#AREA Voaleth~ Merior~ ~ 0 0 0 #ROOMS #20000 Gates of Voaleth~ To your south are a pair of massive wooden gates that enclose the underground fortress of Voaleth. The gates fill the entire cavern and blocking all view in that direction. To the north, the rocky passage seems to narrow, and curves out of sight. The ground underfoot is made of a slightly softer rock than the walls and ceiling, and you can see grooves made by the passage of many feet. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 20086 10 10 5 D1 ~ ~ 0 -1 20060 10 10 5 D2 gate~ gate~ 195 -1 20001 10 10 5 D3 ~ ~ 0 -1 20061 10 10 5 E scar scars~ Deep wounds penetrate the solid exterior of the enormous vulgrath trees used to create this gate. One disconformity on the surface of a particularly large post catches your attention. ~ E rune runes~ Enscribed in an unfamiliar vernacular, these foreboding glyphs hint of power, a great evil, and a forthcoming darkness. ~ E crest~ Closer examination reveals a rune encrusted crest intricately inlaid with alloys unfamiliar to you. Battle scars and heavy knots adorn the crest's surface, bespeaking generations of defense of the residents within the impenetrable walls before you. ~ E gate~ A large wooden gate has been erected to completely block the city of Voaleth from view. Huge timbers from the vulgrath tree have been hewn and strapped together to make an almost impenetrable barrier. The gate itself has numerous scars, as well which partially obscure a number of runes as well as a large crest. ~ A knock~ gate door~ act_tochar( #knock, ch ); act_notchar( #rknock, ch ); ~ E rknock~ $n knocks on the large gate, but no one seems to hear $m. ~ E knock~ You knock on the gate, but no one seems to hear you. You might want to try pounding. ~ ! 0 0 0 A disabled#~ disabled#~ act_tochar( #pound, ch ); act_notchar( #rpound, ch ); if( !mob_in_room( 1087, room ) ) { mob = mload( 1087, room ); send_to_room( #guard, room ); junk_mob( mob ); } open( room, south ); ~ E rpound~ $n pounds on the gate as hard as $e can, and soon the gate creaks slowly open. ~ E pound~ You pound on the gate as hard as you can, and soon your efforts are met with the large gates grinding slowly open. ~ E guard~ A large @Bguard@n steps out to make sure that you belong, he looks at you for a moment, then returns to his guardhouse. ~ ! 0 0 0 A pound bang~ gate door~ if( is_player( ch ) ) { if( !is_open( room, south ) ) { if( reputation( ch, Karse ) > 0 ) { act_tochar( #to_char, ch ); act_notchar( #to_room, ch ); open( room, south ); act_room( #to_all, ch ); } else { act_tochar( #clan_char, ch ); act_notchar( #clan_room, ch ); act_room( #clan_all, ch ); } } } ~ E clan_all~ "Stupid surface dweller can stand here all day for all me care!" ~ E clan_room~ As $n pounds on the Voaleth gate, an Ogre guard walks out and yells, ~ E clan_char~ As you pound on the gate an Ogre guard walks out and yells, ~ E to_room~ $n pounds on the gate. ~ E to_all~ The gate slowly grinds open. ~ E to_char~ You pound loudly on the gates. ~ E nothing~ It's hard to do that when the portcullis is already open. ~ ! 0 0 0 -1 S #20001 Inside the North Gate of Voaleth~ A large wooden gate made of huge timbers from the vulgrath tree stands directly to the north, providing a barrier to would-be invaders of Voaleth. To the east and west runs Vregoth Way, providing a route to the many shops in this underground town. The ceiling of this open area is low, and peppered with gashes. A small @elever@n has been built into the eastern wall. A large @efountain@n fills much of the open area. ~ ~ 301465669 1 6 0 D0 gate~ gate~ 195 -1 20000 10 10 5 D1 ~ ~ 0 -1 20013 10 10 5 D3 ~ ~ 0 -1 20002 10 10 5 E gate~ A large wooden gate has been erected to completely block the city of Voaleth from view. Huge timbers from the vulgrath tree have been hewn and strapped together to make an almost impenetrable barrier. A small lever has been built on the right-hand side of the wall by the gate. ~ E ceiling~ The top of the natural cave has been raised by use of axes and other sharp implements. The work was crude, for the gashes made by the construction still remain in clear view. ~ E lever~ This large lever looks as if it might move if you push or pull it. ~ A pull~ lever~ if( is_player( ch ) ) { if( is_open( room, north ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); open( room, north ); send_to_room( #to_all, find_room( 20000 ) ); } wait( 2 ); close( room, north ); send_to_room( #close, room ); send_to_room( #close, find_room( 20000 ) ); } ~ E nothing~ You pull the lever, but nothing happens. ~ E to_char~ You pull on the lever, and hear strange sounds coming from within the wall. ~ E to_room~ $n pulls the lever. Strange sounds begin to come from within the wall. ~ E to_all~ The gate slowly opens. ~ E close~ The massive gates grind shut. ~ ! 0 0 0 A push~ lever~ if( is_player( ch ) ) { if( !is_open( room, north ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch, obj ); act_room( #to_all, ch, obj ); close( room, north ); } } ~ E nothing~ You push the lever, but nothing seems to happen. ~ E to_char~ You push the lever, and grinding noises start to emanate from within the wall. ~ E to_room~ $n pushes the lever, and you begin to hear strange noises coming from within the wall. ~ E to_all~ The massive gates slowly close. ~ ! 0 0 0 A ~ ~ wait( 1 ); if( !is_open( room, north ) ) end; close( room, north ); send_to_room( #grind, room ); send_to_room( #grind, find_room( 20000 ) ); ~ E grind~ The massive gates grind shut. ~ ! 1 0 1 1088 9 1509949540 3 0 1 17 1509949540 -2 0 -1 S #20002 Vregoth Way~ A road, just wide enough to accomodate two ogres passing each other with a bit of room to spare, runs east and west. To the south is the open door of a small temple; the dark rock of the cavern impedes any progress to the north. Towards the east is a fairly large, open area, and to the west this road meets another. ~ action keeps pets out of temple ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20001 10 10 5 D2 ~ ~ 0 -1 20074 10 10 5 D3 ~ ~ 0 -1 20003 10 10 5 A ~ ~ if( !is_player( ch ) ) end; else continue; ~ ! 3 0 4 -1 S #20003 Intersection of Vregoth Way and Ulfgar Road~ The westbound passage of Vregoth Way ends here, and silently merges with the southbound Ulfgar Road. The stone of the giant cavern that holds the town has been hacked just a bit in order to create a sharp 90 degree corner, exposing slight variations in the dark stone. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20002 10 10 5 D2 ~ ~ 0 -1 20004 10 10 5 E stone cavern slate~ The dark slate of the cavern is marred by large slashes and gashes. You can see the striations in the rock, revealing subtly different shades of dark gray. ~ 1083 9 1509949540 3 0 -1 S #20004 Ulfgar Road~ Ulfgar Road cuts a narrow swath between the stone wall of the cavern to the west and the mottled wood on the side of a large building that looms large on your east. To the north, the road appears to curve off to the east; while to the south a tattered sign hangs from above a door. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20003 10 10 5 D2 ~ ~ 0 -1 20005 10 10 5 E signs~ The signs are too small to be able to read from this distance. ~ E wood building~ A large wooden building, covered with a thick layer of dirt and grime, stands to the east. Chunks of wood have been hewn out of the sides of the structure, revealing only slighty cleaner wood inside. ~ -1 S #20005 Ulfgar Road~ The narrow confines of Ulfgar Road continue to the north and south. To the east and west here are almost-matching, battered doors. Above the eastern door hangs a small sign. Nothing marks the purpose of the western door. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20004 10 10 5 D1 battered door~ ~ 1 -1 20007 10 10 5 D2 ~ ~ 0 -1 20008 10 10 5 D3 battered door~ ~ 1 -1 20006 10 10 5 E east sign door~ A small sign hangs above the door to your east. On it are the letters '@MARMER@n' followed by '@Mclozes@n', in slightly smaller letters. ~ E west~ The plain wooden door on the building to your west shows signs of mis-use. It does not, however, indicate what lies on the other side of the door. ~ -1 S #20006 Empty Shop~ This small building was once some sort of shop. Shelves have been built into the walls, but are covered only by a thick layer of dust. On the northern wall are several hooks, now hanging quite empty. The wooden boards that make up the floor are a bit warped, causing the entire room to slope up from east to west. You notice that a trough of water and a hitching post have been recently added, and footprints in the dust indicate signs of recent activity. ~ [Merior] down to basement? [Malayne] This really isn't a typo, I just can't seem to open the trap door here, no matter what I try. Wondering if it's bugged and wanted to call attention to it without giving away any secrets. ~ 301465671 1 6 0 D1 battered door~ battered door~ 1 -1 20005 10 10 5 D5 trap door~ ~ 171 -1 71600 10 10 5 E shelf shelves~ Crudely made shelves line three walls of the small shop. The planks of wood appear to be those of the merknuth tree, and have received only a token amount of sanding. Large splinters of wood stick up, as if trying to escape from the heavy dust cover. ~ E wooden board floor~ The floorboards are quite crooked. After close inspection, it appears that one of them is a slightly loose trap door. ~ A dust~ shelves~ interpret( ch, "cough" ); ~ ! 