish to attempt to go down into the ravine. ~ E room~ $n considers entering the ravine, but appears to change $s mind upon closer examination of the slope. ~ ! 0 0 0 -1 S #3793 Narrow Path~ You come to the end of the fallen tree here. You surmise that this tree must have fallen long ago, because all that remains is a hollowed-out log. The end of the log is covered with scratch marks, and you could swear you heard noises from inside. A rudimentary trail curves away to the south. ~ [Nereus] Revised [Calliope] reviewed. ~ 301465600 2 6 0 D1 ~ ~ 0 -1 3794 10 10 5 D2 ~ ~ 0 -1 3792 10 10 5 E hole~ Looking into the foot wide hole, you can make out beady little eyes deep within the log. Unfortunately, the hole is too small for you to fit, and the animal appears to be too deep for you to reach. ~ E marks scratch end~ The scratch marks about the bottom of the log seem to have been made by a larger animal, perhaps it was formed by a wolf trying to dig its way into the end here trying to get a rabbit that fled. As you look closer, you can make out a small hole just above the ground into it. ~ E tree log fallen massive~ The end is charred, leading you to believe it was downed by being struck by lightning. Must have been one fierce storm to take a tree of this size down. ~ E trail path rudimentary~ The trail here curves around a massive fallen tree to the south. ~ A listen~ ~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n bends near the hollow entrance, listening intently. ~ E char~ Bending near the hollow entrance, you can hear an animal skittering away deep within the log. ~ ! 0 0 0 A enter~ hole~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n kneels down beside the hole, scratching $s head. ~ E char~ The hole is too small for you to fit. ~ ! 0 0 0 A search~ hole log~ act_tochar( #char, ch ); act_notchar( #room, ch ); i = 1d2+1; dam_message( ch, i, "A tiny animal's angry bite" ); inflict( ch, mob, i, "A tiny animal's angry bite" ); ~ E char~ You reach your arm down into the log, and hear angry chittering as something bites your hand! ~ E room~ $n reaches into the log and suddenly winces in pain! ~ ! 0 0 0 A 1 north 1 west~ ~ act_tochar( #char, ch ); ~ E char~ The forest thickens, preventing any movement in that direction. ~ ! 0 0 0 -1 S #3794 Narrow Path~ You can almost catch a glimpse of the sky from here. However, the canopy is still too thick to allow a real view yet. The trail goes around the end of the log to the west and along the length of it to the south. You can still hear the sounds of forest life all around you. A pile of dead trees lies to the north and east, blocking any movement in that direction. ~ sky, log [Nereus] Both added. [Nereus] Revised [Calliope] reviewed ~ 301465600 2 8 0 D2 ~ ~ 0 -1 3795 10 10 5 D3 ~ ~ 0 -1 3793 10 10 5 E log~ Scarred, weatherworn and massive best describes this part of the log. You cannot get over the sheer size of it. ~ E sky canopy~ Try as you may, you simply can't get a glimpse of the sky through the dense canopy. ~ E trail~ The trail swings west to south here, skirting a massive fallen log. ~ E pile dead trees 1 north 1 east clutter~ A few trees have fallen into a pile here, creating an obstacle to the north and east. ~ A 1 north 1 east~ ~ act_tochar( #char, ch ); ~ E char~ A clutter of dead trees blocks progress in that direction. ~ ! 0 0 0 A search~ pile trees clutter~ act_tochar( #char, ch ); act_notchar( #room, ch ); ~ E char~ You search through the pile of dead trees, finding nothing of interest. ~ E room~ $n searches through the pile of dead trees but finds nothing of interest. ~ ! 0 0 0 A climb clamber scale~ pile trees clutter~ act_tochar( #char, ch ); ~ E char~ You attempt to scale the dense clutter of dead trees to the east, but soon realize it is impossible and are forced to turn back. ~ ! 