#include "path.h" inherit HERE+"bsand.c"; setup() { add_property("no_undead",1); set_long("%^BOLD%^RED%^Isle of Belaern: Blood Sands%^RESET%^\n\n" " The sand here appears to have been tossed around as though " "something or somethings were fighting here. Whatever it was has left " "black slime trails through the sand. " "\n\n"); add_item(({"slime","black slime"}), "\nThe slime looks disgusting, and appears to be composed of clotted blood " "bone chips and well.... slime. " "\n"); set_short("%^BOLD%^RED%^Isle of Belaern : Blood Sands%^RESET%^"); add_exit("northwest", HERE+"bsand12.c", "path"); add_exit("east",HERE+"bsand17.c", "path"); add_exit("west", HERE+"bsand15.c", "path"); add_item(({"sand","desert"}), "The sand here is of blood-red color, with tiny bits of " "what looks like red and black rock.\n"); set_night_long("%^BOLD%^RED%^Isle of Belaern: Blood Sands%^RESET%^\n\n" "You can't see much at all, the sand is colorless now in the dark apart " "from a phosporescent green glow from something in the sand. The glow " "gets redder as the dunes recede into the distance. Never enough to " "illuminate the light is possibly worse than no light at all as " "it distorts perspective and makes everwhere the same. Distant thunder " "rumbles continually like the snoring of a giant, and as lightning " "strikes the nearby dunes, the whole area brightens, then dims again. " "\n\n"); add_sound(({"thunder"}),"\nThe thunder grumbles continually here, the sound, " "and all the near misses prevent you from resting. " "\n"); }