0 0 0 -1 S #20007 Gerflak's Armory~ This large building takes up quite a bit of space within Voaleth, for it contains items of extreme importance to its citizens and visitors alike. Hanging all along the walls are many pieces of armor, as well as a large sign. ~ ~ 301469767 1 6 0 D3 ~ ~ 1 -1 20005 10 10 5 E sign~ A small sign is covered with sloppily-written words. You can just make out the words @GDO@n and @GTOUCH@n. ~ A touch~ sign armor gerflak~ act_room( #bad, ch ); ~ E bad~ @RGerflak@n looks up at you with a start, growls, and bares his teeth. ~ ! 0 0 0 1063 9 1509949540 3 0 2002 17 1509949540 -1 0 2001 17 1509949540 -1 0 2021 17 1509949540 -1 0 2041 17 1509949540 -1 0 2080 17 1509949540 -1 0 2101 17 1509949540 -1 0 2122 17 1509949540 -1 0 2180 17 1509949540 -1 0 985 17 1509949540 -1 0 2022 17 1509949540 -1 0 2042 17 1509949540 -1 0 2081 17 1509949540 -1 0 2102 17 1509949540 -1 0 2124 17 1509949540 -1 0 2181 17 1509949540 -1 0 186 17 1509949490 -1 0 1077 17 1509949490 -1 0 2182 17 1509949490 -1 0 2003 17 1509949490 -1 0 644 17 1509949540 -1 0 645 17 1509949540 -1 0 646 17 1509949540 -1 0 2060 17 1509949540 -1 0 2061 17 1509949540 -1 0 -1 S #20008 Ulfgar Road~ Ulfgar Road continues its north-south course through the western part of Voaleth. The road here is narrow, and is bordered by the sides of nearby buildings. The road itself is not actually paved, but the rocks of the cavern have been worn into a smooth surface. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20005 10 10 5 D2 ~ ~ 0 -1 20009 10 10 5 D3 ~ ~ 0 -1 20072 10 10 5 1087 9 1509949540 3 0 -1 S #20009 Ulfgar Road~ The smooth surface of the road is marred here by tiny pockmarks, about the size of holes that are made by spear-heads. To the east is the entrance to a large shop, and a sign hangs down just above the door frame. To the west lies a small, dark alley; the road appears to end just a bit further south. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20008 10 10 5 D1 ~ ~ 0 -1 20010 10 10 5 D2 ~ ~ 0 -1 20011 10 10 5 D3 ~ ~ 0 -1 20082 10 10 5 E sign~ @CWONDERFL WEAPONZ@n ~ -1 S #20010 Wellburn's Weapons~ This is an extremely large shop, and is almost completely filled with weapons. There seems to be almost no order to the jumble, and you can see maces mixed with swords and staffs, almost haphazardly. The walls display some of the largest weapons ever made. ~ weapon-seller and trainer here [Neevil] Description of forked whip should be 'plaited' ~ 301469767 1 6 0 D3 ~ ~ 0 -1 20009 10 10 5 E mace sword staff floor pile~ The floors and counter are covered with piles of weapons. The quality varies tremendously; a buyer here must be specific. ~ 867 9 1509949540 3 0 3034 17 1509949540 -1 0 3035 17 1509949540 -1 0 3032 17 1509949540 -1 0 3028 17 1509949540 -1 0 3000 17 1509949540 -1 0 33 17 1509949540 -1 0 3005 17 1509949540 -1 0 -1 S #20011 Ulfgar Road~ Ulfgar Road ends here, and the stone walls of the cavern block passage to the south. You can head back into town by following the road north, or enter a large barn-like structure to the west. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20009 10 10 5 D3 ~ ~ 0 -1 20012 10 10 5 E west barn w~ A large wooden building, with a high loft stands just to the west. Bits of hay stick out of the loft windows, and hay also spills out of the ground-floor entrance and into the street. A strong, horsey smell wafts out of the building and towards you. ~ -1 S #20012 Voaleth Blacksmith~ The eastern portion of a large barn has been turned into a small shop. A wooden counter has been built near the northern wall, but the sides of the stall that formerly occupied that space are still standing. The space to the south has several small stools as well as a short table, and provides a cozy spot to sit down and have a chat. ~ ~ 301471815 1 6 0 D1 ~ ~ 0 -1 20011 10 10 5 D3 ~ ~ 0 -1 20084 10 10 5 E counter~ The pine counter facing the rest of the barn is bare, however its surface is marred and shows signs of heavy use. ~ E south stool table~ Three small stools have been placed around a short oak table. A pipe and two empty glasses rest on the table. ~ E pipe~ The pipe is still warm; it must have been used quite recently. ~ E glasses~ The glasses are partially filled with a light-brown liquid. ~ A get take~ pipe~ send_to_char( #noget, ch ); ~ E noget~ The pipe seems to be stuck to the table; you can't pick it up. ~ ! 0 0 0 A get take~ glasses~ send_to_char( #noget, ch ); ~ E noget~ The glasses are stuck to the table; you can't seem to budge them. ~ ! 0 0 0 1488 17 1509949540 -2 0 1488 17 1509949540 -2 0 1488 17 1509949540 -2 0 912 17 1509949540 -2 0 1116 137 1509949540 3 0 552 17 1509949465 -1 0 582 17 1509949465 -1 0 568 17 1509949445 -1 0 546 17 1509949445 -1 0 571 17 1509949445 -1 0 -1 S #20013 Intersection of Vregoth Way and Jesbek Avenue~ The wide expanse of the east-west Vregoth Way meets the smaller southern route of Jesbek Avenue here. To the north is the dark slate of the cavern which encloses the entire town; to your southeast and southwest are the rock walls of small buildings. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20016 10 10 5 D2 ~ ~ 0 -1 20014 10 10 5 D3 ~ ~ 0 -1 20001 10 10 5 1083 9 1509949540 3 0 -1 S #20014 Jesbek Avenue~ Jesbek Avenue continues its north-south route, barely wide enough to allow two ogres to pass side-by-side. To the west stands a large, imposing building, with a crudely painted sign on its door. The street appears to end just to your south, as a large stone wall prevents much progress in that direction. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20013 10 10 5 D2 ~ ~ 0 -1 20026 10 10 5 D3 ~ ~ 0 -1 20015 10 10 5 E sign door west w~ @GMILISHA@n ~ -1 S #20015 Militia Headquarters~ This large room serves as the barracks for the Voaleth Militia force. Most of the space on the floor is taken up by cots, and the walls are covered with weapons and clothing-filled hooks. From the amount of clutter in the room, it appears that it was built for a smaller force. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20014 10 10 5 E wall weapon clothing hook~ Every inch of wallspace is occupied with belongings of the militia members. From some hooks, swords and maces hang in the ready, while others support more mundane parts of uniforms. ~ E punching bag~ A large canvas bag filled with sand has been hung from the ceiling. It hangs approximately chest-height for an ogre, and has numerous indentations marking heavy use. ~ A hit kick punch~ bag~ send_to_char( #dont, ch ); act_notchar( #move, ch ); wait( 1 ); act_room( #nope, ch ); ~ E dont~ As you try to punch the bag, the captain steps closer to you. ~ E move~ $n moves as if to hit the punching bag. ~ E nope~ The Captain shouts, @R"Don't you touch that, it's mine, all mine!"@n ~ ! 0 0 0 1134 137 1509949540 3 0 1083 137 1509949540 3 0 -1 S #20016 Vregoth Way~ Vregoth Way continues to connect the eastern and western sides of Voaleth. From the south come the barks of dogs, the meows of cats, as well as the less-common sounds of more fierce creatures. The way north is blocked by the cold stone of the cavern which contains the entire city; you can travel in any other direction. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20017 10 10 5 D2 ~ ~ 0 -1 20069 10 10 5 D3 ~ ~ 0 -1 20013 10 10 5 A none~ ~ send_to_room( #hush, room ); ~ E hush~ Suddenly you hear a shout coming from the building to the south. @bShaddup!@n ~ ! 2 300 0 1087 9 1509949540 3 0 -1 S #20017 Intersection of Vregoth Way and Grelk Street~ The thoroughfares of Vregoth Way and Grelk Street meet here, their paths to the north and east blocked by the walls of the slate cavern. The stone that forms the road here has been worn down by thousands of heavy boots, and a deep groove runs almost exactly in the center. ~ ~ 301465669 1 6 0 D2 ~ ~ 0 -1 20059 10 10 5 D3 ~ ~ 0 -1 20016 10 10 5 E stone slate cavern road~ The dark gray of the slate walls of the cavern is indistinguisable from the same slate of the road. The walls, however, are relatively smooth, while the floor of the cavern shows signs of heavy traffic. ~ E groove~ The heavy traffic in this part of town over the years has left its mark by wearing a deep groove into the floor of the cavern. ~ 1156 9 1509949540 3 0 -1 S #20018 Grelk Street~ To your west is the back of the bank building, a large structure that overlooks the narrow span of Grelk Street, its windowless structure casting a dark shadow on the ground. A small entrance deep into the cavern lies to your east, but it is quite dark in there and it is impossible to see what lies in that direction. Grelk Street continues to the north and south. ~ to east is newbie area ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20059 10 10 5 D1 ~ ~ 0 -1 20040 10 10 5 D2 ~ ~ 0 -1 20019 10 10 5 -1 S #20019 Intersection of Grelk Street and Frnuth Lane~ The eastern boundary of Voaleth looms dark and high by your side. Frnuth Lane ends its east-west course here as it dead-ends into Grelk Street, the major north-south thoroughfare. Just a bit further to the west, a large sign hangs down from in front of a busy shop; to the north and south, Grelk Street narrows. The shadows from the buildings make it difficult to see objects in the distance. