#AREADATA Name Shire~ Builders Fluffy Halodar~ VNUMs 1100 1199 Credits {110 140} Poohb The Shire~ Security 9 Version 1 End #MOBILES #1100 elven wizard~ the Elven Wizard~ An Elven Wizard is here, creating fireworks for the festivities. ~ The Elven Wizard looks at you in a solemn sort of way. His gaze seems to penetrate through your innermost being. He is wearing a silvery cloak and holding a multi-colored staff. Although he appears to be older than the oldest man, he seems to have an inner strength which most mortals cannot overcome. ~ unique~ ABGR D 500 0 123 0 3d9+258 18d9+100 2d6+3 none -3 -3 -3 4 FU 0 B Z stand stand male 105 AHMV ABCDEFGHIJK medium 0 #1101 ring keeper~ the Keeper of the Ring~ The Keeper of the Ring is here, guarding his treasure jealously. ~ The Ring Keeper is a rather big but short halfling. His short stature and bulbous nose belie his true nature. An elven sword that glows with a blue light hangs from his belt, and on his finger you see the One Ring. Although usually a halfling of peace, he will fight you to the death if you attempt to take away that which belongs to him. ~ unique~ ABFGS BDF 0 0 135 0 3d9+308 10d9+100 2d7+5 none -4 -4 -4 6 BEFJNU 0 0 0 stand stand male 61 AHMV ABCDEFGHIJK medium 0 #1102 farmer gangee~ Farmer Gamgee~ Farmer Gamgee sniffs the air, wondering if harvest time is near. ~ Farmer Gamgee is a short, stout halfling of thirty years. His skin has been tanned from working the fields night and day. He's quite a jolly chap, always ready to befriend an injured bunny rabbit. ~ unique~ ABH 0 350 0 112 0 2d6+85 3d9+100 1d8+1 none 4 4 4 9 EFNU 0 0 0 rest rest male 0 AHMV ABCDEFGHIJK medium 0 #1103 toddler~ a toddler~ A toddler crawls about, looking for something to chew on. ~ The toddler is dressed in nothing but his birthday suit. He crawls about for he hasn't learned to walk yet. He peers up at you and asks "da da?" ~ unique~ ABH 0 100 0 107 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 EFNU 0 0 0 sit sit male 0 AHMV ABCDEFGHIJK medium 0 #1104 nursemaid~ a nursemaid~ A nursemaid wanders about, trying to keep track of all the toddlers. ~ The nursemaid looks rather tired and worn out. Taking care of so many toddlers for too long has evidently taken its toll. She looks to you and in her eyes you can see her longing for a better life. ~ unique~ AB 0 100 0 112 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand female 1 AHMV ABCDEFGHIJK medium 0 #1105 cow~ a cow~ A cow is here, chewing her cud. ~ The cow looks like it hasn't been milked in quite some time. Although she is past her prime, you see that she still has a lot of years left, and that if provoked, her rear kick can be quite deadly. ~ unique~ AG 0 0 0 109 0 2d7+46 2d9+100 1d5+1 charge 6 6 6 9 EFNU 0 0 0 rest rest none 0 AHMV ABCDEFGHIJK medium 0 #1106 pig~ a pig~ A pig wallows in the mud and oinks in contentment. ~ The pig appears quite happy to be a pig. He is oblivious to your presence and cares only for the care-free life that he leads. It is enormously fat and consequently cannot move around very quickly. ~ unique~ AGI 0 0 0 108 0 2d6+35 1d9+100 1d6+0 none 7 7 7 10 EFNR 0 0 0 rest rest none 0 AGV ACDEFHJK medium 0 #1107 chicken~ a chicken~ A chicken sits on her nest. ~ The chicken is bright and healthy. She has no weapons but her beak. ~ unique~ AGI 0 0 0 107 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 EFNU 0 0 0 sit sit female 0 AHMV ABCDEFGHIJK medium 0 #1108 bull~ a bull~ A bull scratches at the ground and lowers his head. ~ The bull is in top condition. He looks like quite a fighter, nothing to be reckoned with. With his horns and his hooves he can attack just about anything. ~ unique~ ABF 0 0 0 111 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium 0 #1109 horse~ a horse~ A horse becomes frightened by your presence. ~ The horse looks at you and turns away. You can tell that it is afraid of you. ~ unique~ ABGI 0 0 0 109 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium 0 #1110 shiriff~ a shiriff~ A shiriff of the Shire looks for signs of trouble. ~ The shiriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff-raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one halfling you don't want to mess with. ~ unique~ ACGT 0 150 0 113 0 2d6+110 4d9+100 1d7+2 none 3 3 3 9 CDEIKLU 0 0 0 sit sit male 2 AHMV ABCDEFGHIJK medium 0 #1111 shiriff~ a shiriff~ A shiriff of the Shire