0 0 0 358 17 1509949540 -2 0 -1 S #3795 Narrow Path~ To the west, a massive tree has fallen across the path, blocking further passage. Mushrooms are growing all along the side of the log here. You see a squirrel scurry off into the thicket to the south of you. A red flowering plant grows to the north along the makeshift path which skirts the fallen tree. ~ tree/log, plant, path, mushrooms (which look both dirty/ugly and poisonous) [Nereus] All added, you now have a 1 in 4 chance of picking an edible mushroom once per reset [Nereus] Revised ~ 301465608 2 8 0 D0 ~ ~ 0 -1 3794 10 10 5 D1 ~ ~ 0 -1 3796 10 10 5 E squirrel~ You see a small gray squirrel. It has small, dark, twinkling eyes, giving it a mischevious image. After noticing your presence, it scurries away from sight. ~ E log tree fallen 1 west~ You are simply amazed at the size and age of this fallen tree. It seems to have been here a very long time, and become a home to a few of the creatures that roam the forest here. It is scantly covered by a light green moss. A few whitish-grey mushrooms are growing in the shade near the bottom of the log here. ~ E path makeshift~ The narrow path continues around the fallen tree to the north and east. ~ E mushrooms~ These small mushrooms have a fleshy, whitish-grey cap, and a bright white, slimy stalk. It would be difficult to tell if they were poisonous or not by a simple glance. ~ A 3 climb~ log tree~ send_to_char( #char, ch ); act_notchar( #room, ch ); transfer( ch, find_room( 3792 ) ); act_notchar( #arr, ch ); loop( followers ) { act_notchar( #f_leave, rch ); transfer( rch, find_room( 3792 ) ); act_notchar( #arr, rch ); } ~ E f_leave~ You follow $n over the log and find yourself on the trail again. ~ E arr~ $n comes clambering over the log. ~ E room~ $n climbs over the log and disappears from sight. ~ E char~ You clamber over the log and find yourself on the trail again. ~ ! 0 0 0 A 1 south~ ~ send_to_char( #char, ch ); ~ E char~ Thick brush blocks your way south. ~ ! 0 0 0 A enter~ brush~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n gets caught in the brush momentarily, clumsy oaf. ~ E char~ The brush is too thick for you to enter. ~ ! 0 0 0 A get take grab pick search~ 3 mushrooms~ if( !rflag( reset0, room ) ) { act_tochar( #char, ch ); act_notchar( #room, ch ); } else { remove_rflag( reset0, room ); if( random( 0, 3 ) == 2 ) { act_tochar( #chfind, ch ); act_notchar( #rmfind, ch ); obj_to_char( oload( 885 ), ch ); } else { act_tochar( #char, ch ); act_notchar( #room, ch ); } } ~ E char~ You search through the mushrooms, but none seem edible. ~ E room~ $n searches through the mushrooms, but comes up empty-handed. ~ E chfind~ You search through the mushrooms, finding one you believe to be edible. ~ E rmfind~ $n searches through the mushrooms, plucking one from the earth. ~ ! 0 0 0 A 1 west~ ~ act_tochar( #char, ch ); ~ E char~ You attempt to move west, but your progress is blocked by a large fallen tree. ~ ! 0 0 0 -1 S #3796 Narrow Path~ You are completely enveloped here by the massive trees of this part of the forest. You try and get a good look to the west, but it's just too dense. It is surprisingly quiet now, but the smell of the forest still surrounds you. You notice a few nuts scattered about the dirt trail. ~ [Fenlyn] POD: Random Entrance 67000 --> D [Nereus] revised [Calliope] reviewed ~ 301465600 2 8 0 D1 ~ ~ 0 -1 3797 10 10 5 D3 ~ ~ 0 -1 3795 10 10 5 D5 hole~ hole~ 34 -1 67000 10 10 5 E 1 west~ Try as you might, it is just too thick to get a good look. ~ E nuts~ Looking closer, you can now see that they are acorns. ~ E trees forest 1 north 1 south~ Mighty oaks tower around this area of the forest, their canopies spreading high above you. ~ A get take grab~ 3 nuts acorn~ if( mob_in_room( 2504, find_room( 3796 ) ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); i = 1d2+1; inflict( ch, mob, i, "A gray squirrel's clawing" ); dam_message( ch, i, "A gray squirrel's clawing" ); } else { if( rflag( reset0, room ) ) { send_to_char( #char2, ch ); act_notchar( #room2, ch ); obj_to_char( oload( 672 ), ch ); remove_rflag( reset0, room ); } else { send_to_char( #char3, ch ); act_notchar( #room3, ch ); } } ~ E room3~ $n searches for an acorn, but is unsuccessful. ~ E char3~ Kneeling down, you are unable to find a ripe acorn. ~ E room2~ $n finds a ripe acorn in the dirt. ~ E char2~ Kneeling down, you find a ripe acorn which has fallen from a tree. ~ E room~ As $n reaches for an acorn, the squirrel scratches $m with its claws. ~ E char~ As you reach for an acorn, the squirrel scratches you with its claws. ~ ! 