crodo_mud/cnf/
crodo_mud/lib/
crodo_mud/lib/house/
crodo_mud/lib/misc/
crodo_mud/lib/plralias/F-J/
crodo_mud/lib/plralias/U-Z/
crodo_mud/lib/plrobjs/
crodo_mud/lib/plrvars/A-E/
crodo_mud/lib/plrvars/F-J/
crodo_mud/lib/plrvars/K-O/
crodo_mud/lib/plrvars/P-T/
crodo_mud/lib/plrvars/U-Z/
crodo_mud/lib/text/
crodo_mud/lib/text/help/
crodo_mud/lib/world/
crodo_mud/src/
#1400
A dimly lit path~
   You tread through the deep, dark forest on a dimly lit path.  Up ahead you
can hear the faint sounds of a village.
~
14 0 3
D0
The dimly lit path leads north through the dense forest.
~
~
0 -1 1401
D2
The dimly lit path leads south through the light forest.
~
~
0 -1 6002
S
#1401
A dimly lit path~
   You tread through the deep, dark forest on a dimly lit path.  Up ahead you
can hear the faint sounds of a village.
~
14 0 3
D0
The dimly lit path leads north through the dense forest.
~
~
0 -1 1402
D2
The dimly lit path leads south through the dense forest.
~
~
0 -1 1400
S
#1402
A dimly lit path~
   You tread through the deep, dark forest on a dimly lit path.  The forest
here seems less dense than to the south.  Northward you see the faint outline
of a village.
~
14 0 3
D0
The dimly lit path leads to a village.
~
~
0 -1 1403
D2
The dimly lit path leads south through the dense forest.
~
~
0 -1 1401
S
#1403
Entrance to the Shire~
   You stand at the entrance to the Shire.  You see halflings, no more than
wee tall, every which way you look. Bywater Road leads east and west.
~
14 0 1
D1
To the east runs Bywater Road.
~
~
0 -1 1404
D2
To the south you see a dimly lit path which leads to a dense forest.
~
~
0 -1 1402
D3
To the west runs Bywater Road.
~
~
0 -1 1418
S
#1404
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the east and west while to the north lies the general store.
~
14 0 1
D0
The general store lies to the north.
~
~
0 -1 1405
D1
To the east runs Bywater Road.
~
~
0 -1 1406
D3
To the west you see the entrance to the Shire.
~
~
0 -1 1403
S
#1405
The General Store~
   You are inside the general store.  All sorts of goodies are stacked on the
many shelves.  Your local friendly shopkeeper is smiling patiently, waiting to 
serve you to the best of his abilities.  The only exit is to the south.
~
14 d 0
D2
The only exit lies to the south.
~
~
0 -1 1404
S
#1406
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the east and west.  To the north, steps lead to a friendly looking
weaponry/armoury while a nursery lies to the south.
~
14 0 1
D0
Steps lead to a friendly looking weaponry and armoury.
~
~
0 -1 1407
D1
To the east runs Bywater Road.
~
~
0 -1 1409
D2
To the south lies Kid'n Keep, the local nursery.
~
~
0 -1 1408
D3
To the west runs Bywater Road.
~
~
0 -1 1404
S
#1407
The House of Arms~
   You are inside the finest weapons and armour shop in all of Shiredom.  The
shopkeeper proudly displays his fine wares and humbly offers the best daggers
that you have ever laid eyes on.
~
14 d 0
D2
The only exit lies to the south.
~
~
0 -1 1406
S
#1408
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.
~
14 d 0
D0
The only exit lies to the north.
~
~
0 -1 1406
S
#1409
A bend in the road~
   Bywater Road continues west and south.  A large, imposing building lies
to the east.
~
14 0 1
D1
A large, imposing building lies to the east.  A sign reads 'Shiriff Post'.
~
~
0 -1 1410
D2
To the south runs Bywater Road.
~
~
0 -1 1412
D3
To the west runs Bywater Road.
~
~
0 -1 1406
S
#1410
Shiriff Post of the Eastern Shire~
   You are in the Shiriff Post which acts as the nucleus for the three shiriffs
of the Eastern 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.  A door offers passage to the east.
~
14 d 0
D1
A door offers passage to the office of the Thain.
~
door~
1 0 1411
D3
To the west you can see Bywater Road.
~
~
0 -1 1409
S
#1411
Thain's Office~
   You stand inside the office of the Thain, the police protectorate of the
great Shire.  The Thain has sworn to protect the Shire from all thieves and
murderers with his life, and so eyes you suspiciously.  A door to the west
leads to the Shiriff Post.
~
14 d 0
D3
A door offers passage to the Shiriff Post.
~
door~
1 0 1410
S
#1412
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the north and south.  To the east you spy the training grounds for
shiriffs in training.
~
14 0 1
D0
To the north runs Bywater Road.
~
~
0 -1 1409
D1
The Shiriff Training Grounds lies to the east.
~
~
0 -1 1417
D2
To the south runs Bywater Road.