looks for signs of trouble. ~ The shiriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one halfling you don't want to mess with. ~ unique~ ACGT 0 150 0 113 0 2d6+110 4d9+100 1d7+2 none 3 3 3 9 CDEIKLU 0 0 0 sit sit male 2 AHMV ABCDEFGHIJK medium 0 #1112 thain~ the Thain~ The Thain commands respect from all Shire folk. ~ A personable yet serious halfling, the Thain looks at you and yells a deep 'Hullo'. He walks about comfortably, secure in the knowledge that as long as he's in office, the Shire will always remain a safe haven for Shire folk. ~ unique~ AGT V 400 0 140 0 3d9+208 7d9+100 1d12+3 none -1 -1 -1 8 CDEIKLU 0 0 0 sit sit male 25 AHMV ABCDEFGHIJK medium 0 #1113 innkeeper~ the Innkeeper~ The Innkeeper stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on local gossip. In his younger days, he was quite a seasoned traveller. ~ unique~ ABGM 0 200 0 300 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 100000 AHMV ABCDEFGHIJK medium 0 #1114 miller~ the Miller~ The Miller is here, overseeing his busy mill workers. ~ The Miller is an impatient young halfling, always trying to command more respect from his workers than he can get. He looks like the type of person who deserves a spanking but never got one. ~ unique~ ACGH 0 50 0 111 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 10 AHMV ABCDEFGHIJK medium 0 #1115 mill worker~ the mill worker~ The mill worker runs to and fro. ~ The mill worker is in fine shape from the hard labor that he does at the mill. He doesn't notice your presence, but he looks like he could break you in two without thinking about it. ~ unique~ AB 0 0 0 110 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 2 AHMV ABCDEFGHIJK medium 0 #1116 elven warrior~ the elven warrior~ The elven warrior watches you solemnly. ~ The tall elven warrior is light and fair-skinned. The expression that he wears on his countenance is solemn and tragic. He cares not for this world any longer and wearies of it. ~ unique~ ABR 0 600 0 122 0 3d9+233 17d9+100 1d12+3 none -2 -2 -2 4 FU 0 0 0 sit sit male 25 AHMV ABCDEFGHIJK medium 0 #1117 dwarven prince~ the dwarven prince~ The dwarven prince sits here patiently for the return of his king. ~ Grim and cold, the dwarven prince is quite strong and bulky, even for the dwarves of his land. His glowing eyes peer out of his bushy face and stare beyond your gaze. ~ unique~ ABQ 0 200 0 122 0 3d9+258 17d9+100 2d6+4 none -3 -3 -3 6 EIKU 0 0 0 sit sit male 35 AHMV ABCDEFGHIJK medium 0 #1118 shopkeeper~ the shopkeeper~ The shopkeeper smiles and patiently waits for you to buy something. ~ The shopkeeper will fight like a madman to protect his store from riff-raff like you. ~ unique~ ABM 0 600 0 300 0 4d10+360 10d9+100 4d4+5 none -5 -5 -5 7 EFNU 0 0 0 stand stand male 100000 AHMV ABCDEFGHIJK medium 0 #1119 grocer~ the grocer~ The grocer offers you the finest breads in all the land. ~ The grocer is a large, jovial halfling who knows how to enjoy his pipeweed. However, he also knows that it's worth protecting and so will do everything in his power to prevent riff-raff like you from stealing it. ~ unique~ ABM 0 600 0 300 0 4d10+360 10d9+100 4d4+5 none -5 -5 -5 7 EFNU 0 0 0 stand stand male 100000 AHMV ABCDEFGHIJK medium 0 #1120 blacksmith~ the blacksmith~ The blacksmith bids you welcome to his humble store. ~ The blacksmith is a lean and mean fighting machine. His knowledge of weapons and armour would certainly help him in any fight against riff-raff like you. ~ unique~ ABM 0 600 0 300 0 50d10+4500 25d9+100 5d8+19 none -20 -20 -20 3 EFNU 0 0 0 stand stand male 100000 AHMV ABCDEFGHIJK medium 0 #1121 battle master~ the battle master~ The battle master offers you the services of his fine trainees. ~ The battle master is a wizened fighter, with many scars to prove his worth. ~ unique~ ABT 0 350 0 140 0 5d10+600 12d9+100 2d10+7 none -7 -7 -7 6 CDEIKLU 0 0 0 stand stand male 75 AHMV ABCDEFGHIJK medium 0 #1122 halfling youth~ a halfling youth~ A halfling youth stands here, waiting for nothing in particular. ~ The halfling youth is not yet quite in the prime of his youth. He's knee high and you get the sudden urge to step on him. ~ unique~ AGHS DF 0 0 108 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 BEFJNU 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium 0 #1123 seasoned adventurer~ a seasoned adventurer~ A seasoned adventurer sits here, telling tales