text: #include <std.h>
  inherit ROOM;
  #define MPATH "/d/dagger/marsh/swamp/mon/"+
  #define RPATH "/d/dagger/marsh/swamp/rooms/"+
  int xy;
  void create() {
      ::create();
     set_terrain(MARSH);
     set_travel(FRESH_BLAZE);
      set_property("light", 0);
      set_short("%^GREEN%^Dagger marsh%^RESET%^");
      set_long( "%^GREEN%^"
          "You are wandering within the depths of the %^CYAN%^Dagger marsh%^GREEN%^. "
  	"The %^ORANGE%^bog%^GREEN%^ squishes below your feet and you "
  	"are extremely careful not to fall prey to the patches of "
  	"%^RED%^quicksand%^GREEN%^ that are surely to be found here. "
  	"All around you %^BLUE%^insects%^GREEN%^ buzz madly. Many tales have surfaced "
  	"about %^CYAN%^Dagger marsh%^GREEN%^ and the horrors that lie deep within its "
  	"darkened pathways. Old rotten %^BOLD%^trees%^RESET%^%^GREEN%^ "
  	"lay half-dead beside you covered in %^MAGENTA%^moss%^GREEN%^"
  	" and %^MAGENTA%^creeper weeds%^GREEN%^."      
          "%^RESET%^"
      );
      set_listen("default",
   	"You hear the sound of your heart racing."
      );
      set_smell("default",
  	"It smells of massive decay here."
      );
      set_items(([
          "bog":"%^GREEN%^The bog is murky and disgusting%^RESET%^",
          "quicksand":"There is bound to be patches of its somewhere.%^RESET%^",
          "paths":"The paths are small and twist through the bog.",
  	"insects":"Insects buzz around your head in a frenzy.",
  	"trees":"The trees are all half-dead and rotten and provide many odd "
  	"shaped shadows to add to the darkened mood.",
  	"weeds":"There is certainly an abundance of those here.",
  	"moss":"The moss grows everywhere and on everything. It is as though "
  	"vegetation is the master of this area.",
      ]));
      set_exits(([
  	"south": RPATH "m5",
  	"northeast": RPATH "m13",
      ]));
  }
  void reset() {
      ::reset();
      if(!present("thing") && !present("lizard") && !present("bogger") &&
  	!present("mound") && !present("boa")) {
          xy = random(10);
          if(xy == 0) {
  	    new( MPATH "thing.c" )->move(TO);
          }
          if(xy == 1) {
  	    new( MPATH "lizard.c" )->move(TO);
          }
          if(xy == 2) {
  	     new( MPATH "bogger.c" )->move(TO);
          }
          if(xy == 3) {
  	    new( MPATH "mound.c" )->move(TO);
  	}
          if(xy == 4) {
  	    new( MPATH "boa.c" )->move(TO);
          }
          if(xy == 5) {
  	    new( MPATH "lizard.c" )->move(TO);
              new( MPATH "boa.c" )->move(TO);
              new( MPATH "bogger.c" )->move(TO);
          }
          if(xy == 6) {
  	    new( MPATH "thing.c" )->move(TO);
              new( MPATH "lizard.c" )->move(TO);
              new( MPATH "bogger.c" )->move(TO);
          }
      }
  }
  