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20018 10 10 5 D2 ~ ~ 0 -1 20020 10 10 5 D3 ~ ~ 0 -1 20021 10 10 5 E sign~ The sign has no writing on it, rather the large and rather sloppily made painting of a large mug of a frothy liquid. ~ -1 S #20020 Grelk Street~ A narrow, dark street allows passage to the north and south. Just to the north a bit you can see a reasonably well-lit intersection; to the south, the road continues into relative darkness. You can see several trolls dressed for hiking walking into a small building to your south. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20019 10 10 5 D2 ~ ~ 0 -1 20035 10 10 5 1156 9 1509949540 3 0 -1 S #20021 Frnuth Lane~ To the south stands an open door of a bustling establishment. A wooden sign overhead informs strangers of what lies inside. The smooth stone of the street allows easy passage to the east and west. To the north is the side of the Bank of Voaleth, but there is no entrance to the street. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20019 10 10 5 D2 ~ ~ 0 -1 20071 10 10 5 D3 ~ ~ 0 -1 20022 10 10 5 E wooden sign~ This sign has no writing on it, but rather just the picture of a large mug filled with a foaming liquid. ~ 1156 9 1509949540 3 0 -1 S #20022 Intersection of Frnuth Lane and Margasy Boulevard~ This is one of the busiest intersections in all of Voaleth. Day or night, citizens and travellers rush by, not taking the time to greet one another. Hanging shop signs can be seen to the east and the south, on Frnuth Lane and Margasy Boulevard, respectively. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20021 10 10 5 D2 ~ ~ 0 -1 20023 10 10 5 D3 ~ ~ 0 -1 20024 10 10 5 1083 9 1509949540 3 0 -1 S #20023 Margasy Boulevard~ Margasy Boulevard, the shortest street in all of Voaleth, really serves to connect Frnuth Lane and one of the busiest spots in town. Just to your west is a small, bustling magic shoppe, while to the south you can hear the sounds of a large, noisy crowd. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20022 10 10 5 D2 ~ ~ 0 -1 20028 10 10 5 D3 ~ ~ 0 -1 20066 10 10 5 1156 9 1509949540 3 0 -1 S #20024 End of Frnuth Lane~ Frnuth Lane heads east from this spot towards several popular spots. To the west is a building made from carefully layed large, black stones. To the north lies a dark alley that leads to Jesbek Avenue. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20025 10 10 5 D1 ~ ~ 0 -1 20022 10 10 5 D3 library door~ ~ 0 -1 20073 10 10 5 E pile stones~ Hundreds of square-cut black stones have been carefully layed to form the walls of a building. The construct looks well built, as if it could well survive a small onslought of weather or a small siege. ~ A touch move take~ stones~ send_to_char( #ouch, ch ); i = 2d5; dam_message( ch, i, "the stone" ); inflict( ch, ch, i, "the falling stone" ); ~ E ouch~ You manage to dislodge one of the rocks. ~ ! 0 0 0 1088 9 1509949540 3 0 -1 S #20025 The End of Jesbek Avenue~ The narrow path of east-west Jesbek Avenue appears to go only a little way to the east, then end in a large, stone building. Jesbek Avenue stops abrubtly to the west, its route blocked by the side of a wooden building. A dark, narrow alley goes south from here, leading to a brightly lit street. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20026 10 10 5 D2 ~ ~ 0 -1 20024 10 10 5 -1 S #20026 A Bend in Jesbek Avenue~ Jesbek Avenue takes a sharp turn here, allowing passage to the north and west. Your way south is blocked by the side of a wooden building, to the east stands the imposing fortress of the Bank of Voaleth. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20014 10 10 5 D1 ~ ~ 0 -1 20027 10 10 5 D3 ~ ~ 0 -1 20025 10 10 5 -1 S #20027 Bank of Voaleth~ This stone building was built as a miniature fortress designed to withstand an invasion of a small army. Stone walls six feet thick provide the outer defense, a smaller wall stands just a few feet inside the entrance, dividing customers from the staff. Small windows have been cut into the inner wall, and are almost completely filled with vertical iron bars. ~ ~ 301467749 1 6 0 D3 ~ ~ 0 -1 20026 10 10 5 A ~ ~ act_room( #business, ch ); ~ E business~ The guard says in a loud voice, @b"Move on, no loitering."@n ~ ! 2 300 0 1135 9 1509949540 3 0 -1 S #20028 Voaleth Bar and Grill~ This building is stuffed full of folks of many different races. The lighting is quite dim here, and the air hazy with smoke, but you can just barely make out the shape of a bar, with dozens of dirty glasses and mugs resting on its filthy surface. Exits to the north and west provide quick and easy access as well as exit. ~ [Glaa] exits say it leads west, even when door is closed... ~ 301465671 1 6 0 D0 ~ ~ 0 -1 20023 10 10 5 D3 bar door~ ~ 131 -1 20029 10 10 5 1145 9 1509949540 3 0 354 17 1509949540 -1 0 761 17 1509949540 -1 5 761 17 1509949540 -1 7 -1 S #20029 Alley Behind Bar~ You find yourself in a dark, narrow alley that stretches south or enters a noisy establishment to the east. You can barely make out street lights far to the south; a wall rises not too far off to the east. The sides of buildings block movement to the north and west. Some spot of interest must lie along the eastern path, for many people seem to be travelling in that direction. ~ ~ 301465669 1 6 0 D1 bar door~ ~ 131 -1 20028 10 10 5 D2 ~ ~ 0 -1 20030 10 10 5 -1 S #20030 Narrow Alley~ A narrow alley runs north and south here, leading north to a very popular-looking place, and south towards Grelk Street. To your east is the side of a building, and to the west is a small shop. The smell of sizzling meat slowly wafts out of the open door, as if trying to draw in passers-by. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20029 10 10 5 D2 ~ ~ 0 -1 20031 10 10 5 D3 ~ ~ 0 -1 20067 10 10 5 A look l~ shop window~ act_tochar( #nope, ch ); ~ E nope~ The windows are too dirty to see what is inside the shop. ~ ! 0 0 0 1156 9 1509949540 3 0 -1 S #20031 Grelk Street~ Grelk Street runs east-and west here, bisected by a narrow, dark alley that runs to the north and a wide street that heads south. The road underfoot seems to lower to the north; indicating that perhaps the narrow alley is a heavily-trafficked route. To your south lies the south gate of Voaleth; a small and heavily-guarded checkpoint. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20030 10 10 5 D1 ~ ~ 0 -1 20064 10 10 5 D2 ~ ~ 0 -1 20078 10 10 5 D3 ~ ~ 0 -1 20032 10 10 5 1088 9 1509949540 3 0 -1 S #20032 West End of Grelk Street~ Grelk Street ends its east-west path here, ending at a tent to the west and an alley to the south. This part of town is very quiet, and you can hear your footsteps echo as you move. The road to the east seems much brighter than the other directions, and you can see various folks off in the distance. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20031 10 10 5 D2 ~ ~ 0 -1 20033 10 10 5 D3 ~ ~ 0 -1 20034 10 10 5 -1 S #20033 Unlit Alley~ A small, dark alley in front of you appears to dead-end in all directions, and you can only return back to Grelk Street to your north. The walls of the cavern press down on you, making you feel even larger, and the alleyway even smaller. ~ ~ 301465668 1 6 0 D0 ~ ~ 0 -1 20032 10 10 5 -1 S #20034 Smoky Tent~ You find yourself in a small tent made of patched leathers. The hard surface of the cavern floor is covered with several large, fluffy pillows, and the spot has been made to look quite homey. In one corner of the tent is a pile of well-worn scrolls and several manuscripts. ~ have him interact some; maybe quest hints ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20032 10 10 5 E floor pillow~ Half a dozen large, soft pillows are strewn about on the floor of the tent. They are made of many bright colors, and make this small, otherwise drab tent, into a cheerful place to rest. ~ E scrolls manuscripts~ A pile of about fifteen scrolls, and an equal number of well-worn manuscripts take up the northwestern corner of the tent. It is impossible to actually read them from here, but you can tell that their titles include works written in vyan, troll, and orcish. ~ A get take read~ book scroll manuscript parchment~ act_tochar( #nobook, ch ); ~ E nobook~ You reach for the books to inspect them, but feel a tingling sensation down your arm, and reconsider the idea. ~ ! 0 0 0 1111 137 1509949540 3 0 -1 S #20035 Grelk Street~ To your west stands a shop which supplies goods for travellers and locals alike. Grelk Street is a bit wider here, and axe marks mar the eastern wall of the cavern. The sides of the door to the shop also have gash marks, made by the same type of axe. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20020 10 10 5 D2 ~ ~ 0 -1 20036 10 10 5 D3 ~ ~ 0 -1 20062 10 10 5 E door~ A large wooden door stands off its hinges, no longer able to be pulled to shut the door. It has many gash marks along its surface, and would serve as poor protection from uninvited shoppers. ~ -1 S #20036 Grelk Street~ Grelk Street, the longest street in all of Voaleth, continues its north-south route through town. To the west is a small jewelry shop, and to the east is the wall of the cavern that houses the entire town. The road underfoot is of hard stone, the same as that which forms the cavern. