Ha, ha, I loved that bit about carrying the hole around with you. It reminds me of a line in The Inform Designer's Manual, 4th edn, by Graham Nelson:
"Note that the door is static – otherwise the player could pick it up and walk away with it. (Experienced play-testers of Inform games try this every time, and usually come away with a door or two.)"
('static' is the Inform 6 equivalent of 'scenery' in Adventuron, whereas 'scenery' in Inform 6 is the equivalent of 'scenery' with 'conspicuous = "false"' in Adventuron.)