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);
}