#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. ~ ~ 0 -1 1451 S #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 $~