of fame and fortune. ~ The seasoned adventurer has seen his share of glory days. Although he is past his prime, he still looks like he could put up more than his share of a good fight. ~ unique~ AB 0 100 0 113 0 2d7+96 4d9+100 1d7+2 none 3 3 3 9 EFNU 0 0 0 sit sit male 8 AHMV ABCDEFGHIJK medium 0 #1124 local gossip~ a local gossip~ A local gossip asks you, "Have you heard the latest?" ~ The gossip is all talk and no action. You're transfixed by her ability to talk so much so quickly. ~ unique~ ABH 0 0 0 109 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 sit sit female 1 AHMV ABCDEFGHIJK medium 0 #1125 halfing beauty~ a halfling beauty~ A halfling beauty stares dreamily into your eyes. ~ She is the most beautiful creature you've seen in quite some time. As you stare at her, thoughts of all else vanish. You get the sudden urge to grovel at her feet, hoping she'll take you in like a lost puppy. You wouldn't dare harm a hair on her precious little head. ~ unique~ AB 0 1000 0 111 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand female 3 AHMV ABCDEFGHIJK medium 0 #1126 trainee~ a trainee~ A trainee screams a death cry as he delivers the fatal blow to a dummy. ~ The trainee smiles smugly, aware of your interest in him. He's a little fresh, but his enthusiasm and desire to please more than make up for what he lacks in skill. ~ unique~ AB 0 0 0 110 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium 0 #1127 chic urbanite~ a chic urbanite~ A chic urbanite sits here, enjoying his class status. ~ The urbanite seems very much at home in his surroundings. His clothes are all of the latest fashions and his manners impeccable. He offers you some coins if you'd be so good as to order a drink for him. ~ unique~ ABH 0 0 0 109 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 sit sit male 5 AHMV ABCDEFGHIJK medium 0 #1128 country bumpkin~ a country bumpkin~ A country bumpkin dreams of pipeweed and its many uses. ~ The country bumpkin snores noisily. ~ unique~ AB 0 0 0 110 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 sleep sleep male 3 AHMV ABCDEFGHIJK medium 0 #1130 innkeeper~ the Innkeeper~ The Innkeeper stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on local gossip. In his younger days, he was quite a seasoned traveller. ~ unique~ ABM 0 200 0 300 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 100000 AHMV ABCDEFGHIJK medium 0 #1131 receptionist~ the receptionist~ The receptionist sits here, signing forms. ~ He is a very professional looking type. ~ unique~ AB 0 200 0 117 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand male 3 AHMV ABCDEFGHIJK medium 0 #1132 shiriff~ a shiriff~ A shiriff of the Shire looks for the lost halfling youth. ~ The shiriff is over waist high, quite tall for a halfling. He looks at you, smiles and asks you if you have seen a halfling youth somewhere outside the shire. ~ unique~ ABT 0 150 0 113 0 2d6+110 4d9+100 1d7+2 none 3 3 3 9 CDEIKLU 0 0 0 stand stand male 2 AHMV ABCDEFGHIJK medium 0 #0 #OBJECTS #0 #ROOMS #1100 A dimly lit path~ Dark forest rises on all sides, towering over the thin, narrow trail that winds its way tremulously through the immense trees. A thin carpet of green vegetation covers the forest floor, blanketing the dank, sweet earth for as far as the eye can see. ~ 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1101 M 90 H 90 S #1101 A dimly lit path~ A thick canopy of green shadows the forest high overhead, perhaps a good hundred feet in the air. The trail that winds its way through the gigantic firs is damp and earthy, trodden into a flat surface by frequent travel, while the rest of the woods floor is low, wild vegetation, green and new. ~ 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1102 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1100 M 90 H 90 S #1102 A dimly lit path~ The forest grows denser to the south, while to the north, the trees thin, spacing farther apart as the woods open into a large clearing. The barest outline of a village is visible in the dim light that scatters through the canopy high overhead, giving the entire area a ghostly, greenish pallor. ~ 0 0 3 D0 The dimly lit path leads to a village. ~ ~ 0 -1 1103 D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1101 M 90 H 90 S #1103 Entrance to the Shire~ Bywater Road springs from the edge of the forest, blending in with the edge of the