#include "path.h" inherit "/std/room"; #define LIMIT 1 int foo = 0; void reset() { foo = 0; } void setup() { set_light(50); add_property("no_undead",1); set_short("City of Dendall: Farm"); set_long("\nCity of Dendall: Farm\n\n" " The wind howls in protest as you enter this stretch of " "farmland. Looking around carefully, you see no tangible " "evidence that anyone else is here, but you sense that your " "presence has been noted by something. The crops stretch out " "around you, shvering and swaying to the breeze as if beckoning " "you to join their dance of death. An eerie glimmer fills the " "cavern with a pale shadow of light. As you watch the shadow " "servants of Grimbrand creep and crawl towards you, you begin " "to know what real fear is.\n\n"); add_item(({"shadow", "servant"}), "Dark shadows dance across the crops growing on this " "small section of the farm.\n"); add_item(({"light", "luminescence", "glow", "glimmer"}), "The fungi growing all around you " "emit a pale, green light which casts strange shadows across " "the farm.\n"); add_item("crop", "The only crop you recoginize is the mushrooms. The " "rest are strange exotic plants that only a Duergar grandmother " "would know.\n"); add_item("darkness", "The darkness that hovers, embracing all of the " "underdark covers this area like a shroud.\n"); add_item(({"mushroom", "fungi"}), "As you study the strangely glowing " "mushrooms, you try to figure out which are poisonous. Perhaps " "it would help to pick a few for closer examination.\n"); add_item("farm", "Duergar farmers are a rare breed, most prefering " "to devote their lives to mining in the deep forges or in " "service to Grimbrand. This particular farm is a study in " "the meticulous orderliness of the Duergar. Neat rows of " "crops grow in abundance, awaiting harvest.\n"); add_feel(({"wind", "howl", "protest"}), "The wind roars across this " "area, threatening to uproot you. Strangely, the crops here " "seem to invite the embrace of the wind, as no harm comes to " "them from its presence.\n"); add_sound(({"wind", "howl", "protest"}), "The wind carries almost " "understood threats and warnings to unwary visitors.\n"); add_item("fence", "The fence looks fairly sturdy and just high enough to " "make you think twice about climbing over it.\n"); add_exit("north", HERE+"den08", "road"); add_exit("south", HERE+"den06", "fence"); set_zone("farm"); }