daleken/
daleken/data/notes/
daleken/data/player/
daleken/data/system/poses/
daleken/doc/Homepage/images/
daleken/log/
# This file has been autogenerated, you can edit this online.
-Version 0;
-Date 1024369007;

Area {
Name	"&KMirkwood";
Plane	"Koronin";
Builders	"Symposium";
Repop	"You hear rustling noises in the undergrowth.&n\n";
LVnum	9800;
UVnum	9899;
Security	4;
Temp	-10;
Flags	(verbose);
Economy	29526;
};






Mobile {
Vnum	9800;
Name	"Beorn bear";
Short	"Beorn the bear";
Long	"The tall warrior Beorn is enraptured by Gandalf's tale.\n";
Desc	"Beorn is a tall, strong man, he stands taller than any you have known.\n
He wears a think dark beard and he strokes it absently as he looks at you.\n
His legs are arms are thick and hairy, so much so that you could just\n
imagine this giant as a bear.  At the moment Beorn is listening with total\n
attention to the story that Gandalf is unraveling with great mastery.\n";
Level	40;
Align	900;
Class	(Ranger);
Act	(npc sentinel stay_area);
Affected	(detect-evil detect-invis detect-magic detect-hidden infrared);
Sex	(male);
Race	(Giant);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
MudProg	{
Type	(greet_prog);
Args	"80";
Comlist	"say Oh no, another!\n
say Gandalf, who is this person?\n";
};
};
Mobile {
Vnum	9801;
Name	"gandalf wizard";
Short	"Gandalf";
Long	"A tall wizard wrapped in grey robes is gesturing grandly.\n";
Desc	"Gandalf's eyes are steely blue and his gaze penetrates into your darkest\n
thought, you know by looking at this man that he is not someone to be taken\n
lightly, his power is almost unrivaled in all of middle earth.  Known for\n
his fun and games this kindly old wizard is waving his long stemmed pipe\n
about in accompaniment to a story he is telling.\n";
Level	44;
Align	980;
Class	(Mage);
Act	(npc sentinel practice);
Affected	(detect-evil detect-invis detect-magic detect-hidden sanctuary);
Sex	(male);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
MudProg	{
Type	(rand_prog);
Args	"6";
Comlist	"echo $i whistles loudly.\n
asound From the south you hear $i whistle loudly.\n";
};
};
Mobile {
Vnum	9802;
Name	"Bilbo Baggins man";
Short	"Bilbo Baggins";
Long	"A short little man with hairy toes stands here trying to disappear.\n";
Desc	"This is Bilbo Baggins, a hobbit of good family and unimpeachable\n
reputation.  He is short little fellow and he looks like he should be\n
clutching a hat in his small hands, he wears a small waistcoat which is\n
missing quite a few buttons.  He seems a little uncomfortable in the present\n
company and looks to be trying to disappear, while at the same time being\n
most interested in Gandalf's storytelling.\n";
Level	27;
Align	920;
Act	(npc sentinel wimpy assist);
Affected	(protect sneak);
Sex	(male);
Race	(Hobbit);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9803;
Name	"Thorin dwarf";
Short	"Thorin Oakenshield";
Long	"A tallish dwarf who looks to be fairly important.\n";
Desc	"Thorin is the descendant of the dwarven kings from under the mountain, he\n
is a proud strong dwarf in the prime of his life.  He wears well made\n
clothing and looks distinguished with his magnificent beard.\n";
Level	29;
Align	890;
Act	(npc sentinel);
Affected	(detect-evil);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9804;
Name	"Dori dwarf";
Short	"Dori";
Long	"A dwarf is standing listening attentively to Gandalf.\n";
Desc	"Dori, brother to Nori and Ori, wears a magnificent beard, he is dressed\n
in worn traveling clothes stained from much use.  He looks a little tired\n
but he stands tall listening to what Gandalf has to say.\n";
Level	24;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9805;
Name	"Nori dwarf";
Short	"Nori";
Long	"Nori is waiting here anticipating Gandalf's signal.\n";
Desc	"Nori, brother of Dori and Ori, like his brothers wears worn traveling\n
clothes and a thick beard.  He leans forward, listening for Gandalf's signal\n
