inherit "std/room"; #include "path.h" void setup() { //ef21.c set_light(70); set_short("Gnarlwood Forest"); set_long("Gnarlwood Forest\n" "Wiry roots link and form cage-like walls around " "a spacious cavern. Around you, you notice that the layers " "of dirt and rock meet here, forming sedimentary layers and " "establishing the end of the madness that was the forest. " "Scrolls and tightly capped potions are placed carefully " "between the roots and in nooks in the wall; several symbols " "have been either scorched or blood-stained into the stone " "bottom. The hair atop the bottom of your neck rises, whether " "you abhor the dark evil in this forest or admire it.\n"); add_item(({"root","roots","walls","wall"}), "Dark black roots thicker than your forearm confine you in " "this cavern. Your only exit is up; and even then, you are " "unsure if the forces here will allow you to leave.\n"); add_item(({"rock","stone"}), "Deep brown limestone crumbles slightly from the pressure " "of the heavy soil above it.\n"); add_item(({"dirt","soil"}), "You sigh in relief as you notice the soil ends and the rock " "begins. Rock, at least, is something you would expect to see here " "far below the earth.\n"); add_item(({"scroll","scrolls"}), "Tightly bound scrolls hide their words from you; they cannot, " "however, hide the deep crimson stains on their well-worn edges.\n"); add_item(({"potion","potions","bottle","bottles"}), "Dark green and a glowing yellow fill many of the bottles. " "Periodically, the liquid shudders as bubbles rise from the bottom.\n"); add_item(({"symbol","symbols","bottom","floor"}), "You stare at the symbols etched into the ground below you, " "but the shapes seem to change before you are able to " "recognize them. Your temples become hot and then begin " "to pound as you concentrate more intently; the symbols continue " "to elude you.\n"); add_property("no_undead",1); add_exit("west",HERE+"con01","path"); add_exit("east",HERE+"ef4","path"); add_clone(NPCS+"daemon.c",1); }