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20035 10 10 5 D2 ~ ~ 0 -1 20037 10 10 5 D3 ~ ~ 0 -1 20065 10 10 5 E wall road stone~ The town is surrounded by the cold, dark gray slate prevalent in this part of the world. The striations can be seen along the wall of the cavern; the road surface is smooth and a solid tone of gray. ~ -1 S #20037 Grelk Street~ Grelk Street takes a sharp turn here to stay within the confines of the cavern. Its path to the north leads to most of the shops of Voaleth; to the west it serves as a major east-west route through the bustling town. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20036 10 10 5 D3 ~ ~ 0 -1 20063 10 10 5 1156 9 1509949540 3 0 -1 S #20038 Slave Pits~ To the west is a large iron grille, its thin slits designed to allow those inside to peer out towards freedom. In here, all is dark and damp. The floor is covered with splashes of dried blood, and the air is filled with the scent of death. Iron rungs are placed about the walls, some with heavy chains attached. ~ ~ 301465612 1 6 0 D0 ~ ~ 0 -1 20045 10 10 5 D1 ~ ~ 0 -1 20049 10 10 5 D3 large iron grille~ large iron grille~ 391 1457 20039 10 10 5 -1 S #20039 Slave Pits~ A large iron grille separates this small chamber from a larger one to the east. The slate floor is littered with odd bits of clothing, as well as a large number of long links of heavy chain. The west wall of this area is covered with a collection of whips, as well as several small, but deadly-looking daggers. ~ [Inar] since dumb ogre has key EVERY time, make key break when unlock east ~ 301465605 1 6 0 D1 large iron grille~ large iron grille~ 391 1457 20038 10 10 5 D2 ~ ~ 0 -1 20040 10 10 5 E iron grille door~ The entire chamber to the east is blocked by a large iron grille. A rusty lock has been affixed to the grille as well as a iron hook embedded into the wall. ~ E floor chain clothing~ The dark gray of the slate floor is obscured by the pile of stuff scattered about its surface. Torn and shredded small-sized clothing is tossed about, as well as several dozen lengths of heavy chain. Many of the chains have heavy iron balls attached to one end. ~ A get take~ chain~ if( mob_in_room( 1164, room ) ) send_to_char( #growl, ch ); else continue; ~ E growl~ The ogre boss growls, "Go away, or it's the whip for you!" ~ ! 0 0 0 A open unlock~ large iron grille east~ if( mob_in_room( 1164, room ) ) send_to_char( #growl, ch ); else continue; ~ E growl~ The ogre boss growls, "Go away, or it's the whip for you!" ~ ! 0 0 0 1164 137 1509949540 3 0 -1 S #20040 Dark Corridor~ You stand in a very dark, narrow corridor. To the west is the comparatively bright, bustling city of Voaleth. To the north, the corridor widens, and you can hear strange moaning sounds emanating from somewhere in that direction. The path south is silent, and you can get no indication of what lies in that direction. ~ no-mob to keep parts separate ~ 301465613 11 6 0 D0 ~ ~ 0 -1 20039 10 10 5 D2 ~ ~ 0 -1 20041 10 10 5 D3 ~ ~ 0 -1 20018 10 10 5 -1 S #20041 Slippery Cavern~ The walls and floor of this portion of the underground world are covered with a thin layer of @Gslippery green moss@n. The ground is quite slippery underfoot; fortunately there are many protrusions handy that you can grab to catch your balance. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20040 10 10 5 D1 ~ ~ 0 -1 20042 10 10 5 D2 ~ ~ 0 -1 20043 10 10 5 E slippery green moss~ The dark green moss is slick with moisture. It is has an oily feel to the touch and emits a faintly noxious odor. ~ A ~ ~ if( !is_player( ch ) ) end; act_tochar( #slip, ch ); act_notchar( #slipped, ch ); ~ E slip~ You almost slip on the @Gmoss@n, but are able to grab hold of a lump of rock on the wall. ~ E slipped~ You see $n slip on the @Gmoss@n, then grab a chunk of rock sticking out of the wall and stand upright. ~ ! 1 0 7 1155 9 1509949540 3 0 -1 S #20042 Cracked Cavern Wall~ The cave takes a sharp turn here, forcing you to move either west or south if you wish to leave this spot. Although most of this area is covered with @Ggreen moss@n, a small patch on the eastern wall has been removed, revealing a large fissure that leads eastward into the stone. ~ ~ 301465605 11 6 0 D1 ~ ~ 0 -1 37500 10 10 5 D2 ~ ~ 0 -1 20058 10 10 5 D3 ~ ~ 0 -1 20041 10 10 5 E scratch slate wall~ Four scratches, about the distance apart of a goblin's fingers, mar the surface of the slate wall. All around this area, moss grows in abundance. ~ -1 S #20043 Moss-Covered Tunnel~ A long, narrow cave heads north and south through the dim @Ggreen@n light. The @Gmoss@n covers the walls and sides of the cave, and is creeping up to cover the ceiling as well. A strange, sour smell emanates from somewhere to your south. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20041 10 10 5 D2 ~ ~ 0 -1 20050 10 10 5 -1 S #20044 Upper Level of the Temple~ This small cubicle has been hewn out of the dark rock of the cavern, and is barely high enough for you to stand in. There is very little light here, and the air is still and warm. You can hear sounds of chanting from below you, as well as sounds of city life. ~ put altar here? ~ 301465671 1 6 0 D5 ~ ~ 0 -1 20074 10 10 5 -1 S #20045 Slave Pits~ This cold cell is bare of all the comforts of life. It is windowless, and quite dark. The air is still, and smells of dirty bodies and other, unidentifiable odors. The western wall has several thin scratches engraved on its black surface. ~ ~ 301465604 1 6 0 D0 ~ ~ 0 -1 20046 10 10 5 D2 ~ ~ 0 -1 20038 10 10 5 E wall scratch west~ Three narrow vertical scratches have been made on the lower part of the western wall. They are spaced apart approximately the distance between a goblin's fingers. ~ -1 S #20046 Slave Pits~ The narrow confines of the slave quarters make a sharp turn here, allowing inhabitants to move either east or south. The surface of the inner wall is a bit rounded here, as if many had taken the turn just a little bit too quickly. ~ ~ 301465604 1 6 0 D1 ~ ~ 0 -1 20047 10 10 5 D2 ~ ~ 0 -1 20045 10 10 5 1162 9 1509949540 3 0 -1 S #20047 Slave Pits~ Cold, dank, and dark walls make this space seem quite small and confining. The icy floor is slippery with splashes of some dark liquid, and the walls also feel a bit slippery. You can make your way either west or south, but cannot determine what lies in either of the directions. ~ [Dovea] Make the overseer's message at act_tochar rather than send_to_room? ~ 301465604 1 6 0 D2 ~ ~ 0 -1 20048 10 10 5 D3 ~ ~ 0 -1 20046 10 10 5 1165 9 1509949540 3 0 -1 S #20048 Slave Pits~ The moans of slaves reverberate through the stoney cell, echoes making them sound more numerous than they really are. The walls to the east and west are only a few feet apart, making it difficult for you to pass through without touching the dirty walls. ~ ~ 301465604 1 6 0 D0 ~ ~ 0 -1 20047 10 10 5 D2 ~ ~ 0 -1 20049 10 10 5 1162 9 1509949540 3 0 -1 S #20049 Slave Pits~ This portion of the slave quarters has several small rags distributed in piles about the floor. Half a dozen broken cups and what might pass for a plate are neatly stacked against the eastern wall. You can travel north into the darkness, or west towards a very faint light. ~ ~ 301465604 1 6 0 D0 ~ ~ 0 -1 20048 10 10 5 D3 ~ ~ 0 -1 20038 10 10 5 1163 9 1509949540 3 0 1162 9 1509949540 3 0 -1 S #20050 Moss-Covered Cavern~ This slippery cavern heads straight north and south. The smell of decay is quite strong here, though no obvious source can be seen. To the north, @Ggreen moss@n grows thick and luxuriant; to the south it is much more sparse and a bit @Ybrown@n. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20043 10 10 5 D2 ~ ~ 0 -1 20051 10 10 5 E s 20051~ No description~ 1155 9 1509949540 3 0 1155 9 1509949540 3 0 -1 S #20051 Putrid Cavern~ The narrow cave takes a sharp 90 degree turn, forcing you to travel either north or east. The ground here is bare and dark; none of the mold found elsewhere in the cave grows here. The air here is quite still, allowing a foul odor to grow to almost unbearable strength. ~ ~ 301465605 1 6 0 D0 ~ ~ 0 -1 20050 10 10 5 D1 ~ ~ 0 -1 20052 10 10 5 757 17 1509949540 -2 0 -1 S #20052 Bend in the Caves~ The ground slopes sharply upward to the south, as it curves to avoid a large chunk of granite embedded in the softer slate. All around the boulder, raw edges of slate are exposed, and scratches on the surface abound. The floor of the cave has a light coating of pale @Ggreen moss@n. ~ ~ 301465605 11 6 0 D2 ~ ~ 0 -1 20053 10 10 5 D3 ~ ~ 0 -1 20051 10 10 5 E granite chunk~ A large chunk of light gray granite protrudes from the softer slate which surrounds it. ~ A move pull push~ rock granite boulder~ if( !rflag( reset0, room ) ) { send_to_char( #already, ch ); end; } if( rflag( reset0, room ) ) { if( find_stat( ch, str ) < 13 ) { act_tochar( #weak, ch ); act_notchar( #puny, ch ); } else { remove_rflag( reset0, room ); act_tochar( #move, ch ); act_notchar( #moved, ch ); obj_to_char( oload( 14 ), ch ); obj_to_char( oload( 1469 ), ch ); mload( 202, room ); } } ~ E move~ With a mighty heave, you manage to dislodge the boulder, and find a small coin, as well as a slip of paper. Suddenly, a centipede emerges from the hole. ~ E weak~ You try to move the boulder, but are too weak. ~ E puny~ You see $n struggle unsuccessfully to move the granite boulder. ~ E moved~ You see $n push the granite boulder aside, and find a shiny coin as well as a slip of paper. While $e is standing up, a centipede suddenly emerges from the hole. ~ E already~ The stone has already been pushed aside. ~ ! 