to move.\n";
Level	24;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9806;
Name	"Ori dwarf";
Short	"Ori";
Long	"Ori is waiting here anticipating Gandalf's signal.\n";
Desc	"Ori, brother of Dori and Nori, like his brothers wears worn traveling\n
clothes and a thick beard.  He leans forward, listening for Gandalf's signal\n
to move.\n";
Level	24;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9807;
Name	"Balin dwarf";
Short	"Balin";
Long	"Balin is here talking with his brother.\n";
Desc	"Balin stands here talking to his brother Dwalin, he is idly twisting the\n
end of his long thick beard between stubby fingers.  Balin is strong, even\n
for a dwarf, evidence of his passion for mining and exploring underground.\n";
Level	26;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9808;
Name	"dwalin dwarf";
Short	"Dwalin";
Long	"Dwalin is here talking with his brother.\n";
Desc	"Dwalin stands here talking to his brother Balin, like his brother he is\n
dark haired and has large eyes obviously suited to the mining life that he\n
and his brother have chosen.\n";
Level	25;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9809;
Name	"Fili dwarf";
Short	"Fili";
Long	"Fili is playing noughts and crosses with his brother.\n";
Desc	"Fili is a kindly looking dwarf with smiling eyes, at the moment he is\n
squatted in the dirt with his brother Kili drawing a noughts and crosses\n
board with a twig.\n";
Level	23;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9810;
Name	"Kili dwarf";
Short	"Kili";
Long	"Kili is playing noughts and crosses with his brother.\n";
Desc	"Kili is a kindly looking dwarf with smiling eyes, at the moment he is\n
squatted in the dirt with his brother Kili drawing a noughts and crosses\n
board with a twig.\n";
Level	23;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9811;
Name	"Oin dwarf";
Short	"Oin";
Long	"Oin is sitting in the shade, with his eyes closed.\n";
Desc	"Oin looks to be perfectly contented to rest in the shade under one of the\n
great trees at the side of the drive.  Long beard tucked into his belt he\n
has his eyes closed and he seems to be asleep.\n";
Level	23;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9812;
Name	"Gloin dwarf";
Short	"Gloin";
Long	"Gloin is sitting in the shade, with his eyes closed.\n";
Desc	"Gloin looks to be perfectly contented to rest in the shade under one of the\n
great trees at the side of the drive.  Long beard tucked into his belt he\n
has his eyes closed and he seems to be asleep.\n";
Level	23;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9813;
Name	"Bifur dwarf";
Short	"Bifur";
Long	"Bifur is struggling to help the fat Bombur.\n";
Desc	"Bifur is a younger dwarf with only a short beard, he is sweating\n
profusely as he struggles to move the bulk of his brother Bombur, who seems\n
more interested in getting more food from his pack to feed his massive\n
appetite.\n";
Level	23;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9814;
Name	"Bofur dwarf";
Short	"Bofur";
Long	"Bofur is struggling to help the fat Bombur.\n";
Desc	"Bofur is a younger dwarf with only a short beard, he is sweating\n
profusely as he struggles to move the bulk of his brother Bombur, who seems\n
more interested in getting more food from his pack to feed his massive\n
appetite.\n";
Level	23;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9815;
Name	"Bombur dwarf";
Short	"Bombur";
Long	"Bombur is struggling to move his enormous bulk whilst stuffing his face.\n";
Desc	"Bombur is an extremely rotund dwarf who at the moment is ignoring the\n
efforts of his thinner brothers to help him move.  He seems focussed on\n
getting more and more food into that massive gob of his.  His stride is\n
nothing short of a waddle as his brothers strain to support his weight.\n";
Level	23;
Align	850;
Act	(npc sentinel);
Sex	(male);
Race	(Dwarf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