0 0 0 A smell~ ~ send_to_char( #char, ch ); act_notchar( #room, ch ); ~ E room~ $n sticks $s nose in the air, smelling the forest air. ~ E char~ Lifting your nose high in the air, you detect the pleasant odors of flora and fauna. ~ ! 0 0 0 A ~ ~ if( is_open( room, down ) ) { if( find_stat( ch, level ) < 60 ) { act_tochar( #noway, ch ); end; } if( players_area( find_room( 67001 ) ) >= 3 ) { if( players_room( find_room( 67000 ) ) >= 1 ) { act_tochar( #closes, ch ); act_notchar( #nccloses, ch ); close( room, down ); end; } } } act_tochar( "You step carefully into the hole.", ch ); continue; ~ E closes~ As you start to head down, the exit seems to disappear. ~ E nccloses~ As $n starts to head down, the exit seems to disappear. ~ E noway~ You are too inexperienced for the challenge that awaits you. ~ ! 3 0 32 A 1 north 1 south~ ~ act_tochar( #char, ch ); ~ E char~ The undergrowth quickly becomes too thick for you to move in that direction. ~ ! 0 0 0 A climb clamber scale~ trees~ acode( find_room( 547 ), 5 ); ~ ! 0 0 0 2504 9 1509949540 3 0 -1 S #3797 Narrow Path~ This looks like a good place to rest. You see signs that many a traveler has made camp here. Several average-sized rocks have been placed in a circle to make a semi-permanent campfire pit. There appears to plenty of good dry wood strewn about randomly in this area. The path extends to the north and west through the trees. ~ [Dovea] can gather sticks but not make the fire... even AFTER you gather the sticks. *boggle* Fixed - Florian [Nereus] revised [Calliope] reviwed. ~ 301465608 2 8 0 D0 ~ ~ 0 -1 3798 10 10 5 D3 ~ ~ 0 -1 3796 10 10 5 E wood kind dry good~ The wood you see here would make great kindling to get a good fire going in the pit. All shapes and sizes can be found around here from small to medium and everything in between. ~ E rock circle pit~ Average in size, these rocks are placed in a neatly formed circle. ~ E path trail~ The path curves north and west through the trees. ~ A 4 examine search~ campfire pit~ if( obj_in_room( 2689 , room ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); } else { if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #char2, ch ); act_notchar( #room2, ch ); obj_to_char( oload( 246 ), ch ); } else { send_to_char( #char3, ch ); act_notchar( #room3, ch ); } } ~ E room3~ $n scrounges through the ashes in the pit, but comes up empty-handed. ~ E char3~ Scrounging through the ashes in the pit, you find nothing of interest. ~ E room2~ $n searches through the ashes in the pit and finds a charred stick. ~ E char2~ Searching through the ashes in the pit, you find a charred stick. ~ E room~ $n leans over the fire in the pit, contemplating something. ~ E char~ Noticing the fire in the pit, you decide it would be best not to scrounge through the ashes. Perhaps if it were doused with dirt or something. ~ ! 0 0 0 A douse~ fire~ if( obj_in_room( 2689 , room ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); obj = obj_in_room( 2689, room ); junk_obj( obj ); } else send_to_char( #nope, ch ); ~ E nope~ There isn't a fire in the pit to douse. ~ E room~ $n kicks dirt on to the fire, dousing the flames. ~ E char~ You kick dirt on to the fire, dousing the flames. ~ ! 0 0 0 A 1 look~ campfire pit~ if( !obj_in_room( 2689 , room ) ) send_to_char( #char2, ch ); else send_to_char( #char, ch ); ~ E char2~ You notice a pile of ashes in the bottom of the pit. ~ E char~ You notice a small fire burning within the pit. ~ ! 0 0 0 A 1 look~ 3 ashes~ if( !obj_in_room( 2689, room ) ) { if( rflag( reset1, room ) ) send_to_char( #char, ch ); else send_to_char( #char3, ch ); } else send_to_char( #char2, ch ); ~ E char3~ Several burned sticks and leaves make up the pile of ashes. ~ E char2~ You can not see the ashes for the fire. ~ E char~ Several charred sticks and burned leaves make up the pile of ashes. ~ ! 