~
~
0 -1 1413
S
#1413
Bywater Road~
   You stand on Bywater Road, the busiest street in all of Shiredom.  The road
continues to the north.  The private residences of Shire inhabitants are to
the east and west while to the south lies the Ivy Bush, second only to the
Green Dragon for its hospitality and service.
~
14 0 1
D0
To the north runs Bywater Road.
~
~
0 -1 1412
D1
The private dwelling of a Shire folk lies to the east.
~
~
0 -1 1415
D2
To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and
seasoned travellers.
~
~
0 -1 1416
D3
You spy the private dwelling of a Shire folk to the west.
~
~
0 -1 1414
S
#1414
A smial~
   This is the inside of a smial, a hole in the ground which serves as the
proper dwelling place for halflings.  As you look around this private abode,
you feel as if you were intruding and so quickly cover your eyes.  The only
exit lies to the east.
~
14 d 0
D1
The only exit lies to the east.
~
~
0 -1 1413
S
#1415
A smial~
   You are inside a smial, a hole in the ground which serves as the proper
dwelling place for halflings.  As you look around this private abode, you feel
as if you were intruding and so quickly cover your eyes.  The only exit lies
to the west.
~
14 d 0
D3
The only exit lies to the west.
~
~
0 -1 1413
S
#1416
The Ivy Bush~
   You are in the Ivy Bush, one of the most famous inns in all of Shiredom.
Chique Shire urbanites and seasoned travellers fill the confines of the room
with gay and lively talk.  A jovial innkeeper stops all that he is doing to
await your command.  The only exit lies to the north.
~
14 d 0
D0
The only exit lies to the north.
~
~
0 -1 1413
S
#1417
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.
~
14 0 0
D3
The only exit lies to the west.
~
~
0 -1 1412
S
#1418
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.
~
14 0 1
D1
To the east you see the entrance to the Shire.
~
~
0 -1 1403
D2
A large, imposing building lies to the south.  A sign reads 'Shiriff Post'.
~
~
0 -1 1419
D3
To the west runs Bywater Road.
~
~
0 -1 1420
S
#1419
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.
~
14 d 0
D0
The only exit is to the north.
~
~
0 -1 1418
S
#1420
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.
~
14 0 1
D0
Brandywine Bridge offers safe passage across the tumultuous river.
~
~
0 -1 1431
D1
To the east runs Bywater Road.
~
~
0 -1 1418
D2
You see the Grocer's Delight to the south.
~
~
0 -1 1421
D3
To the west runs Bywater Road.
~
~
0 -1 1422
S
#1421
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.
~
14 d 0
D0
The only exit is to the north.
~
~
0 -1 1420
S
#1422
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.
~
14 0 1
D1
To the east runs Bywater Road.
~
~
0 -1 1420
D2
An entrance to the watermill lies to the south.
~
~
0 -1 1423
D3
A small hill to the west blocks your view.
~
~
0 -1 1426
S
#1423
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.
~
14 0 0
D0
You see Bywater Road to the north.
~
~
0 -1 1422
D2
A watermill meets your gaze.
~
~
0 -1 1424
S
#1424
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 to toss
him into the river.  The entrance stands to the north while a door offers
passage to the south.
~
14 d 0
D0
You see the entrance.
~
~
0 -1 1423
D2
A wooden door leads to the rear of the watermill.
~
door~
1 0 1425
S
#1425
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.
~
14 d 0
D0
A watermill meets your gaze.
~
~
0 -1 1424
D5
A hidden portal reveals a passageway down.
~
~
0 -1 1446
S
#1426
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 by lazily nearby.
~
14 0 4
D1
To the east runs Bywater Road.
~
~
0 -1 1422
D3
You see a grassy field to the west.
~
~
0 -1 1428
S
#1427
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.
~
14 0 2
D1
A small hill to the east blocks your view.
~
~
0 -1 1426
D2
You see a grassy field.
~
~
0 -1 1428
D3
You see a grassy field.
~
~
0 -1 1430
S
#1428
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.
~
14 0 2
D0
You see a grassy field.
~
~
0 -1 1427
D1
A small hill to the east blocks your view.
~
~
0 -1 1426
D2
You see a grassy field.
~
~
0 -1 1429
D3
You see a grassy field.
~
~
0 -1 1430
S
#1429
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.
~
14 0 2
D0
You see a grassy field.
~
~
0 -1 1428
D1
A small hill to the east blocks your view.
~
~
0 -1 1426
D3
You see a grassy field.
~
~
0 -1 1430
S
#1430
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.
~
14 0 2
D0
You see a grassy field.
~
~
0 -1 1427
D1
You see a grassy field.
~
~
0 -1 1428
D2
You see a grassy field.
~
~
0 -1 1429
S
#1431
Brandywine Bridge~
   You stand on a solidly built bridge.  As you look down you spy gaily
coloured 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.
~
14 0 1
D0
You see Delving Lane.
~
~
0 -1 1432
D2
To the south runs Bywater Road.
~
~
0 -1 1420
S
#1432
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.
~
14 0 1
D0
You see Delving Lane.