0 0 0 1155 9 1509949540 3 0 -1 S #20053 Glimmering Wall~ Water drips slowly down from a small crack in the rock on the west wall of the cave, to gradually increase the size of a puddle shimmering by your feet. The excessive moisture makes it difficult for the slime to grow here, and the blackness of the rocks seems to absorb the light. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20052 10 10 5 D1 ~ ~ 0 -1 20054 10 10 5 E cluster geodes~ Glittering geodes have grown in a thick cluster in the wall. Some of them protrude enough that they might be pried loose. ~ A get pry take~ geode~ mob = mob_in_room( 1166, room ); if( mob ) { act_room( #rage, ch ); attack( mob, ch, 1d7+1, "shrivelled hand" ); end; } if( rflag( reset0, room ) ) { if( random( 1, 10 ) < 3 ) { send_to_char( #gotit, ch ); act_notchar( #gotr, ch ); obj_to_char( oload( 925 ), ch ); } else { send_to_char( #no, ch ); act_notchar( #nor, ch ); } remove_rflag( reset0, room ); } else { send_to_char( #no, ch ); act_notchar( #nor, ch ); } ~ E gotit~ You pry at the cluster for a few moments before pulling free a small, glittering geode. ~ E gotr~ $n prys at the crystals for a moment, finally pulling free a small, glittering geode. ~ E no~ You pry at the geodes for a long time, but are unable to free any of them. ~ E nor~ $n prys at the geodes for a long time, but is unable to free any of them. ~ E rage~ The wild-eyed little goblin screams, "MINE!" ~ ! 0 0 0 1166 137 1509949540 3 0 -1 S #20054 Wide Cavern Path~ The cave widens here, allowing easy movement to the north and west. A light @Ggreen@n coating of moss covers the entire ground, covering marks of any passage. As you start to move, the moss makes a squishing sound, as your weight squeezes a bit of moisture from the plant. ~ [Bobo] when you look at a crisp white scrolls it says "a scrips white scroll"...crisp is a typo ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20055 10 10 5 D3 ~ ~ 0 -1 20053 10 10 5 1155 9 1509949540 3 0 1139 9 1509949540 3 0 -1 S #20055 Stratified Cave~ The cave is quite wide here, and the open area is almost circular in shape. The @Gmoss@n is thick and luxuriant, and is quite soft to touch. The walls here are bare of moss, however, and you can see the striations in the various layers of slate which form this area. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20056 10 10 5 D2 ~ ~ 0 -1 20054 10 10 5 1155 9 1509949540 3 0 -1 S #20056 Cavern of Red Moss~ This portion of the cave is lit by bright @Rred moss@n, a growth which emits a bright light. The plants seem to thrive in this underground home, though there appears to be no way for them to ever see the light of day. The ceiling is quite high here, enough so that one troll could stand on anothers shoulders, and could pass through quite easily. ~ ~ 301465605 11 6 0 D2 ~ ~ 0 -1 20055 10 10 5 D3 ~ ~ 0 -1 20057 10 10 5 E red moss plants~ Bright patches of luminescent red moss grow here. Some of the pieces look loose, as if they can be torn away. ~ A get take~ moss red~ if( !rflag( reset0, room ) ) { send_to_char( #no, ch ); end; } else { if( random( 1, 10 ) > 5 ) { remove_rflag( reset0, room ); send_to_char( #last, ch ); act_notchar( #rlast, ch ); obj_to_char( oload( 1529 ), ch ); end; } else { send_to_char( #get, ch ); act_notchar( #rget, ch ); obj_to_char( oload( 1529 ), ch ); } } ~ E no~ The loose moss has already been pulled away. ~ E get~ You take a piece of red, glowing moss. ~ E rget~ $n reaches up and takes a piece of glowing red moss from the ceiling. ~ E last~ You reach up and take the last piece of glowing red moss. ~ E rlast~ $n reaches up and takes the last piece of glowing red moss. ~ ! 0 0 0 -1 S #20057 Faintly Lit Passage~ The passageway through the rock twists sharply here, forming a shape much like the letter L. The walls and ground are both covered with a @Gdark green moss@n, which emits a soft light. The ceiling is of dark gray slate, a cold and lifeless color in comparison to its surrounding decor. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20058 10 10 5 D1 ~ ~ 0 -1 20056 10 10 5 -1 S #20058 Dripping Cavern~ The @Gmoss@n seem to glow with an eerie pale light, as it provides just enough illumination for you to navigate through the tunnel. Water slowly seeps in from a crack in the low ceiling, sending an icy splash down your back. ~ ~ 301465605 11 6 0 D0 ~ ~ 0 -1 20042 10 10 5 D2 ~ ~ 0 -1 20057 10 10 5 1139 9 1509949540 3 0 -1 S #20059 Grelk Street~ The road here is quite narrow as it passes between the mass of the cavern wall to the east and the side of a large building on the west. Several windows of the building are open, and you can hear the sounds of dogs, cats, birds, and other domesticated animals. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20017 10 10 5 D2 ~ ~ 0 -1 20018 10 10 5 E window~ Peering through the dirty glass of the window, it is possible to see the vague shadow of a large shape moving about. ~ -1 S #20060 East Guard Station~ This small space has been carved out of the walls of the cavern which house the great underground city of Voaleth. It is designed to provide a place to rest for those assigned the duty of preventing intruders from entering the fortress city. ~ ~ 301465605 1 6 0 D3 ~ ~ 0 -1 20000 10 10 5 1087 137 1509949540 3 0 1087 137 1509949540 3 0 -1 S #20061 West Guard Station~ This small space has been carved out of the walls of the cavern which house the great underground city of Voaleth. It is designed to provide a place to rest for those assigned the duty of preventing intruders from entering the fortress city. ~ ~ 301465605 1 6 0 D1 ~ ~ 0 -1 20000 10 10 5 1083 137 1509949540 3 0 1083 137 1509949540 3 0 -1 S #20062 Hargood's Supplies~ This small shop is crammed with goods used by travellers. Wooden shelves line the walls, each filled with a different type of item. In the northeast corner of the room is a pile of old, used lanterns, all dented and broken. A small sign sits just in front of the lanterns. ~ [Shiver] When you look at Hargood, it starts by saying his name is Gresnik. ~ 301469767 1 6 0 D1 ~ ~ 0 -1 20035 10 10 5 E small sign~ DEER SALVIGER... PLEEZ TAKE. ~ E lanterns~ The entire northeastern corner of this shop is filled with well-used lanterns. They are all so dented and broken, it is hard to believe anyone would want one. ~ A get take move~ lanterns pile~ act_tochar( #nope, ch ); act_notchar( #stop, ch ); ~ E nope~ The pile of used lanterns just isn't worth taking. ~ E stop~ You see $n reach towards the pile of lanterns, then stop. ~ ! 0 0 0 1105 9 1509949540 3 0 552 17 1509949540 -1 0 25 17 1509949540 -1 0 26 17 1509949540 -1 0 874 17 1509949540 -1 0 229 17 1509949540 -1 0 6 17 1509949540 -1 0 20 17 1509949540 -1 0 948 17 1509949540 -1 0 1391 17 1509949540 -1 0 -1 S #20063 Grelk Street~ Grelk Street continues east and west here through southern Voaleth. Just to your south stands the large home of a prosperous citizen. The lights of the town are quite low here, making it difficult to see very far in either direction. ~ ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20037 10 10 5 D2 front door~ ~ 131 -1 20077 10 10 5 D3 ~ ~ 0 -1 20064 10 10 5 -1 S #20064 Grelk Street~ Grelk Street continues its east-west passage through Voaleth. Just to the north, you can see what was once a shop, but appears now to be an abandoned building. Far to the east you can just make out the cavern walls; to the west the street continues into the semi-darkness. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20076 10 10 5 D1 ~ ~ 0 -1 20063 10 10 5 D3 ~ ~ 0 -1 20031 10 10 5 1156 9 1509949540 3 0 -1 S #20065 Javod's Jewelry~ This small shop is the only place to buy or sell jewels in Voaleth. A large display case dominates the small space, providing a fitting setting to hawk the jeweler's wares. Small windows to the west let in light from the street, but the large metal bars across them prevent access from that direction. ~ ~ 301469767 1 6 0 D1 ~ ~ 0 -1 20036 10 10 5 E display case~ The room is dominated by an oak display case, which is topped with expensive glass. Inside the case is an array of handcrafted jewelry, as well as single rare gems. ~ 1108 9 1509949540 3 0 1109 9 1509949540 3 0 -1 S #20066 Larblad's Magic Shoppe~ This small shop is stuffed with things related to the world of magic. One side of the room has shelves neatly stocked with reagents used by magicians as part of their daily work; another side is jammed full of crosses and other items required by clerics. ~ ~ 301465671 1 6 0 D1 ~ ~ 0 -1 20023 10 10 5 1136 9 1509949540 3 0 78 17 1509949540 -1 0 79 17 1509949540 -1 0 229 17 1509949490 -1 0 189 17 1509949540 -1 0 768 17 1509949540 -1 0 1194 17 1509949540 -1 0 872 17 1509949540 -1 0 873 17 1509949540 -1 0 249 17 1509949490 -1 0 1018 17 1509949540 -1 0 1021 17 1509949460 -1 0 9 17 1509949540 -1 0 37 17 1509949540 -1 0 1182 17 1509949540 -1 0 2118 17 1509949465 -1 0 1020 17 1509949490 -1 0 305 17 1509949460 -1 0 425 17 1509949540 -1 0 1008 17 1509949450 -1 0 -1 S #20067 Food 'N Furs~ This small shop appears to house two businesses. The northern half of the shop contains a fireplace with an open spit used to grill meats, as well as a brick oven used