0 0 0 A get take grab~ charred stick~ if( obj_in_room( 2689, room ) ) { send_to_char( #char, ch ); act_notchar( #room, ch ); } else { if( rflag( reset1, room ) ) { remove_rflag( reset1, room ); send_to_char( #char2, ch ); act_notchar( #room2, ch ); obj_to_char( oload( 246 ), ch ); } else { send_to_char( #char3, ch ); act_notchar( #room3, ch ); } } ~ E room3~ $n scrounges through the ashes in the pit, but comes up empty-handed. ~ E char3~ Scrounging through the ashes in the pit, you find nothing of interest. ~ E room2~ $n searches through the ashes in the pit and finds a charred stick. ~ E char2~ Searching through the ashes in the pit, you find a charred stick. ~ E room~ $n leans over the fire in the pit, contemplating something. ~ E char~ Noticing the fire in the pit, you decide it would be best not to scrounge through the ashes. Perhaps if it were doused with dirt or something. ~ ! 0 0 0 A set make lay start build~ fire campfire~ if( !rflag( reset0, room ) ) { if( !obj_in_room( 2689, room ) ) { remove_rflag( reset0, room ); send_to_char( #char, ch ); act_notchar( #room, ch ); obj_to_room( oload( 2689 ), room ); } else send_to_char( #char2, ch ); } else send_to_char( #char3, ch ); ~ E char3~ You don't have any wood with which to make a fire, maybe you should gather some. ~ E char2~ There is already a small fire going within the pit. ~ E room~ $n arranges the wood in the pit, and starts a small fire going with two of the stones. ~ E char~ After arranging the wood within the pit, you start a small fire going with two of the stones. ~ ! 0 0 0 A gather get~ sticks wood~ if( obj_in_room( 2689, room ) ) { send_to_char( #char2, ch ); end; } if( !rflag( reset0, room ) ) send_to_char( #char, ch ); else { remove_rflag( reset0, room ); send_to_char( #char3, ch ); act_notchar( #room, ch ); } ~ E room~ $n gathers some wood together, placing them in the pit to make a fire. ~ E char3~ You gather some wood together and place them in the pit to make a fire. ~ E char~ You have already gathered enough wood to make a small fire. ~ E char2~ It is senseless to gather wood, there is already a small fire going in the pit. ~ ! 0 0 0 A 1 east 1 south~ ~ act_tochar( #char, ch ); ~ E char~ A thick stand of trees blocks movement in that direction. ~ ! 0 0 0 A climb clamber scale~ trees~ acode( find_room( 547 ), 5 ); ~ ! 0 0 0 -1 S #3798 Narrow Path~ The sky breaks through the top of the trees a bit, allowing you to catch a glimpse of it high above. The thick brush to the sides of the trail make it impossible to wander off of. You hear faint noises all around you; small animals in the brush, birds singing, and the wind gently blowing through the trees. The trail curves to the south and east. ~ [Nereus] revised [Calliope] wander off of.. that sounds a little awkward.. don't like ending a sentence with a preposition. [Calliope] extra for sky doesn't match the room desc. [Calliope] reviewed ~ 301465600 2 8 0 D1 ~ ~ 0 -1 3799 10 10 5 D2 ~ ~ 0 -1 3797 10 10 5 E sky~ As always, the sky eludes your gaze, hiding behind the canopy of leaves formed by the trees. ~ E animals birds wind~ Try as you might, you cannot see anything. ~ E trees forest~ The trees here seem small here in comparison with the monstrous trees visible to the east. The trees here are mostly oaks and elms. ~ E brush brambles undergrowth 1 north 1 west~ The brush is thick to the north and west, made up of mostly a thick, barky clump of vines. ~ E trail path 1 east 1 south~ The trail moves from east to south here, avoiding a clump of thick brush to the northwest. ~ A listen~ ~ act_tochar( #char, ch ); ~ E char~ You stop and listen, hearing the chirping of birds and the rustle of leaves in the wind. It is a rather peaceful sound. ~ ! 0 0 0 A 1 north 1 west~ ~ act_tochar( #char, ch ); ~ E char~ The brush is far too thick to move in that direction. ~ ! 0 0 0 A climb clamber scale~ trees~ acode( find_room( 547 ), 5 ); ~ ! 