~
~
0 -1 1433
D1
The Green Dragon offers food, drink, and above all hospitality for mere gold.
~
~
0 -1 1444
D2
Brandywine Bridge offers safe passage across the tumultuous river.
~
~
0 -1 1431
D3
You see a grassy field.
~
~
0 -1 1438
S
#1433
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.
~
14 0 1
D0
You see Delving Lane.
~
~
0 -1 1434
D1
A large, imposing building lies to the east.  A sign reads 'Shiriff Post'.
~
~
0 -1 1445
D2
You see Delving Lane.
~
~
0 -1 1432
D3
You see a grassy field.
~
~
0 -1 1438
S
#1434
Delving Lane~
   Delving Lane runs north and south in this small borough of the Shire. You
stand in a cul de sac. There is a trail leading off to the west, and
up ahead you see a round door which leads to a rather impressive abode.
~
14 0 1
D0
A large, magnificent house meets your steady gaze.  Above the round door a
sign reads 'Bag End'.
~
~
1 -1 1435
D2
You see Delving Lane.
~
~
0 -1 1433
D3
~
~
0 -1 6164
S
#1435
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.
~
14 d 0
D1
Through the keyhole you see what looks like a well stocked pantry.
~
door~
1 -1 1437
D2
You see Delving Lane.
~
~
0 -1 1434
D3
You see a bedroom.  It looks like the beds have recently been slept in.
~
~
0 -1 1436
S
#1436
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.
~
14 d 0
D1
Through the doorway you see the main room of Bag End.
~
~
0 -1 1435
S
#1437
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.
~
14 d 0
D3
Beyond the door you see the main room of Bag End.
~
~
0 -1 1435
D5
It's anyone's guess as to where the trapdoor leads.
~
door trapdoor~
1 -1 1456
S
#1438
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.
~
14 0 2
D0
You see a large barn.
~
~
0 -1 1442
D1
You see Delving Lane.
~
~
0 -1 1433
D2
A rather large pig pen is to the south.
~
~
0 -1 1439
S
#1439
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.
~
14 0 1
D0
You see a grassy field.
~
~
0 -1 1438
D3
A small path winds its way westward.
~
~
0 -1 1440
S
#1440
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.
~
14 0 1
D0
To the north you see a modest house.
~
~
0 -1 1441
D1
A rather large pig pen is to the east.
~
~
0 -1 1439
S
#1441
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.
~
14 d 0
D2
You see a small path winding its way southward.
~
~
0 -1 1440
S
#1442
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.
~
14 d 0
D0
You see a chicken coop to the north.
~
~
0 -1 1443
D2
You see a grassy field.
~
~
0 -1 1438
S
#1443
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.
~
14 d 0
D2
You see a large barn.
~
~
0 -1 1442
S
#1444
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.
~
14 d 0
D3
You see Delving Lane.
~
~
0 -1 1432
S
#1445
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.
~
14 d 0
D3
You see Delving Lane.
~
~
0 -1 1433
S
#1446
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.
~
14 ad 0
D1
You see a dark tunnel.
~
~
0 -1 1447
D4
You see a portal which leads to a small room.
~
~
0 -1 1425
S
#1447
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.
~
14 ad 0
D1
You see a dark tunnel.
~
~
0 -1 1448
D3
You see a dark tunnel.
~
~
0 -1 1446
S
#1448
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.
~
14 ad 0
D1
You see a dark tunnel.
~
~
0 -1 1449
D3
You see a dark tunnel.
~
~
0 -1 1447
S
#1449
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.
~
14 ad 0
D0
You see a dark tunnel.
~
~
0 -1 1451
D1
You see a dark tunnel.
~
~
0 -1 1450
D3
You see a dark tunnel.
~
~
0 -1 1448
S
#1450
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.
~
14 ad 0
D3
You see a dark tunnel.
~
~
0 -1 1449
D4
You hear the din of adventurers.
~
~
0 -1 3001
S
#1451
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.
~
14 ad 0
D0
You see a dark tunnel.
~
~
0 -1 1452
D1
You see a halfling hole.
~
~
0 -1 1454
D2
You see a dark tunnel.
~
~
0 -1 1449
D3
Above a great oak door you see a sign which reads 'Shirriff Post'.
~
~
0 -1 1453
S
#1452
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.
~
14 ad 0
D0
You see a dark tunnel.
~
~
0 -1 1456
D2
You see a dark tunnel.
~
~
0 -1 1451
D3
You see a halfling hole.
~
~
0 -1 1455
S
#1453
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.
~
14 ad 0
D1
You see a dark tunnel.
~
~
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#1454
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.
~
14 ad 0
D3
You see a dark tunnel.
~
~
0 -1 1451
S
#1455
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.
~
14 ad 0
D1
You see a dark tunnel.
~
~
0 -1 1452
S
#1456
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.
~
14 ad 0
D2
You see a dark tunnel.
~
~
0 -1 1452
D4
A trapdoor on the ceiling reveals a passageway.
~
door trapdoor~
1 -1 1437
S
$~