for baking. A thin line on the wooden planks that serve as a floor divides this enterprise from an area almost entirely filled with the skins of dead animals. Surprisingly, one sign is used to tell potential patrons of their options in here. ~ produces a '(player name) filet' or a '(playername) steak', in line with idea of proof of kill. bragging rites, etc. ~ 301465671 1 6 0 D1 ~ ~ 0 -1 20030 10 10 5 E sign~ List - lists items for sale Buy - self explanatory Sell - to sell an item ~ 869 9 1509949540 3 0 28 17 1509949540 -1 0 4 17 1509949540 -1 0 49 17 1509949540 -1 0 1460 17 1509949474 -1 0 -1 S #20068 Jesbek Avenue~ Under Construction. ~ ~ 301465605 1 6 0 -1 S #20069 Pet Shop~ The noise in this small shop is quite loud. Barks, meows, roars, hisses, and just about every animal noise seem to emanate from just below your feet. Three walls of the shop are bare; the south wall, however, has a number of leashes and halters hanging from them, as well as one very large whip. ~ ~ 301473863 1 6 0 D0 ~ ~ 0 -1 20016 10 10 5 D5 iron grating~ down iron grating d~ 503 -1 20070 10 10 5 E wall south s~ The south wall has several leashes and halters of varying sizes hung up from large hooks. A large whip also hangs from the wall; the animal it is used on must be large indeed. ~ 1090 9 1509949540 3 0 -1 S #20070 Pet Shop~ This is where the pets 'live'. ~ ~ 301465669 1 6 0 D4 iron grating~ iron grating up u~ 503 -1 20069 10 10 5 1091 9 1509949540 3 0 118 9 1509949540 3 0 114 9 1509949540 3 0 -1 S #20071 Ingblad's Bar and Grille~ The southern portion of this large room is dominated by a wooden bar fronted by half a dozen bar stools. The shelves behind the bar are full of mugs and cups of many shapes and sizes. The counter is littered with dirty glasses and plates, and bits of discarded food lie on the floor. Four large tables, with varying numbers of chairs, have been placed about the room. ~ sell various drinks and foods maybe add one of those silly games as well ~ 301465671 1 6 0 D0 ~ ~ 0 -1 20021 10 10 5 E mug cup glass plate~ The eating and drinking utensils in this spot are covered with a thin coat of grime. Bits of dried food, greasy lip-prints, and other unrecognizeable bits create a nice pattern on their surfaces. ~ E shelf counter~ The scratched and battered wood that compose the shelves and counter are covered with hundreds of crawing insects. They swarm in seemingly random directions, moving from spot to spot as they search for edible bits amongst the refuse. ~ 1140 9 1509949540 3 0 761 17 1509949540 -1 1 761 17 1509949540 -1 18 354 17 1509949540 -1 0 1143 9 1509949540 3 0 1488 17 1509949540 -2 0 1488 17 1509949540 -2 0 -1 S #20072 Empty Building~ This small building stands vacant, though signs of it once being a shop are quite visible. A large counter runs across the building, with a small wooden gate providing access to the area behind the counter. The wooden walls are lighter where pictures of some sort once hung. ~ can be changed to west gate for expansion ~ 301465669 1 6 0 D1 ~ ~ 0 -1 20008 10 10 5 E counter~ The counter is covered with several inches of dust. The dust at first glance moves slowly in small eddies; at second glance the dust particles solidify and become tiny grubs feasting hungrily on the remaining wood. ~ E gate~ A battered wooden gate provided access to the area between the room and space behind the counter. It no longer serves any function, other then to get in the way. ~ -1 S #20073 A Library~ This building, right in the middle of downtown Voaleth, appears to be a library of some sort. The walls are lined with shelves filled with books of many sizes and colors. Several braziers around the room provide a constant source of gentle light and warmth. ~ [Orb] When leafing through the codex, the english is a little screwy. This IS done purposely, believe it or not ;) Its a text translated exactly from an ancient dialect, its gonna be a little bit funky. ~ 301465671 1 6 0 D1 ~ ~ 0 -1 20024 10 10 5 E braziers~ An elegant tripod stand holds a dark, iron bowl inscribed with symbols of knowledge and learning. The bowl is filled with a strange mixed powder of black, brown and striking blue which emits a warm light and gray-violet haze smelling of sandalwood. ~ E wall shelf shelves~ The shelves all reach from floor to ceiling and seem to cover every available bit of wall space. There are even a few goblin-high partition shelves that stand alone on the floor. Looking around, you are hard pressed to find free space on any of the shelves. ~ E books sizes colors~ They line the shelves, filling nearly every available nook and cranny. At a glance you see all manner of tomes, librams, scrolls, and books filling the space. A search for a particular title could take a very long time indeed. ~ E symbols runes~ Archaic, and not so archaic, symbols and runes that ask for or signify the gaining and retention of knowledge. Whether or not they will help people within the library to learn anything is probably doubtfull. More likely they are there to simply create a more suitable atmosphere within the room. ~ A browse~ ~ if( rflag( reset0, room ) ) { i = random( 1, 10 ); if( i == 1 ) act_tochar( #glyph, ch ); if( i == 2 ) act_tochar( #map, ch ); if( i == 3 ) act_tochar( #goblin, ch ); if( i == 4 ) act_tochar( #sorrow, ch ); if( i == 5 ) act_tochar( #lag, ch ); if( i > 5 ) act_tochar( #boring, ch ); if( random( 1, 3 ) == 1 ) remove_rflag( reset0, room ); } else act_tochar( #boring, ch ); ~ E glyph~ In an old tome with nearly faded ink you make out a passage that sounds at least somewhat interesting. "... ancient ruins, no sign of its creators. We found a tablet of dark stone inscribed with glyphs. We have translated some of the... very much like a tree, we know is carathan, which has something to do with the ... the last glyph looking something like a crescent moon impaled on a trident, which is linked to the word chardalai for some unknown reason. Beyond that we ca...." The rest is too faded to make out. ~ E map~ In one book, containing mostly boring summaries of trade tallies and income and expenditures for some unnamed merchant you find a picture. It is extremely well done, and looks to be a quite accurate view of a city from an aerial view. A stylized compass drawn in one corner shows that you view it from roughly the south side. On the top right corner of the page you can make out an ornate mansion with large yard around it. At the top center you can make out something that looks like some sort of shrine or temple, nestled at the end of a road lined with merchant carts. You can also make out a rather ornate fountain at the intersection of what appears to be the town's two main roads. At the bottom of the map, in elegant script, is a single word: Medienne. ~ E boring~ After what seems like hours of browsing and finding nothing of interest, you are forced to take a break lest you lose your mind. Perhaps if you came back later, rested and refreshed you could browse some more and perhaps find something interesting. ~ E goblin~ After a brief search you come across a small booklet in hand scrawled script containing the humorous yet highly effective exploits of a goblin mage. It seems he began writing this account when he was only a small goblin toadie, yet managed to learn quite a few spells, including blink. Despite his obvious lack of good writing skills, and the excessive number of dubious stains upon the pages, you do find several highly sophisticated diagrams that appear to have something to do with magical theory and application. ~ E sorrow~ In the journal of a traveling bard you find the sorrowful tale of a man he knew in Chiiron. The bard accounts how a man and woman had fallen in love, only to have their true love sundered by the dire actions of a witch who also loved the man. It is only a brief account and the bard seems to have been more intersted in the fact that the man lived in or near a settlement by the name of Chiiron and that he still seeks the help of noble adventurers. Scrawled in the margin, in red ink is a notation in another hand, presumably this library's curator, stating: @RAquired copy of bard's story in full under the title of Tad's Tales of Woe.@n ~ E lag~ You find a piece of paper that doesn't belong being used as a bookmark in an ancient tome. The writing on it seems to be hastily scrawled notes about a castle located somewhere south of Medienne. The notes are somewhat illegible, but you can make out some of them: Formerly human... overrun by faerie folk when human king was gone... .......... a dryad ... Castle Lag .......... ... out east gate, south past river, ... west .... ... into the castle itself... vast wealth and powerful items.... ~ ! 0 0 0 A search~ Tad's Tads "Tad's Tales of Woe"~ i = 0; loop( all_in_room ) { if( has_obj( 1570, rch ) ) i = 1; } if( obj_in_room( 1570, room ) ) i = 1; if( i == 1 ) { act_tochar( #out, ch ); end; } obj_to_char( oload( 1570 ), ch ); act_notchar( #found, ch ); act_tochar( #get_book, ch ); ~ E search~ You search for a while, but don't find any books by that name. ~ E found~ $n pulls a book from the shelf. ~ E get_book~ You find a copy and pull it from the shelf. ~ E out~ After an exhausting search you do not find the book. It appears someone else has already removed it from the library. ~ ! 