0 0 0 -1 S #3799 Narrow Path~ The trail continues to wind through the massive trees, which seem to stretch as far as the eye can see in every direction. Above you, a thick canopy of limbs and leaves make it impossible for you to see the sky. Leaves clutter the ground here forming a colorful blanket over the trail which winds to the east and west. ~ [Nereus] revised [Nereus] Pop-out earthworm's in this room [Calliope] extra canopy: Perhaps change its to canopy in the first line. Its seems abit vague [Calliope] reviewed ~ 301465600 2 8 0 D1 ~ ~ 0 -1 539 10 10 5 D3 ~ ~ 0 -1 3798 10 10 5 E canopy~ Thick green leaves and large stretching branches is what makes up its composition. You feel a sense of security from most of the elements as you look up at it. ~ E leaves blanket leaf colorful~ A kaleidoscope of colors is what makes up the blanket of leaves here. They are thick and soft and would make a great place to lie down to rest should the need arise. ~ E sky~ It is impossible to see the sky through the thick canopy above. ~ E 1 north 1 south tree massive forest~ Massive trees tower around you here, primarily oaks and elms. ~ E 1 east 1 west trail path~ The trail winds through the massive trees here, crossing over a think blanket of leaves. ~ A search get~ leaf leaves blanket~ if( !rflag( reset0, room ) ) { act_notchar( #room, ch ); act_tochar( #char, ch ); } else { remove_rflag( reset0, room ); if( random( 0, 3 ) == 1 ) { if( !mob_in_room( 2080, room ) ) { act_tochar( #worm1, ch ); act_notchar( #worm2, ch ); mload( 2080, room ); } else { act_tochar( #char, ch ); act_notchar( #room, ch ); } } else { act_tochar( #char, ch ); act_notchar( #room, ch ); } } ~ E char~ You search through the blanket of leaves, but don't find anything of interest. ~ E room~ $n searches through the blanket of leaves, finding nothing. ~ E worm1~ You search through the carpet of leaves, uncovering a large earthworm. ~ E worm2~ $n searches through the carpet of leaves, uncovering a large earthworm. ~ ! 0 0 0 A 1 north 1 south~ ~ act_tochar( #char, ch ); ~ E char~ Massive trees block movement in that direction. ~ ! 0 0 0 A climb clamber scale~ trees~ acode( find_room( 547 ), 5 ); ~ ! 0 0 0 -1 S #3800 Escape Tunnel~ You make your way through the passage which continues north and down a shaft to the south. This appears to have been an old sewer tunnel of some sort... A foul stench hits your nose as you try to look for a way out. ~ ~ 335020037 2 9 0 D0 ~ ~ 0 -1 3801 10 10 5 D5 ~ ~ 0 -1 3532 10 10 5 -1 S #3801 Escape Tunnel~ You make your way through the passage which continues north and south. This appears to have been an old sewer tunnel of some sort... A foul stench hits your nose as you try to look for a way out. ~ ~ 335020037 2 9 0 D0 ~ ~ 0 -1 3802 10 10 5 D2 ~ ~ 0 -1 3800 10 10 5 -1 S #3802 Escape Tunnel~ The passage ends in a blank wall to the north, but continues to the south. This appears to have been an old sewer tunnel of some sort... A foul stench hits your nose as you try to look for a way out. A small lever is set into the western wall. ~ [Orb] add lever to rdesc ~ 335020037 2 9 0 D0 secret door~ ~ 431 -1 13523 10 10 5 D2 ~ ~ 0 -1 3801 10 10 5 E lever~ It's a lever... you pull it. ~ A pull~ lever~ if( !is_open( room, north ) ) { act_tochar( #pull, ch ); act_notchar( #rpull, ch ); open( room, north ); send_to_room( #open, find_room( 13523 ) ); } else { act_tochar( #close, ch ); act_notchar( #rclose, ch ); close( room, north ); send_to_room( #close1, find_room( 13523 ) ); } ~ E open~ A section of the wall slides away, revealing a secret door! ~ E pull~ You pull the tiny lever and a section of the north wall slides away! ~ E rpull~ $n pulls the tiny lever and a section of the north wall slides away! ~ E close~ You pull the lever and the wall slides back into place. ~ E rclose~ $n pulls the lever and the wall slides back into place. ~ E close1~ The wall slides silently back into place. ~ ! 