clearing as it runs east and west and opens the dense trees at the entrance to the Shire. The new green vegetation that runs among the bases of the gigantic redwoods mingles with the dry dirt of the oft-trod roadway, casting a fairy dust layer of silt over stems and leaves. ~ 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1104 D2 To the south you see a dimly lit path which leads to a dense forest. ~ ~ 0 -1 1102 D3 To the west runs Bywater Road. ~ ~ 0 -1 1118 M 90 H 90 S #1104 Bywater Road~ Bywater Road continues east and west, running through the Shire's many comfortable abodes and shops. Soft green foliage is coated with a dry layer of dirt that has been kicked up off the earthy roadway and thrown in a fine cloud through the air. Dense forest lies to the south, redwoods overpowering with their immense size the tiny homes in the clearing. ~ 0 0 1 D0 The general store lies to the north. ~ ~ 0 -1 1105 D1 To the east runs Bywater Road. ~ ~ 0 -1 1106 D3 To the west you see the entrance to the Shire. ~ ~ 0 -1 1103 M 90 H 90 S #1105 The General Store~ An entrance stands to the south, where an impossibly small opening leads to the Shire proper above. Wooden shelves of good quality line the earthen walls, and goods and stock of every size and color sit on every level from floor to domed ceiling. The sandy floor exudes a musty, dank smell that permeates the store and its wares. ~ 0 8 0 D2 The only exit lies to the south. ~ ~ 0 -1 1104 M 110 H 90 S #1106 Bywater Road~ Bywater Road runs east and west, a wide track of brown in the midst of the dense vegetation that covers the hillocks to the north and south. Two tiny doors form entrances to underground rooms, and faint white signs are painted on the surfaces of each. ~ 0 0 1 D0 Steps lead to a friendly looking weaponry and armory. ~ ~ 0 -1 1107 D1 To the east runs Bywater Road. ~ ~ 0 -1 1109 D2 To the south lies Kid'n Keep, the local nursery. ~ ~ 0 -1 1108 D3 To the west runs Bywater Road. ~ ~ 0 -1 1104 M 90 H 90 S #1107 The House of Arms~ Shiny steel and the deep gleam of heavy polished stone cast the illumination of the single torch that lights the armory in a trillion different directions as it refracts and reflects. Particles in the earthy floor shine with an unholy glow, glittering among the packed dirt and along the base of the sturdy redwood counter that dominates the room. ~ 0 1032 0 D2 The only exit lies to the south. ~ ~ 0 -1 1106 M 110 H 90 S #1108 Kid'n Keep~ You are inside Kid'n Keep, the convenient one-stop nursery that maintains the youth of the Shire. Toddlers run every which way while their nursemaids sigh in exasperation. The only exit lies to the north. ~ 0 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1106 S #1109 A bend in the road~ A large door, made out of the firm redwood trees that tower over the cleared area in which the Shire rests, sits in the south bank of grass-covered earth that rises off of Bywater Road. The road itself runs east and west, skirting the edge of the forest clearing at the extreme ends of the road. ~ 0 0 1 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1110 D2 To the south runs Bywater Road. ~ ~ 0 -1 1112 D3 To the west runs Bywater Road. ~ ~ 0 -1 1106 M 90 H 90 S #1110 Shiriff Post of the Eastern Shire~ Redwood doors lead east and west out of the small office that forms the nucleus for the operation of Shiriffs in the Shire. The room is small and sparely furnished, relying on makeshift furniture. One square window opens out on a courtyard to south, clearly visible from anywhere in the room. ~ 0 8 0 D1 A door offers passage to the office of the Thain. ~ door~ 1 0 1111 D3 To the west you can see Bywater Road. ~ ~ 0 -1 1109 M 80 H 80 S #1111 Thain's Office~ A single door to the west supplies an exit to the room, while the rest of the walls are solid redwood, almost as if they'd been carved entire from another tree. A slightly domed roof hovers six feet above a solid wood desk and chair, the only adornments of the room. ~ 0 8 0 D3 A door offers passage to the Shiriff Post. ~ door~ 1 0 1110 M 80 H 90 S #1112 Bywater Road~ Bywater Road, a busy little street in the Shire, runs north and south. A dip in two hills to the east reveals some sort of training grounds for military or defense practices, while a large hillock to the west conceals anything in that direction. ~ 0 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1109 