0 -1 0 A touch use get douse remove~ braziers~ i = 1d3+1; dam_message( ch, i, "minor burns from grabbing a hot brazier" ); inflict( ch, mob, i, "minor burns from grabbing a hot brazier" ); act_tochar( #ouch, ch ); act_notchar( #r_ouch, ch ); ~ E ouch~ Trying to burn your hands? Aside from burning yourself, fiddling with the braziers will serve no purpose. ~ E r_ouch~ $n yelps as $e touches a hot brazier. ~ ! 0 0 0 A ~ ~ mob = mob_in_room( 1134, room ); if( mob ) interpret( mob, "east" ); ~ ! 2 300 0 A lo look l read ~ codex tome~ act_tochar( #book, ch ); wait( 3 ); act_tochar( #book2, ch ); wait( 3 ); act_tochar( #turn, ch ); ~ E book~ You see the book is open to one of the very last pages. @I@C....and our valiant fighters returned home to Shai'zarn bloodied and battered. For all our plans and schemes, the city of Vaasa held strong. @IPreparations were made to withstand the counter strike we knew to be coming. The elves would mass against us, not only from the city of Vaasa but every elf that walked the realms. Children were evacuated to the distant cities of our kin, the women and the elderly with them. The crypt of our nobles was fortified with many magicks. ~ E book2~ @I@CIt was deemed not enough to merely fortify the crypt with enchantments. The elves were possesed of some of the most brilliant magical minds in the world and would likely have no trouble unraveling our bindings. A small patrol of our elite warriors were sent into the crypt with a mage to care for them. Then our finest spell-binders worked together to bind and seal the doors of the prominent crypts, hide the lower crypts and finally, to enchant the main door. ~ E turn~ You turn the page and find that only half a page more of writing exists. @I@CThe enchantment around the main door is subtle indeed. The beautiful door will not open no matter the strength of the elf or the prowess of the mage. One of our own kind only may open the door. The key lies in the runes...@n ~ ! 0 0 0 A 1 look 1 read~ traditions~ if( cflag( 100, ch ) ) act_tochar( #male_vyan, ch ); if( cflag( 101, ch ) ) act_tochar( #female_vyan, ch ); act_notchar( #rvyan, ch ); ~ E male_vyan~ You search for a few moments and find a tome of traditional vyan wedding practices. After scouring it for information, it seems the only two things that you really need to do are seek the blessing of a trained vyan priest, good thing there's one in the temple nearby, and provide a house-drudge. It may take a while to find exactly the right drudge to suit your style and compliment her wants and needs, but once you have the contract in hand everything should go smoothly. Provided, of course, you don't get her upset with you at a later date. It seems vyan divorce typically involves the assassination of the husband usually by the hand of the wife or her Sister-Guardian. ~ E female_vyan~ for information, it seems the part of the vyan bride-to-be is rather simple as is only right. While the groom has to find a suitable house-drudge to tend the housework, or do the chores himself you have only to find a Sister-Guardian to stand at your side. The Sister-Guardian is to act as honor guard for you, witness that the groom has made his comitment, and is to help insure the groom never sways in his comitment to you. If at any time you are unhappy with the arrangement and decide things have come to an end, it is up to you to assassinate your husband. In the event that you are dead and unable to, or find that he has managed to fortify his position, it is permitted to have your Sister-Guardian assist you or complete the task for you. Most of the rest of the account seems to be tales of popular means of assassinating a husband, which carry with it the most dishonor for him in death and a few means by which to honor him in death if you are merely bored with the arrangement but feel he's at least earned some honor. ~ E rvyan~ $n pulls a thick tome from the shelf and begins to thoroughly peruse its contents. ~ ! 0 0 0 A search~ Taverns "Taverns of the Realm"~ loop( all_in_room ) { if( has_obj( 1586, rch ) ) { act_tochar( #out, ch ); end; } } if( obj_in_room( 1586, room ) ) { act_tochar( #out, ch ); end; } obj_to_char( oload( 1586 ), ch ); act_notchar( #found, ch ); act_tochar( #get_book, ch ); ~ E search~ You search for a while, but don't fund any books by that name. ~ E found~ $n pulls a book from the shelf. ~ E get_book~ You find a copy and pull it from the shelf. ~ E out~ After an exhausting search you do not find the book. It appears someone else has already removed it from the library. ~ ! 0 0 0 1223 137 1509949540 3 0 1582 17 1509949450 -1 0 -1 S #20074 Temple of the Gods~ Cold gray marble surrounds you: the floors, walls, and high-pitched ceiling are all made of the same color stone. In the very center of the room is a large basalt altar. To the very south of this chamber is a small flight of stairs leading down deeper into the earth, as well as a larger staircase going up. ~ will reset two braziers, 2461 reset alter, 2475 reset knife on altar, 2474 north to 20002 ~ 335020231 1 6 0 D0 ~ ~ 0 -1 20002 10 10 5 D4 ~ ~ 0 -1 20044 10 10 5 D5 ~ ~ 0 -1 20075 10 10 5 E basalt altar~ The altar is large, and slightly concave. Most of its surface is marred by dark red-brown streaks, though the almost black surface of the basalt makes it difficult to determine exactly what the streaks are made of. Careful examination of the surface reveals many gashes and pockmarks, as if the altar had been the site of many sacrifices. ~ E streak~ Long streaks of reddish-brown cover much of the surface of the altar. After very careful examination, the streaks can be identified as animal blood. ~ A ~ ~ wait( 1 ); send_to_room( #chant, room ); ~ E chant~ The priest mutters a short chant in the ancient tongue of his people. ~ ! 2 200 0 1112 9 1509949540 3 0 -1 S #20075 Meditation Chamber~ This small chamber lies beneath the altar to the gods. Just a little bit of light glows from the stairway, providing just enough light to see the inhabitants of the room. It is very quiet in here; quite conducive to resting and communing with your god or inner self. ~ [Lani] Can see the monk looking at me in annoyance while sleeping. ~ 301465679 1 6 0 D4 ~ ~ 0 -1 20074 10 10 5 E stairway~ A narrow staircase leads up to the main part of the temple. ~ 1081 9 1509949540 3 0 -1 S #20076 Empty Shop~ This run-down building was once a shop of some sort, but its original purpose is now obscured. Several inches of dust cover the floor, as well as the remnants of an oak counter. A large bare spot on the northern wall reveals where a sign or painting once hung. ~ trapdoor down ~ 301465669 1 6 0 D2 ~ ~ 0 -1 20064 10 10 5 D5 trapdoor~ trapdoor down~ 131 -1 20079 10 10 5 E floor dust~ A fine coat of dust covers the floor, almost obscuring a fine rectangular crack in the flooring. It appears that you just might be able to pry it open. ~ E wall sign painting~ A large rectangle appears on the wall, outlining where a picture or sign once was hung. ~ -1 S #20077 Private Home~ This large home must belong to a very wealthy citizen. A thick blue carpet covers the floor, and several large tapestries decorate the walls and serve to keep the house well insulated. The furnishings are scant, but comfortable. ~ ~ 301465669 1 6 0 D0 front door~ ~ 131 -1 20063 10 10 5 E tapestry~ The tapestries depict several battle scenes. In one, a large troll stands by the body of a gnome, seemingly intent on removing his head from his corpse. Another scene portrays two goblins entering a large, dark cave, clubs poised to begin pulverizing some wood nymphs. ~ E furnishings~ A large sofa is flanked by two small armchairs. Just in front of the sofa is a long, low table laden with dirty plates and cups. All of the contents of the house are slightly disarrayed, as if someone left here in a rush. ~ -1 S #20078 South Gate of Voaleth~ To your south is a small, heavily-guarded gate. Beyond that barrier lies the Palace, a place many have heard of, but few have visited... and returned to tell the tale. The town of Voaleth spreads out to the north, narrow streets jammed in between the high shale walls of the cavern. By the side of the gate is a large @blever@n. ~ ~ 301465669 1 6 0 D0 ~ ~ 0 -1 20031 10 10 5 D2 south gate~ ~ 407 -1 20080 10 10 5 A pull~ lever~ if( is_open( room, south ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); open( room, south ); } ~ E nothing~ The gate is already open. ~ E to_char~ You pull on the lever. ~ E to_room~ You see $n pull on the lever by the side of the gate. ~ E to_all~ The gate slowly creaks open. ~ ! 0 0 0 A push~ lever~ if( !is_open( room, south ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch, obj ); act_room( #to_all, ch, obj ); close( room, south ); } ~ E nothing~ You push on the lever, but nothing happens. ~ E to_char~ You pull on the giant lever. ~ E to_room~ $n pulls on the lever by the side of the gate. ~ E to_all~ The gate slowly creaks shut. ~ ! 