MudProg	{
Type	(rand_prog);
Args	"20";
Comlist	"emote is panting and sweating profusely.\n";
};
};
Mobile {
Vnum	9816;
Name	"black squirrel";
Short	"a black squirrel";
Long	"A black squirrel looks at you with yellow eyes and disappears into the dark.\n";
Desc	"Smaller than it's relations in kinder forests, this evil looking squirrel\n
is scrawny and, as you look at it, it disappears back into the gloomy\n
forest.  It's beady little eyes stare at you from it's hiding place and you\n
can imagine it's sharp claws and teeth scratching at your eyes.\n";
Level	20;
Align	-320;
Act	(npc scavenger wimpy);
Affected	(sneak hide);
Race	(Animal);
};
Mobile {
Vnum	9817;
Name	"black butterfly emperor";
Short	"the black emperor butterfly";
Long	"A very black butterfly sits on a leaf.\n";
Desc	"This butterfly appears to be exactly like a purple emperor, however the\n
purple colour has been replaced by an incredible black.  Larger than other\n
butterflies you have seen this one sits here, wings waving slightly in the\n
soft breeze.\n";
Level	21;
Align	-5;
Act	(npc sentinel);
Affected	(faerie-fire sneak);
Race	(Faerie);
Parts	(torso head eyes left-arm right-arm right-fingers left-leg right-leg left-foot right-foot wings lungs);
};
Mobile {
Vnum	9818;
Name	"elves feasting";
Short	"feasting elves";
Long	"These elves are having a merry time, eating drinking and singing.\n";
Desc	"Dressed in forest greens these elves are having a marvelous time, they\n
are feasting, drinking, singing and dancing.  They seem so lively that you\n
feel that you could join them, but you are reluctant to find their reaction\n
to that.  At the moment they don't seem to have noticed you, now would be a\n
good time to leave so you don't disturb them.\n";
Level	30;
Align	450;
Class	(Ranger);
Act	(npc sentinel wimpy);
Race	(Elf);
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"goto 9869\n";
};
};
Mobile {
Vnum	9819;
Name	"giant spider";
Short	"a giant spider";
Long	"A giant spider bites you and you fall unconscious.\n";
Desc	"This massive spider has huge dripping fangs and great spindly legs, his\n
massive fractured eyes are staring at you intently, he weaves a net of\n
thick, rope-like webs and covers you from head to toe.  You struggle futilely\n
for a few moments and then succumb to his potent poison.\n";
Level	41;
Align	-340;
Class	(Thief);
Act	(npc sentinel stay_area assist buried);
Affected	(detect-evil detect-invis detect-magic detect-hidden sanctuary infrared hide pass-door);
Sex	(male);
Race	(Insect);
Parts	(torso head eyes left-arm right-arm left-leg right-leg left-foot right-foot lungs);
Specfun	"spec_spider";
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"echoat $n A giant spider bites you and you fall unconscious.\n
echoat $n You feel fingers of pain as the poison acts swiftly.\n
echoat $n As you slide into unconsciousness you feel yourself being wrapped in webs.\n
trans $n 9837\n
at 9837 echoat $n You wake and find yourself trapped.\n
goto 9833\n";
};
};
Mobile {
Vnum	9820;
Name	"giant spider guard";
Short	"a giant spider guard";
Long	"This large spider guards the people who will soon be eaten.\n";
Desc	"This massive spider has huge dripping fangs and great spindly legs, his\n
massive fractured eyes are staring at you intently, he is careful that you\n
don't get away for their are many hungry spiders who would love to satisfy\n
their hunger with your flesh.  It is this spider's job to ensure that you\n
don't escape and deprive them of a meal.\n";
Level	30;
Align	-470;
Class	(Warrior);
Act	(npc sentinel stay_area assist);
Affected	(detect-evil detect-magic detect-hidden infrared hide);
Sex	(male);
Race	(Insect);
Parts	(torso head eyes left-arm right-arm left-leg right-leg left-foot right-foot lungs);
Specfun	"spec_spider";
MudProg	{
Type	(fight_prog);
Args	"25";
Comlist	"cast web\n";
};
};
Mobile {
Vnum	9821;
Name	"giant spider";
Short	"a giant spider";