D1 The Shiriff Training Grounds lies to the east. ~ ~ 0 -1 1117 D2 To the south runs Bywater Road. ~ ~ 0 -1 1113 M 90 H 90 S #1113 Bywater Road~ Dusty, well travelled Bywater Road extends north, running amidst a series of low hills that conceal the abodes and shops of the Shire. Two such hillocks sit to the east and west, and small doors are set into the earthy sides. A larger door is recessed to the south, and a sign advertises it as an inn. ~ 0 0 1 E sign~ {x -------------------------------------------------------------- {x | | {x | THE IVY BUSH | {x | | {x | Welcome to all travelers. | {x | | {x -------------------------------------------------------------- ~ D0 To the north runs Bywater Road. ~ ~ 0 -1 1112 D1 You spy the private dwelling of a Shire folk to the east. ~ ~ 0 -1 1115 D2 To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and seasoned travelers. ~ ~ 0 -1 1116 D3 You spy the private dwelling of a Shire folk to the west. ~ ~ 0 -1 1114 M 90 H 90 S #1114 A smial~ Wraps of earthy tempered colors cover the walls of the underground room, shielding the inhabitants from the cold soil of the deep earth. A sole exit lies to the est, rising towards the general direction of the surface at a slight grade, and a few bare bits of furniture preside over the spare room. ~ 0 8 0 D1 The only exit lies to the east. ~ ~ 0 -1 1113 S #1115 A smial~ A narrow tunnel rises to the west, twisting upwards toward the surface and open sky. A small table sits in the center of the room, and a chair is settled beside it, tilted diagonally. On all the surrounding walls, bit of cloth keep out the cold and moist soil. ~ 0 8 0 D3 The only exit lies to the west. ~ ~ 0 -1 1113 S #1116 The Ivy Bush~ The Ivy Bush, famed for its jovial innkeeper and splendid hospitality, surges and roars on every side. To the north, an exit to the street is visible, tipping upwards as it runs out of the underground room. Wide tables of an elegant redwood have been marred and notched through their years of service in the inn, and long benches stand sturdily beside them. ~ 0 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1113 S #1117 Shiriff Training Grounds~ The sounds of mock battle and feigned death cries fill your ears. Every which way you turn you see halfling trainees at the prime of their youth. A wizened old battle instructor meets your gaze and asks if he may be of service. The only exit lies to the west. ~ 0 0 0 D3 The only exit lies to the west. ~ ~ 0 -1 1112 S #1118 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. A large, imposing building lies to the south. You catch a glimpse of the Brandywine River to the north. ~ 0 0 1 D1 To the east you see the entrance to the Shire. ~ ~ 0 -1 1103 D2 A large, imposing building lies to the south. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1119 D3 To the west runs Bywater Road. ~ ~ 0 -1 1120 S #1119 Shiriff Post of the Bridge~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Bridge. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the north. ~ 0 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1118 S #1120 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the south you spy the Grocer's Delight, the premium grocer's shop in all the realm while to the north lies Brandywine Bridge. ~ 0 0 1 D0 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 D1 To the east runs Bywater Road. ~ ~ 0 -1 1118 D2 You see the Grocer's Delight to the south. ~ ~ 0 -1 1121 D3 To the west runs Bywater Road. ~ ~ 0 -1 1122 S #1121 The Grocer's Delight~ You tremble with ecstasy as the tempting odors of freshly made pipeweed bread fill your lungs. Rumor has it that the pipeweed bread sold here can restore vitality. You look around but find no one to take your order. You then peep over the counter and discover a friendly grocer who is too short to be seen over the counter. The only exit is to the north. ~ 0 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1120 S #1122 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east. A small hill lies to the west while you can see a watermill to the far south. You catch a glimpse of the Brandywine River to the north. ~ 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1120 D2 An entrance to the watermill lies to the south. ~ ~ 0 -1 1123 D3 A small hill to the west blocks your view. ~ ~ 0 -1 1126 S #1123 Entrance to Watermill~ You stand