0 0 0 1087 9 1509949540 3 0 1083 9 1509949540 3 0 -1 S #20079 Dingy Shop~ This small spot has been carved out of the stone of the cavern. Several shelves line the north wall, and appear to be made of the shale itself. Two small torches burn dimly from wall sconces, providing just enough light to see the room's inhabitants. ~ thief training spot ~ 301469767 1 6 0 D4 trapdoor~ trapdoor up~ 131 -1 20076 10 10 5 E shelf shelves~ Shale shelves have been carved from the shale while encompasses the entire town. On each shelf you can just glimpse lockpicks, skeleton keys, traps, and other things often associated with thieves. ~ 1110 9 1509949540 3 0 128 17 1509949540 -1 0 127 17 1509949540 -1 0 -1 S #20080 South Gate of Voaleth~ To your north you can see the massive south gate of Voaleth, the underground stronghold. The way south leads to the palace of the city's ruler. A light blue haze to your south prevents you from actually seeing the world-famous structure. Close to your east and west are the high, black walls of the surrounding cavern which houses this complex. ~ [Eltrex] You see Avaran pound loudly on the gte. ;) ~ 301465605 1 6 0 D0 south gate~ ~ 407 -1 20078 10 10 5 D2 palace~ ~ 0 -1 20081 10 10 5 A knock pound hit bang~ gate~ if( is_open( room, north ) ) send_to_char( #nothing, ch ); else { send_to_char( #to_char, ch ); act_notchar( #to_room, ch ); act_room( #to_all, ch ); open( room, north ); } ~ E to_char~ You pound loudly on the gate. ~ E to_room~ You see $n pound loudly on the gte. ~ E to_all~ The gate slowly swings open. ~ E isopen~ No description~ E nothing~ The gate is already open. ~ ! 0 0 0 1083 9 1509949540 3 0 1087 9 1509949540 3 0 -1 S #20081 Wide Corridor~ The tunnel passage here is wide enough for at least a dozen ogres in full battle armor to pass side-by-side. The walls loom dark in the distance, and appear to be quite smooth, as if nothing ever dared to touch them. To the north lies the southern gate of Voaleth; to the south stands the palace which traditionally houses the city's ruler. ~ ~ 301465613 1 6 0 D0 ~ ~ 0 -1 20080 10 10 5 D2 ~ ~ 0 -1 50250 10 10 5 -1 S #20082 Quiet Alley~ This small, quiet passage has been carved out of the large slate cavern which houses Voaleth. A soft light shines from a torch high above you, enabling you to see yourself and other inhabitants. A small fountain burbles quietly against the north wall, providing cool refreshment for those who would take a drink. ~ [Quem'selle] ask troll weapons gives nothing. ~ 301465671 1 6 0 D1 ~ ~ 0 -1 20009 10 10 5 D3 ~ ~ 0 -1 20083 10 10 5 1113 137 1509949540 3 0 1449 17 1509949540 -2 0 1449 17 1509949540 -2 0 26 17 1509949540 -2 0 1448 17 1509949540 -2 0 1044 17 1509949540 -2 0 1856 17 1509949540 -2 0 -1 S #20083 Quiet Cul-de-sac~ This tiny nook is dim and very quiet. You can see the dark gray slate of the cold cavern walls on three sides of you; the only possible way to move is to the east. You can hear the gentle murmur of falling water, and an occasional laugh coming from the east. ~ ON THIS SPOT - March 6, 1997, Irmo became the first mortal to die in the city of Voaleth. It had been open for five minutes. ~ 301465711 1 6 0 D1 ~ ~ 0 -1 20082 10 10 5 E slate wall cavern~ The walls found on three sides of you are dark and cold, and seem to reverberate from some earthly force. ~ -1 S #20084 Voaleth Blacksmith~ The western part of this large barn is lined with stalls. Hay is scatered about the floor, and several bales of it are stacked against the southern wall. The northern wall contains an assortment of tack, as well as hooks holding horseshoes of all sizes. ~ ~ 301473863 1 6 0 D1 ~ ~ 0 -1 20012 10 10 5 D5 trap door~ ~ 511 -1 20085 10 10 5 E stalls floor~ Half a dozen stalls have been built into the western side of the barn. Each stall appears to have a horse ensconced in its interior, and loud neighs periodically errupt from that direction. ~ E north tack~ The northern wall is full of all types of tack. Harnesses and halters seem to be grouped towards the western side of the wall, while saddles are stacked all along the eastern side of the wall. The center portion of the wall has been filled by horseshoes. ~ E hook horseshoes~ About a dozen hooks have been hammered into the central part of the northern wall. Each one contains several horseshoes, apparently sorted by size and material. ~ 1114 9 1509949540 3 0 552 17 1509949540 -1 0 582 17 1509949540 -1 0 -1 S #20085 Voaleth Blacksmith~ Under Construction. ~ horsies here ~ 301465669 1 6 0 D4 ~ ~ 511 -1 20084 10 10 5 1115 9 1509949540 3 0 623 9 1509949540 3 0 965 9 1509949540 3 0 -1 S #20086 North of the Gates of Voaleth~ This broad tunnel opens up to the south and stops before the massive gates of the subterranean city of Voaleth. The tunnel also heads west toward a bend in the path. To the southeast and southwest stand the blocky, imposing towers of the Voaleth guardhouses. Low, grating voices drift from the south, along with the jingle of metal and the occassional rasp of a blade leaving its sheath. The floor is scarred, slight cracks mar its surface. ~ [Merior] room 71625 is down ~ 301465604 1 6 0 D2 ~ ~ 0 -1 20000 10 10 5 D3 ~ ~ 0 -1 20087 10 10 5 D5 ~ ~ 235 -1 71625 10 10 5 E city voaleth guardhouses towers gate wall~ The north gate of Voaleth rises far to the south, flanked by two massive, blocky guard towers. The city itself rises just above the walls and stretches far into the darkness to the south. ~ E floor crack~ The cracks appear to form a rectangle about the size of an ogre's shoulders. ~ A search move~ crack floor~ if( !is_open( room, down ) ) { act_tochar( #door, ch ); act_notchar( #isdoor, ch ); open( room, down ); } else { act_tochar( #open, ch ); act_notchar( #closing, ch ); close( room, down ); } ~ E door~ You search the crack and find it is actually a secret door! ~ E isdoor~ You see $n search the crack, the suddenly open up a hidden door in the ground. ~ E open~ You carefully move the trapdoor, sealing off the tunnel. ~ E closing~ You see $n move the trapdoor, closing off the tunnel. ~ ! 0 0 0 -1 S #20087 Bend in the Southern Cavern Road~ The tunnel road turns north and east. To the north it stretches out long and straight; to the east it bends again southward. The sounds of a city are strong here. Voices float up from behind the city walls, mingled with the low, lamenting toll of an iron bell. ~ ~ 301465604 1 6 0 D0 ~ ~ 0 -1 20088 10 10 5 D1 ~ ~ 0 -1 20086 10 10 5 A listen~ voices~ send_to_char( #voice, ch ); ~ E voice~ You hear the sounds of a city - slow rolling carts, grating iron-like voices, the mournful, dead toll of an iron bell. The sounds drift in from the east. ~ ! 0 0 0 -1 S #20088 Cold Cavern Road~ The tunnel reaches far into the distant north and toward a bend to the south. This cavern is very cold, and mostly quiet - the only sounds are those of dripping water and of low, grumbling voices from the south. A small crack is barely visible in the western wall. Bits of a dark powder are sprinkled about on the floor. ~ [Jeymian] look crack? look powder? ~ 301465604 1 6 0 D0 ~ ~ 0 -1 20089 10 10 5 D2 ~ ~ 0 -1 20087 10 10 5 D3 crack~ ~ 171 -1 50330 10 10 5 E torches poles~ These sconces are 7-foot-tall pillars of stone fixed with loops to hold massive torches in place. Poles line the road, heading all the way to the cit far to the south. ~ E city~ The contours of the massive city to the south are vaguely noticable here, though they are little more than gray lines on a field of black. ~ A listen~ voices sounds~ send_to_char( #sound, ch ); ~ E sound~ The sounds of a city echo hollowly from the south. A heavy cart rumbles, a mournful bell tolls, city guards bark orders. ~ ! 0 0 0 A open~ w west crack~ act_tochar( #nope, ch ); act_notchar( #nomove, ch ); ~ E nope~ You try to get your fingers into the crack to move the wall, but are unsuccessful. ~ E nomove~ You see $n pry $s fingers into the crack, then stop fiddling with it. ~ ! 0 0 0 A cast~ blink~ if( find_skill( ch, blink ) > 1 ) transfer( ch, find_room( 50330 ) ); ~ ! 0 0 0 -1 S #20089 North on the Dark Cavern Road~ Heading north and south, this cavern seems well-kept, the walls smoothed and the floor kept free of rubble. Water drips from tiny cracks in the ceiling. In this bone-chilling cold, the water seems on the threshold of freezing. ~ ~ 301465604 1 6 0 D0 ~ ~ 0 -1 20090 10 10 5 D2 ~ ~ 0 -1 20088 10 10 5 E water~ Cold, clear water drips from cracks in the ceiling and walls. In this cold the water seems near freezing. ~ -1 S #20090 Bend in the Cavern Road~ This sepulchral tunnel turns south and west. To the west is the tunnel's end, where it meets a set of handholds carved into the wall. To the south is a long tunnel leading into darkness. ~ ~ 301465604 1 6 0 D2 ~ ~ 0 -1 20089 10 10 5 D3 ~ ~ 0 -1 20091 10 10 5 E handholds~ Thirty feet to the west, the road meets ends, meeting a set of handholds that run up the cavern's north wall. ~ -1 S #20091 At the Rock Ladder~ A well-travelled cavern road ends here at a well-formed ladder, formed of handholds carefully hewn into the rock face. The ladder leads to a rock platform above. To the east, the road twists and heads southward toward total darkness. ~ ~ 301465604 1 6 0 D1 ~ ~ 0 -1 20090 10 10 5 E ladder handholds~ A set of large, evenly space handholds rises on the north wall to a rock ledge high above. The handholds seem carefully crafted and quite safe. ~ A climb~ up rock ladder~ send_to_char( #up, ch ); act_notchar( #upr, ch ); transfer( ch, find_room( 28150 ) ); room = find_room( 28150 ); act_notchar( #arrive, ch, obj, mob ); ~ E up~ You grab the handholds and pull yourself up to the rock platform. ~ E upr~ $n climbs to the rock ledge above. ~ E arrive~ $n comes climbing up the stone handholds. ~ ! 0 0 1 -1 S #0