Long	"A giant spider is looking for some food, and that's you!\n";
Desc	"This spider springs from the shadows, lunging for you with a hunger in\n
those great insectile eyes that scares you.  Great fangs drip poison and\n
it's eight legs are attempting to wrap find strands of web around you.  You\n
must be careful not to be bitten as the poison is strong and you might fall\n
unconscious from its deadly action.\n";
Level	29;
Align	-405;
Act	(npc sentinel aggressive stay_area assist);
Affected	(detect-evil detect-magic detect-hidden infrared hide);
Race	(Insect);
Parts	(torso head eyes left-arm right-arm left-leg right-leg left-foot right-foot lungs);
Specfun	"spec_spider";
};
Mobile {
Vnum	9822;
Name	"wood elven sentry";
Short	"a wood elven sentry";
Long	"A wood elven sentry stands guard before his home.\n";
Desc	"Tall and thin like all his relations this elf stands here, proud and\n
motionless, guarding his territory from the evils of this forest.  You\n
almost fail to notice him standing there, so still is he and the forest\n
green of his clothes blends perfectly into the background.\n";
Level	35;
Align	410;
Class	(Ranger);
Act	(npc sentinel assist hunter);
Affected	(detect-evil detect-invis detect-hidden infrared hide pass-door);
Sex	(male);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
MudProg	{
Type	(all_greet_prog);
Args	"100";
Comlist	"if inroom($i) == 9847\n
    echoat $n $I seizes you firmly and says 'the King wishes to see you'\n
    echoat $n $I opens the gates and ushers you inside.\n
    trans $n 9848\n
    goto 9848\n
    force $n look\n
    echoat $n $I prods you onward.\n
    force $n north\n
    north\n
    unlock west\n
    open west\n
    echoat $n $I drags you into the throne room.\n
    force $n vis\n
    west\n
    at $n force $n west\n
    say my King, this is the one who disturbed us in the woods earlier\n
    force king nod\n
    bow king\n
    echoat king They are all yours.\n
    east\n
    close west\n
    lock west\n
    goto 9847\n
endif\n";
};
};
Mobile {
Vnum	9823;
Name	"wood elven sentry";
Short	"a wood elven sentry";
Long	"A wood elven sentry stands guard before his home.\n";
Desc	"Tall and thin like all his relations this elf stands here, proud and\n
motionless, guarding his territory from the evils of this forest.  You\n
almost fail to notice him standing there, so still is he and the forest\n
green of his clothes blends perfectly into the background.\n";
Level	35;
Align	410;
Class	(Ranger);
Act	(npc sentinel assist hunter);
Affected	(detect-evil detect-invis detect-hidden infrared);
Sex	(male);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9824;
Name	"wood elf elven king";
Short	"the wood elven king";
Long	"The wood elven king sits proudly on his throne.\n";
Desc	"The king is taller than his cousins and he sits tall on his throne.  As\n
you enter he motions to a guard standing at his shoulder, and tells him\n
something.  The king looks you over with a critical eye, he is dressed in\n
the greens of his guards but with a much finer cut.\n";
Level	43;
Align	490;
Class	(Mage);
Act	(npc sentinel train assist);
Affected	(detect-evil detect-invis detect-magic detect-hidden sanctuary infrared protect);
Sex	(male);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
MudProg	{
Type	(fight_prog);
Args	"40";
Comlist	"say No more fighting!\n
peace\n";
};
MudProg	{
Type	(speech_prog);
Args	"care careful";
Comlist	"if ispc($n)\n
    echo &c$I says 'You were reported to jump the feasters like wild beast'&n\n
    echo &c$I says 'That is not civilised behavior'&n\n
endif\n";
};
MudProg	{
Type	(act_prog);
Args	"l They are all yours.";
Comlist	"if (${state}) == 0\n
or (${state}) == -1\n
    set state 1\n
endif\n";
};
MudProg	{
Type	(sub_prog);
Args	"jailornot";
Comlist	"if (${intruder}) == $r\n
    say You are supposed to be in the dungeon ${intruder}!\n
    set state 5\n
else\n
    set talking $r\n