at the entrance to a watermill. You hear the bustle of busy workers and the sound of a creaking mill. Bywater Road is to the north while the watermill continues to the south. ~ 0 0 0 D0 You see Bywater Road to the north. ~ ~ 0 -1 1122 D2 A watermill meets your gaze. ~ ~ 0 -1 1124 S #1124 The Watermill~ Halfling workers are scattered everywhere, busy at work. You see the river to the west and get a compelling urge to grab the nearest worker and toss him into the river. The entrance stands to the north while a door offers passage to the south. ~ 0 8 0 D0 You see the entrance. ~ ~ 0 -1 1123 D2 A wooden door leads to the rear of the watermill. ~ door~ 1 0 1125 S #1125 Rear of watermill~ You stand in a damp, dimly lit room. Mildew clings to the walls and it appears as if you were the first person to enter the room in ages. A barely visible portal in the ground catches your eye. ~ 0 8 0 D0 A watermill meets your gaze. ~ ~ 0 -1 1124 D5 A hidden portal reveals a passageway down. ~ ~ 0 -1 1146 S #1126 Took Hill~ You stand on top of Took Hill, named after the legendary Bandobras Took. You feel honored to be standing on a hill named after your hero. From this vantage point you can see all of shiredom. You get the feeling that with one stomp you could eliminate their great city. You can see the outline of Midgaard to the far east. Sounds of joyful celebration are heard from the fields west of here. The Brandywine flows lazily nearby. ~ 0 0 4 D1 To the east runs Bywater Road. ~ ~ 0 -1 1122 D3 You see a grassy field to the west. ~ ~ 0 -1 1128 S #1127 Northern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the south and the west. To the east you see Took Hill. ~ 0 0 2 D2 You see a grassy field. ~ ~ 0 -1 1128 S #1128 A grassy field~ You stand in the center of a grassy field. A great birthday party appears to be taking place. Great tables of food are spread out and a young halfling beauty offers you welcome. You are enticed by her generosity and suggestive winks. ~ 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 1127 D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 D2 You see a grassy field. ~ ~ 0 -1 1129 D3 You see a grassy field. ~ ~ 0 -1 1130 S #1129 Southern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the north and the west. To the east you see Took Hill. ~ 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 1128 S #1130 Western end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends every which way but west. ~ 0 0 2 D1 You see a grassy field. ~ ~ 0 -1 1128 S #1131 Brandywine Bridge~ You stand on a solidly built bridge. As you look down you spy gaily colored fish swimming with the current of Brandywine River. The cool water looks invitingly refreshing and you get a sudden urge to strip and bathe in the river, but you hear the laughter of women nearby and so resist the urge. Delving Lane extends to the north while Bywater Road can be seen to the south. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1132 D2 To the south runs Bywater Road. ~ ~ 0 -1 1120 S #1132 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. To the south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the art of innkeeping, offers rest and comfort to the east. You hear the bray of horses from the west. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1133 D1 The Green Dragon offers food, drink, and above all hospitality for mere gold. ~ ~ 0 -1 1144 D2 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 S #1133 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. A large, imposing building lies to the east. You hear the bray of horses from the west. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1134 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1145 D2 You see Delving Lane. ~ ~ 0 -1 1132 D3 You see a grassy field. ~ ~ 0 -1 1138 S #1134 Delving Lane~ Delving Lane runs north and south in this small borough of the Shire. There is a small house to the west, nothing to the east, and up ahead you see a round door which leads to a rather impressive abode. ~ 0 0 1 D0 A large, magnificent house meets your steady gaze. Above the round door a sign reads 'Bag End'. ~ ~ 1 -1 1135 D2 You see Delving Lane. ~ ~ 0 -1 1133 S #1135 Bag End~ You stand in a comfortably well-equipped house, a palace by humble halfling standards. On the wall you see a banner which reads "Home Sweet Home". A solid oak door to the