inherit "/std/room.c"; #include "path.h" void setup () { set_short("Macedonia: Cavern of Plantipus\n"); set_light(20); add_property("no_undead",1); set_long("Macedonia: Cavern of Plantipus\n\n" "You have arrived at a large chamber in this cave. To your east, you hear terrible grinding " "sounds. You get the impression that going this way maybe a BAD idea. The only other " "obvious exits are to the Northwest, where you hear water running, and to the West, where you " "can see some faint light. \n"); add_item(({"stalagmites","stalagtites"}),"These stalagmites and stalagtites are made of " "hardened calcium deposits over thousands of years. They are gray in color and are dripping " "water in their growth.\n"); add_item("water","Water is dripping all around you, and you are already quite soaked from it.\n"); // * senses * add_smell(({"here","cave","air","area","mouth"}),"The air here is damp and stale smelling.\n"); add_sound(({"grinding sounds","sounds","sound","grinding"}),"The sounds come from the " "East. You have never heard anything like them before, and find the idea of going further " "East rather uncomfortable.\n"); add_sound(({"water","cave","here","area","room"}),"All around you, water drips continually " "from every crack and crevice within the cave.\n"); add_feel(({"here","cave","area","stalagtite","stalagmite"}),"The entire area has a cold, " "damp, slimey feeling to it. You quickly find yourself not wanting to touch more than you " "have to in here.\n"); add_clone(NPC+"rat.c",1); add_exit("west",NORTHRMS +"cavern2.c","path"); add_exit("northwest",NORTHRMS +"cavern3.c","path"); add_exit("east",NORTHRMS +"cavern6.c","path"); }