    say Well explain yourself $r\n
    say You were seen interfering with our feasting in the forest\n
    say What were you intending to do?\n
    set state 2\n
endif\n";
};
MudProg	{
Type	(rand_prog);
Args	"40";
Comlist	"if exist($r)\n
    if (${state}) == 1\n
\tsub jailornot\n
    else if (${state}) == 2\n
        say Well come on, speak up ${talking}!\n
        set state 3\n
    else if (${state}) == 3\n
        say You must have a better explanation than that.\n
        set state 4\n
    else if (${state}) == 4\n
        echo $I leans forward and speaks forcefully.\n
        say Why were you in my woods?\n
        set state 5\n
    else if (${state}) == 5\n
        say That hasn't satisfied me and you know it ${talking}!\n
        say You will now be thrown into the dungeons!\n
        echo $I gestures to the guards at the door.\n
        say Guards! ${talking} needs to visit our dungeon!\n
        set intruder ${talking}\n
        set talking\n
        set state 6\n
    else if (${state}) == 6\n
        echo $I settles back into $$s throne.\n
        set state 0\n
    else if (${state}) == -1\n
        echo $I gestures to the guards at the door.\n
        say Guards! $r needs to visit our dungeon!\n
        set intruder $r\n
        set talking\n
        set state 6\n
    else\n
        say Guards, we have an intruder, escort them to the dungeon\n
        set state -1\n
    endif\n
endif\n";
};
MudProg	{
Type	(greet_prog);
Args	"100";
Comlist	"if ispc($n)\n
    echoat $n $I scrutinizes you carefully.\n
    say Who are you?\n
    set state 0\n
endif\n";
};
MudProg	{
Type	(speech_prog);
Args	"hungry eat food hunger";
Comlist	"if ispc($n)\n
if (${state}) > 0\n
    echo &c$I says 'Hungry were you now'&n\n
    echo &c$I says 'Well that's just too bad, you should have been more careful'&n\n
    set state 3\n
endif\n
endif\n";
};
};
Mobile {
Vnum	9825;
Name	"wood elf elven palace guard";
Short	"a wood-elf palace guard";
Long	"A wood-elf palace guard stands near the door.\n";
Desc	"This tall wood-elf stands almost motionless beside the door to the throne\n
room, his uniform is made from a lighter green than his fellows and is\n
decorated with gold trim.  This is someone who knows the business of\n
guarding very well, and he will be taking no chances with the security of\n
his king.\n";
Level	38;
Align	435;
Class	(Warrior);
Act	(npc sentinel assist);
Affected	(detect-evil detect-invis detect-magic detect-hidden sanctuary protect);
Sex	(male);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
MudProg	{
Type	(speech_prog);
Args	"p needs to visit our dungeon!";
Comlist	"set prisoner ${2}\n
if (${prisoner}) != self\n
say Come with me ${prisoner}\n
unlock east\n
open east\n
east\n
at ${prisoner} force ${prisoner} east\n
close west\n
lock west\n
south\n
at ${prisoner} force ${prisoner} south\n
east\n
at ${prisoner} force ${prisoner} east\n
down\n
at ${prisoner} force ${prisoner} down\n
down\n
at ${prisoner} force ${prisoner} down\n
unlock north\n
open north\n
north\n
at ${prisoner} force ${prisoner} north\n
say They are all yours\n
south\n
close north\n
lock north\n
goto 9850\n
set prisoner self\n
endif\n";
};
};
Mobile {
Vnum	9826;
Name	"wood elf elven palace guard";
Short	"a wood-elf palace guard";
Long	"A wood-elf palace guard stands near the door.\n";
Desc	"This tall wood-elf stands almost motionless beside the door to the throne\n
room, her uniform is made from a lighter green than her fellows and is\n
decorated with gold trim.  This is someone who knows the business of\n
guarding very well, and she will be taking no chances with the security of\n
her king.\n";
Level	36;
Align	435;
Class	(Warrior);
Act	(npc sentinel assist);
Affected	(detect-evil detect-invis detect-magic detect-hidden sanctuary protect);
Sex	(female);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9827;
Name	"wood elf bodyguard";
Short	"the king's bodyguard";
