inherit "/players/josh/room/mage/dungeon/Dtemp.c";
#define NAME "josh"
reset (arg) {
if(!present("mage")) {
move_object(clone_object("players/josh/room/mage/dungeon/obj/journeyman.c"),this_object());
}
if (arg) return;
set_short( "Stair case landing");
set_long(
"This room is brightly lit by dozens of glowing orbs. With this light "+
"you can \n"+ "see that this room is shaped like a pentagon. Each wall "+
"is etched with \n"+"protective glyphs that your eyes have a hard time "+
"focusing on. Five carved\n"+ "collums support the ceiling.\n"
+"\n \n"
);
set_items(({
"globe#globes#light#lights",
"They appear to be perfectly formed crystal spheres, that emit a steady"+
" light.\n",
"stone#stones#brick#bricks",
"They seem to be large granite bricks. Some of them are carved with arca"+
"ne glyphs\nof power.\n",
"glyphs#glyph",
"The writing is so ancient its true meaning is lost on you, but the power "+
"you\nfeel from them leaves you no doubt they are not for decoration.\n",
"walls#wall",
"The walls are made up of large strong bricks, many of which have glyphs"+
" of \npower carved into them.\n",
"collums#collum","Which collum? There are five. i.e. look at "+
"ne collum \n",
"ceiling","High above you see a arching domed roof. \n"
}));
set_smell("This place smells dank and musky.\n");
set_listen("Your ears feel the dull roar of pressure. \n");
set_weather(3,1,0);
set_exits(({
"/players/josh/room/mage/dungeon/stcase.c","up",
"/players/josh/room/mage/dungeon/neh.c","northeast",
"/players/josh/room/mage/dungeon/seh.c","southeast",
"/players/josh/room/mage/dungeon/sh.c","south",
"/players/josh/room/mage/dungeon/swh.c","southwest",
"/players/josh/room/mage/dungeon/nwh.c","northwest"
}));
}