east leads to a pantry while you see a cozy bedroom to the west. ~ 0 8 0 D1 Through the keyhole you see what looks like a well stocked pantry. ~ door~ 1 -1 1137 D2 You see Delving Lane. ~ ~ 0 -1 1134 D3 You see a bedroom. It looks like the beds have recently been slept in. ~ ~ 0 -1 1136 S #1136 Bedroom~ You stand in the private bedroom of Bag End. There are two beds to the side, neither of which are made. Portraits of halflings hang on the wall, and as you gaze upon them you come to the conclusion that the owner of Bag End comes from a long line of distinguished halflings. A cozy fire in the fireplace keeps the room warm and comfortable. ~ 0 8 0 D1 Through the doorway you see the main room of Bag End. ~ ~ 0 -1 1135 S #1137 Pantry~ You are inside the pantry. Shelves filled with food and drink surround you on all sides. You wonder why a halfling would need so much to eat. The presence of something unseen chills you to your bones. On the floor you spy a trapdoor. ~ 0 8 0 D3 Beyond the door you see the main room of Bag End. ~ door~ 1 -1 1135 D5 It's anyone's guess as to where the trapdoor leads. ~ ~ 0 -1 1156 S #1138 A grassy field~ You stand upon a grassy field. A bull stands grazing not far away and out of the corner of your eye you can see him considering you. The sound of animals fill the air from the north. To the south you see a pig pen. ~ 0 0 2 D0 You see a large barn. ~ ~ 0 -1 1142 D1 You see Delving Lane. ~ ~ 0 -1 1133 D2 A rather large pig pen is to the south. ~ ~ 0 -1 1139 S #1139 Pig pen~ You feel your boots sinking into the mud. Numerous pigs roam about, oblivious to your company. A grassy field is to the north while you see a small path winding to the west. ~ 0 0 1 D0 You see a grassy field. ~ ~ 0 -1 1138 D3 A small path winds its way eastward. ~ ~ 0 -1 1140 S #1140 A stony path~ You walk on a stony path which leads to a small residence to the north. From the east you hear the noisy din of pigs. ~ 0 0 1 D0 To the north you see a modest house. ~ ~ 0 -1 1141 D1 A rather large pig pen is to the east. ~ ~ 0 -1 1139 S #1141 Gamgee Residence~ You stand inside a modest home. You deduce that this is indeed the home of whomever owns the surrounding lands. The air is somewhat musty and the smell reminds you of a stable. As you look around disdainfully, you think to yourself that this is more of a shack than a proper residence and you long for the urban riches of the Shire proper. ~ 0 8 0 D2 You see a small path winding its way southward. ~ ~ 0 -1 1140 S #1142 A barn~ Animals of every sort fill the small barn. You feel the hot breath of horses and cows on your neck and you feel the sudden need for fresh air. Other than that, you feel cozy and protected and don't mind staying for a bit longer. All the warmth and good vibes remind you of the days when your mother would hold you in her arms and sing you to sleep. You find yourself wanting to cradle all the animals. ~ 0 8 0 D0 You see a chicken coop to the north. ~ ~ 0 -1 1143 D2 You see a grassy field. ~ ~ 0 -1 1138 S #1143 A chicken coop~ You stand inside a rather crowded chicken coop. The cackle of hens fill the air. The only exit is to the south. ~ 0 8 0 D2 You see a large barn. ~ ~ 0 -1 1142 S #1144 The Green Dragon~ Welcome to the Green Dragon, the undisputed leader in the art of innkeeping. A rather charming and friendly hostess stands to the side, ready to offer you food and drink. While most of the patrons are halfling locals, you spy an occasional human or two. As you listen more closely to the conversations that fill the inn, you hear the tales of great and seasoned adventurers as well as the usual gossip. You feel as if you've found your second home in the Green Dragon. You see a stairway leading upwards. ~ 0 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1132 D4 You see the reception. ~ ~ 0 -1 1157 S #1145 Shiriff Post of Delving Lane~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of Delving Lane. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the west. ~ 0 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1133 S #1146 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. You see light from a small hole in the ceiling while to the east you see nothing but darkness. