text: // File created with /daemon/persistent_room_d.c
  #include <std.h>
  
  inherit "/cmds/avatar/avatar_room.c";
  
  void create()
  {
      ::create();
      set_name("swamp_entrance");
      set_property("indoors",1);
      set_property("light",1);
      set_property("no teleport",1);
      set_terrain("wood building");
      set_travel("foot path");
      set_climate("temperate");
  
      set_short("%^YELLOW%^Before a Fort%^RESET%^");
  
      set_long("%^RESET%^%^ORANGE%^You stand before a crude %^YELLOW%^fort%^RESET%^%^ORANGE%^. Rough hewn logs have been bound together to form a sturdy %^GREEN%^barricade.%^ORANGE%^ The tops of the logs have been wh"
  	"ittled down into points, and a large gate can be closed in defense. A foot path worn down by many bare feet lead up to the fort.%^RESET%^"
  	);
  
      set_smell("default","
  You can smell wood smoke, and the rotting funk of the swamp.");
      set_listen("default","The swamp is alive with mosquitos and other vermin that never quiets.");
  
      
  set_items(([ 
  	"barricade" : "The walls look very strong and a good ten feet tall.",
  	"wall" : "The fort is just a couple low slung buildings with the wall for protection.",
  	"path" : "The path is very crude and mostly due to being worn down by bare feet.",
  	"fort" : "You can't see much behind the tall walls.",
  	]));
  
      set_exits(([ 
  		"north" : "/d/laerad/swamp/swamp44",
  		"south" : "/d/av_rooms/myrkul/swamp_fort",
  	]));
  
      set_door("gate","/d/av_rooms/myrkul/swamp_fort","south","gate key","lock");
      add_lock("gate","gate key","lock","This is a standard lock.");
      set_locked("gate",1,"lock");
      lock_difficulty("gate",-20,"lock");
      set_open("gate",0);
      set_string("gate","knock","pounds on the");
      set_string("gate","open","The gate swings open silently.");
      set_string("gate","close","The gate swings closed silently.");
      set_door_description("gate","This is a sturdy gate made of wooden logs. It has iron hinges and is very heavy.");
  }