BLACK%^r%^RESET%^%^CYAN%^, "+ 
	  "%^YELLOW%^g%^WHITE%^o%^ORANGE%^ld%^RESET%^%^CYAN%^, "+ 
	  "and %^BOLD%^%^GREEN%^f%^ORANGE%^i%^GREEN%^n%^RESET%^%^GREEN%^e "+ 
	  "%^BOLD%^%^RED%^g%^MAGENTA%^e%^RED%^m%^RESET%^%^RED%^s%^CYAN%^, "+ 
	  "save for one particularly large chair whose only feature is a "+ 
	  "%^BOLD%^%^BLACK%^mask %^RESET%^%^CYAN%^carved in relief "+ 
	  "on the back.%^RESET%^",
      ({"floor","carpet"}) : "%^RESET%^%^CYAN%^Below the "+ 
	  "%^ORANGE%^t%^RED%^a%^ORANGE%^b%^RED%^l%^ORANGE%^e %^CYAN%^and "+ 
	  "spreading for several feet in each direction is a "+ 
	  "very old, yet very %^RED%^e%^BOLD%^l%^MAGENTA%^e%^RED%^g%^RESET%^%^RED%^a%^BOLD%^n%^MAGENTA%^t "+ 
	  "%^RED%^c%^RESET%^%^RED%^a%^BOLD%^r%^MAGENTA%^p%^RED%^e%^RESET%^%^RED%^t%^CYAN%^. "+ 
	  "Faded with age, the detail and interweaving patterns are still "+ 
	  "impressive. It is a deep carpet, and the sound of your "+ 
	  "footsteps are %^BLUE%^swallowed %^CYAN%^whole.%^RESET%^",
      ({"odds","ends","knick knacks"}) : "%^RESET%^%^CYAN%^The walls are covered "+ 
	  "in strange %^BOLD%^%^WHITE%^i%^RESET%^t%^ORANGE%^e%^BOLD%^m%^RESET%^%^ORANGE%^s%^CYAN%^, "+ 
	  "some of high value and yet many of mundane origin. "+ 
	  "Broken %^BOLD%^%^BLACK%^lo%^RESET%^c%^BOLD%^k%^BLACK%^s%^RESET%^%^CYAN%^, "+ 
	  "an odd %^ORANGE%^k%^BOLD%^e%^RESET%^%^ORANGE%^y%^CYAN%^, "+ 
	  "several %^GREEN%^g%^BOLD%^e%^RESET%^%^GREEN%^m%^BOLD%^m%^ORANGE%^e%^GREEN%^d "+ 
	  "%^MAGENTA%^b%^RED%^a%^MAGENTA%^u%^RESET%^%^MAGENTA%^bl%^BOLD%^e%^RESET%^%^MAGENTA%^s%^CYAN%^, "+ 
	  "and a singular rift key are among the collection. "+ 
	  "Glancing at a few of the "+ 
	  "%^ORANGE%^p%^BOLD%^l%^RESET%^%^ORANGE%^aq%^BOLD%^u%^RESET%^%^ORANGE%^e%^BOLD%^s%^RESET%^%^CYAN%^, "+ 
	  "you realize that each one of these is a trophy, "+ 
	  "a souvenir of some grand heist perpetrated by "+ 
	  "members of the guild. A small feather symbol stands out.%^RESET%^",
	  ({"corner","mask"}) : "%^RESET%^%^CYAN%^Not much stands out "+ 
	  "about the mask. It is of %^BOLD%^%^BLACK%^bl%^WHITE%^a%^BLACK%^ck "+ 
	  "cl%^WHITE%^o%^BLACK%^th%^RESET%^%^CYAN%^, "+ 
	  "with two eye-holes cut out, and hangs loosely. "+ 
	  "This corner of the room is hard to see, due to the "+ 
	  "lack of candlelight, but there appears to be a small "+ 
	  "%^BOLD%^%^BLACK%^c%^RESET%^%^ORANGE%^a%^BOLD%^%^BLACK%^st%^RESET%^%^ORANGE%^-%^BOLD%^%^BLACK%^ir%^RESET%^%^ORANGE%^o%^BOLD%^%^BLACK%^n "+ 
	  "b%^RESET%^%^ORANGE%^o%^BOLD%^%^BLACK%^wl %^RESET%^%^CYAN%^on the floor. "+ 
	  "Closer inspection shows there is a large pile of "+ 
	  "%^YELLOW%^c%^WHITE%^o%^ORANGE%^in%^WHITE%^s %^RESET%^%^CYAN%^within, "+ 
	  "and the rim of the bowl has been imprinted with "+ 
	  "%^BOLD%^%^WHITE%^%^BLACK%^Th%^WHITE%^e "+ 
	  "%^BLACK%^Sh%^WHITE%^a%^BLACK%^d%^WHITE%^o%^BLACK%^w%^RESET%^%^CYAN%^'%^BOLD%^%^BLACK%^s "+ 
	  "D%^WHITE%^u%^BLACK%^e%^WHITE%^%^RESET%^%^CYAN%^.%^RESET%^",
	  ({"feather","symbol"}) : "There's a small plaque beneath the sigil. Maybe you can read it?",
   ]));
   set_exits(([
      "bar" : ROOMS"bestiary",
	  "fence" : ROOMS"thieffence",
	  "training" : "/d/shadow/thief_training/room/entrance",
   ]));
}

void init(){
    ::init();
	add_action("make","make");
	add_action("read","read");
}

int make(string str){
	if(str!= "thief sign") return notify_fail("Make what?\n");
	if(TP->query_invis()){
	tell_object(TP, "You sign to the room that you are a thief.");
	return 1;
}
	if(!TP->is_class("thief") &&!TP->is_class("assassin") &&
	!TP->is_class("bard")) {
	tell_object(TP, "%^BOLD%^%^BLACK%^Facing a darkened corner, you make a subtle hand gesture and find yourself moved.%^RESET%^");
	tell_room(ETP, "%^BOLD%^%^BLACK%^"+TPQCN+" faces a darkened corner and makes a subtle hand gesture before vanishing.%^RESET%^", TP);
	TP->move_player(ROOMS"sewer16");
} else {
	tell_object(TP, "%^BOLD%^%^BLACK%^Facing a darkened corner, you make a subtle hand gesture and find yourself moved.%^RESET%^");
	if(random(40) > (TP->query_stats("dexterity") +
	TP->query_stats("intelligence")))
	tell_room(ETP, "%^BOLD%^%^BLACK%^"+TPQCN+" faces a darkened corner and makes a subtle hand gesture before vanishing.%^RESET%^", TP);
	TP->move(ROOMS"sewer16");
	TP->describe_current_room(1);
}
return 1;
}

int read(string str) {
   if(str!= "plaque") {
   return 0;
   }
   if(TP->is_class("thief") || TP->is_class("bard") || TP->is_class("assassin")) {
      tell_object(TP,"%^BOLD%^%^BLUE%^To gain entrance to the sewers, sign that you belong.");
      return 1;
   }
   else{
      tell_object(TP,"You can decipher no meaning from the scratches on the plaque!");
      tell_room(ETP,""+TPQCN+" glances at the plaque