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1147 D4 You see a portal which leads to a small room. ~ ~ 0 -1 1125 S #1147 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1148 D3 You see a dark tunnel. ~ ~ 0 -1 1146 S #1148 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1149 D3 You see a dark tunnel. ~ ~ 0 -1 1147 S #1149 A three way intersection~ You stand at an intersection. The tunnel continues east and west while to the north you can barely make out a smaller trail. ~ 0 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1151 D1 You see a dark tunnel. ~ ~ 0 -1 1150 D3 You see a dark tunnel. ~ ~ 0 -1 1148 S #1150 End of a dark tunnel~ You stand at the end of a dark tunnel. The underground tunnel continues to the west. From a trapdoor in the ceiling you can hear the din of adventurers. ~ 0 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1149 D4 You hear the din of adventurers. ~ ~ 0 -1 3001 S #1151 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west you see a Shirriff Post while to the east lies a small home. All you can see is darkness. ~ 0 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1152 D1 You see a halfling hole. ~ ~ 0 -1 1154 D2 You see a dark tunnel. ~ ~ 0 -1 1149 D3 Above a great oak door you see a sign which reads 'Shirriff Post'. ~ ~ 0 -1 1153 S #1152 A dark tunnel~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west lies a small home. All you can see is darkness. ~ 0 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1156 D2 You see a dark tunnel. ~ ~ 0 -1 1151 D3 You see a halfling hole. ~ ~ 0 -1 1155 S #1153 Shiriff Post of the Lower Shire~ You are in the shiriff Post which acts as the nucleus for the three shiriffs of the Lower Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the east. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1151 S #1154 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 0 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1151 S #1155 A halfling hole~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1152 S #1156 End of a dark tunnel~ You are at one end of a dark tunnel. The tunnel continues to the south while on the ceiling you can make out a trapdoor. ~ 0 9 0 D2 You see a dark tunnel. ~ ~ 0 -1 1152 D4 A trapdoor on the ceiling reveals a passageway. ~ ~ 0 -1 1137 S #1157 The Inn of the Green Dragon~ You are standing in the Inn of the Green dragon. Large paintings of halflings at work, and halflings at play adorn the walls. Comfortable benches and seats line the walls. A stairway leads down. ~ 0 24 0 D5 ~ ~ 0 -1 1144 S #0 #SPECIALS M 1100 spec_cast_mage M 1101 spec_thief M 1110 spec_guard M 1111 spec_guard M 1112 spec_guard M 1116 spec_cast_mage M 1117 spec_cast_cleric M 1121 spec_guard M 1122 spec_thief M 1132 spec_guard S #RESETS M 0 1118 1 1105 1 M 0 1120 1 1107 1 M 0 1104 2 1108 2 M 0 1104 2 1108 2 M 0 1103 6 1108 6 M 0 1103 6 1108 6 M 0 1103 6 1108 6 M 0 1103 6 1108 6 M 0 1103 6 1108 6 M 0 1103 6 1108 6 M 0 1110 8 1110 2 M 0 1110 8 1110 2 M 0 1111 4 1110 1 M 0 1112 1 1111 1 M 0 1128 4 1114 1 M 0 1128 4 1115 1 M 0 1113 1 1116 1 M 0 1123 5 1116 2 M 0 1123 5 1116 2 M 0 1124 2 1116 2 M 0 1124 2 1116 2 M 0 1127 7 1116 3 M 0 1127 7 1116 3 M 0 1127 7 1116 3 M 0 1121 1 1117 1 M 0 1126 3 1117 3 M 0 1126 3 1117 3 M 0 1126 3 1117 3 M 0 1110 8 1119 2 M 0 1110 8 1119 2 M 0 1111 4 1119 1 M 0 1119 1 1121 1 M 0 1115 6 1123 6 M 0 1115 6 1123 6 M 0 1115 6 1124 6 M 0 1115 6 1124 6 M 0 1115 6 1124 6 M 0 1114 1 1124 1 M 0 1115 6 1125 6 M 0 1122 9 1127 3 M 0 1122 9 1127 3 M 0 1122 9 1127 3 M 0 1125 1 1128 1 M 0 1100 1 1128 1 M 0 1122 9 1129 3 M 0 1122 9 1129 3 M 0 1122 9 1129 3 M 0 1122 9 1130 3 M 0 1122 9 1130 3 M 0 1122 9 1130 3 M 0 1116 1 1136 1 M 0 1117 1 1136 1 M 0 1101 1 1137 1 M 0 1108 1 1138 1 M 0 1106 5 1139 5 M 0 1106 5 1139 5 M 0 1106 5 1139 5 M 0 1106 5 1139 5 M 0 1106 5 1139 5 M 0 1102 1 1141 1 M 0 1105 3 1142 3 M 0 1105 3 1142 3 M 0 1105 3 1142 3 M 0 1109 4 1142 4 M 0 1109 4 1142 4 M 0 1109 4 1142 4 M 0 1109 4 1142 4 M 0 1107 6 1143 6 M 0 1107 6 1143 6 M 0 1107 6 1143 6 M 0 1107 6 1143 6 M 0 1107 6 1143 6 M 0 1107 6 1143 6 M 0 1130 1 1144 1 M 0 1123 5 1144 3 M 0 1123 5 1144 3 M 0 1123 5 1144 3 M 0 1127 7 1144 4 M 0 1127 7 1144 4 M 0 1127 7 1144 4 M 0 1127 7 1144 4 M 0 1110 8 1145 2 M 0 1110 8 1145 2 M 0 1111 4 1145 1 M 0 1110 8 1153 2 M 0 1110 8 1153 2 M 0 1111 4 1153 1 M 0 1128 4 1154 1 M 0 1128 4 1155 1 M 0 1131 1 1157 1 S #SHOPS 1113 17 0 0 0 0 100 50 0 23 1118 13 5 15 1 17 100 50 0 23 1119 13 5 15 1 17 100 50 0 23 1120 9 5 0 0 0 100 50 0 23 1130 17 0 0 0 0 100 50 0 23 0 #$