Long	"The King's personal bodyguard stands protecting his majesty.\n";
Desc	"Big and burly compared to any elves you have seen in the past this huge\n
specimen seems to bulge out of his forest green outfit.  He watches you\n
carefully for any sign of a threat and you notice his hand drift closer to\n
his weapon as you glance at him.\n";
Level	38;
Align	370;
Class	(Knight);
Act	(npc sentinel assist);
Affected	(detect-evil detect-hidden protect sneak);
Sex	(male);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};
Mobile {
Vnum	9828;
Name	"prison guard";
Short	"the prison guard";
Long	"The prison guard toys with his winecup as he watches you carefully.\n";
Desc	"A short weedy looking elf this character is very different to the ones\n
you have seen previously.  He plays with his winecup, obviously thinking\n
thoughts of intoxication, now you can tell how he got the job no-one else\n
wants.\n";
Level	34;
Align	340;
Act	(npc sentinel assist);
Sex	(male);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
MudProg	{
Type	(speech_prog);
Args	"(cellars) (cellars?)";
Comlist	"say The king has the finest wine cellars in the land,\n
say I would love to taste the wines he stores there\n
drool\n";
};
MudProg	{
Type	(speech_prog);
Args	"\"like wine\" \"like wine?\" \"drink wine\"";
Comlist	"if ispc($n)\n
   say Well I luv wine, but thashs none of yore business\n
   set state 1\n
   set buddy $n\n
endif\n";
};
MudProg	{
Type	(speech_prog);
Args	"wine drink cup";
Comlist	"if (${state}) == 1\n
if (${buddy}) == $n\n
    say The king's wine cellars are supposed to be fantastic\n
    set state 2\n
endif\n
endif\n";
};
MudProg	{
Type	(speech_prog);
Args	"sample try taste test";
Comlist	"if (${buddy}) == $n\n
if (${state}) == 2\n
    say Well the old fella has plenty\n
    set state 3\n
endif\n
endif\n";
};
MudProg	{
Type	(rand_prog);
Args	"40";
Comlist	"if (${buddy}) == $r\n
    if (${state}) == 3\n
        say Let's go.\n
        unlock south\n
        open south\n
        south\n
        at $r force $r south\n
        close north\n
        up\n
        at $r force $r up\n
        open east\n
        east\n
        at $r force $r east\n
        close west\n
        say Here we are, mashter, try shome ov thish\n
        set state 4\n
    else if (${state}) == 4\n
        echo $I is drinking heavily from the nearest cask.\n
        set state 5\n
    else if (${state}) == 5\n
        echo $I is almost falling into a cask as he drinks.\n
        set state 6\n
    else if (${state}) == 6\n
        echo $I has fallen asleep in drunken stupor\n
        echo $I sleeps.\n
        set state 7\n
    else if (${state}) == 7\n
        set state 8\n
    else if (${state}) == 8\n
        set state 9\n
    else if (${state}) == 9\n
        set state 10\n
    else if (${state}) == 10\n
        set state 11\n
    endif\n
endif (buddy)\n";
};
MudProg	{
Type	(rand_prog);
Args	"40";
Comlist	"if (${state}) == 11\n
echo $I wakes and stands up.\n
open west\n
if (${buddy}) == $r\n
    say Hey what are you doing here, get back to prison!\n
    force $r west\n
    west\n
    at $r force $r down\n
    down\n
    unlock north\n
    open north\n
    force $r north\n
    north\n
    say You tricked me $r! That wont happen again.\n
else\n
    set buddy self\n
    west\n
    close east\n
    down\n
    unlock north\n
    open north\n
    north\n
endif\n
close south\n
lock south\n
sigh\n
set state 0\n
endif\n";
};
MudProg	{
Type	(speech_prog);
Args	"p They are all yours";
Comlist	"if ispc($n)\n
else\n
    say Thanking you kindly sir\n
    snicker\n
endif\n";
};
};
Mobile {
Vnum	9829;
Name	"elf elven bard";
Short	"the elven bard";
Long	"An elven bard performs for the entertainment of the elves gathered.\n";
Desc	"Long flowing hair and dark eyes stare at you intently while he plays a\n
beautiful song on his harp.  This bard has a skill with his instrument you\n