0 0 0 -1 S #3803 The Abandoned Mine~ Under Construction. ~ ~ 335020036 2 9 0 -1 S #3804 The Abandoned Mine~ Under Construction. ~ ~ 335020036 2 9 0 D4 ~ ~ 0 -1 3564 10 10 5 D5 ~ ~ 0 -1 3565 10 10 5 -1 S #3805 Trail Around Medienne~ Twisting and turning sharply around the pine trees, the path meanders beneath the scented boughs of the trees. Occasional blocks of stone litter the ground, peaking out from beneath thorn vines and piles of rotting pine needles. You spot occasional movement beneath the thick brambles, most likely squirrels or some other small creatures. You can follow the path west or south. ~ [Merior] no needle extra? added ~ 301465600 2 7 0 D2 ~ ~ 0 -1 3806 10 10 5 D3 ~ ~ 0 -1 3612 10 10 5 E blocks stone~ The blocks of stone are several feet in length, and about one foot high. They are obviously not natural, but you are not sure where they came from. ~ E movement squirrels small creatures~ When you see movement you look, but whatever caused it is gone by the time you focus on the area. ~ E needles rotting pine~ The pine needles have collected over time, forming thick mats on the ground. Dampness seems to have caught up with them, and they are begining to rot. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ A small squirrel pops its head out from beneath a bramble before disappearing in the blink of an eye. ~ ! 2 15 0 A search~ needles~ act_tochar( #nope, ch ); act_notchar( #rmnope, ch ); ~ E nope~ You search the needles, but find nothing. ~ E rmnope~ $n searches the needles, but finds nothing. ~ ! 0 0 0 -1 S #3806 Trail Around Medienne~ The path comes up to the base of a mighty stone wall once again. Occasional pine trees dot the area, but thick tangles of brambles cover the sloping hill northeast of the path. The thorns grow thick over the boulders and stones that dot the hillside. You can follow the path north and east. ~ [Corde] brambles, thorns extra? ~ 301465600 2 7 0 D0 ~ ~ 0 -1 3805 10 10 5 D1 ~ ~ 0 -1 3807 10 10 5 E wall stone mighty~ Rising nearly fifteen meters above the trail, this mighty stone wall has survived ages of abuse. Its rough surface is marred by time and assault. ~ E hill~ The hill rises to the northeast, completely covered with jagged rocks and sharp thorn bushes. ~ E jagged rocks~ Several jagged granite stones dot the hillside. ~ A ~ ~ send_to_room( #something, room ); ~ E something~ Out of the corner of your eye you sense movement beneath the brambles on the hillside. ~ ! 2 20 0 -1 S #3807 Trail Around Medienne~ Slipping between a tall stone wall on the west, and a steep, thorn- tangled hillside on the east, the trail provides the only means of movement through the area. Warm air rolls off the hillside to the east, causing small dust devils to swirl along the path. The path leads west and south. ~ [Corde] Extras for thorns, vines. ~ 301465600 2 7 0 D2 ~ ~ 0 -1 3808 10 10 5 D3 ~ ~ 0 -1 3806 10 10 5 E wall~ The rough stone wall rises about fifteen meters into the air and dominates the small dirth path. ~ E hillside thorn-tangled~ A thick tangle of thorny vines covers the steep hillside to the east. They grow thick enough to prevent any movement. ~ E dust devil~ Harmless eddies of warm air and dust, they swirl about until they dissipate as they reach the edge of the path. ~ A ~ ~ send_to_room( #dust, room ); ~ E dust~ A small dust-devil whirls about the trail before suddenly dissipating. ~ ! 2 15 0 -1 S #3808 Trail Around Medienne~ The wide trail narrows to the north as it is squeezed between the stone wall to the west and steep embankment to the east. The embankment is covered with a black vines sporting sharp and hooked thorns. The dusty path widens to the south as it leads towards a flat, open meadow. ~ [Corde] Extras for thorns, vines. ~ 301465600 2 7 0 D0 ~ ~ 0 -1 3807 10 10 5 D2 ~ ~ 0 -1 3613 10 10 5 E wall~ The rough stone wall towers fifteen meters above the path. The wall runs as far as you can see to the north and south. ~ E embankment~ The steep hill rises quickly to the east, the dark thorn bushes and vines growing out of control. ~ E meadow~ A large meadow opens up to the south; a field of grass that spreads out far to the southeast. ~ -1 S #0