haven't heard in quite a while, he can make the room shake to it's tiny\n
hummings.  The bard is dressed in blue and yellow, far different to all the\n
elves you have seen before with their greens.\n";
Level	36;
Align	530;
Class	(Mage);
Act	(npc sentinel);
Affected	(detect-hidden infrared);
Sex	(male);
Race	(Elf);
Parts	(torso head eyes left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot right-foot lungs);
};


Object {
Vnum	9800;
Name	"pipe long-stemmed";
Short	"a long-stemmed pipe";
Long	"A long-stemmed pipe, much blackened from use, lies here.";
Action	"You feel a smoke-ring coming on.&n\n";
Level	40;
Weight	2;
Wear	(take face);
Extra	(dark magic);
Material	(wood);
Values	[0, 0, 0, 0];
Affect	{
Location	(mana-spirit);
Modifier	100;
};
Affect	{
Location	(ac);
Modifier	-10;
};
ExDesc	{
Keyword	"pipe";
Text	"This pipe was Gandalf's once and it has seen years of heavy use, the\n
short bowl is stained with pipeweed and dark with soot.  You notice a faded\n
'G' rune on the stem and another underneath the bowl, and you are sure of\n
it's quality, Gandalf makes fine smoke rings and this is the finest of his\n
tools of the trade.\n";
};
};
Object {
Vnum	9801;
Name	"stream black river";
Short	"the black stream";
Long	"The black stream flows fast.";
Level	20;
Type	(fountain);
Extra	(dark evil);
Material	(mucus);
Values	[0, 0, (<liquid> water), 0];
};
Object {
Vnum	9802;
Name	"black wooden key";
Short	"a black wooden key";
Long	"A small black wooden key lies on the ground.";
Level	35;
Cost	100;
Type	(key);
Wear	(take);
Extra	(invis);
Material	(wood);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"black";
Text	"This key looks to be cut from the wood of a massive oak tree, it is very\n
old and and over the years has blackened with use and exposure.  This is the\n
key used by the wood elves to lock their doors, with it you would expect to\n
be able to open any door in their place.\n";
};
};
Object {
Vnum	9803;
Name	"sceptre wood elven kings";
Short	"the wood elven king's sceptre";
Long	"A bright golden sceptre lies on the ground.";
Level	40;
Cost	10000;
Weight	5;
Type	(treasure);
Wear	(take);
Extra	(nodrop);
Material	(gold);
Values	[0, 0, 0, 0];
Affect	{
Location	(wisdom);
Modifier	3;
};
ExDesc	{
Keyword	"sceptre";
Text	"A gleaming sceptre which shines with a magical light, the wood elf king\n
owns this has used it for many years as a symbol of his leadership.  Many\n
centuries have ingrained power into the gold making this a powerful\n
instrument for any ruler.\n";
};
};
Object {
Vnum	9804;
Name	"winecup cup";
Short	"a winecup";
Long	"A winecup lies on the ground surrounded by splashes of wine.";
Level	34;
Cost	100;
Weight	2;
Wear	(take);
Material	(wood);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"winecup";
Text	"A small dark wooden winecup smells strongly of a vinegar like wine which\n
has stained the wood a deep purple.  The wood is smooth from the rubbing of\n
hands and around the edges it is worn thin with use.\n";
};
};
Object {
Vnum	9805;
Name	"bardic harp";
Short	"a bardic harp";
Long	"A silver harp engraved with bardic symbols lies here.";
Level	38;
Cost	50000;
Weight	3;
Type	(treasure);
Wear	(take hold);
Extra	(hum);
Material	(silver);
Values	[0, 0, 0, 0];
Affect	{
Location	(hitroll);
Modifier	5;
};
Affect	{
Location	(dexterity);
Modifier	2;
};
Affect	{
Location	(appearance);
Modifier	10;
};
ExDesc	{
Keyword	"bardic";
Text	"This wondrous instrument has been made by the finest elven craftsmen in\n
delicate silver.  The frame is inlaid in gold with designs of hunting and\n
feasting and it appears to be much used although in fine condition.  Strung\n
with the lightest silver the harp hums resonantly as you touch it, this is a\n
most beautiful and responsive instrument, designed for the true musical\n
artiste.\n";
};
};
Object {
Vnum	9806;
Name	"elven longbow bow";
Short	"an elven longbow";
Long	"A longbow of elven make hums softly on the ground here.";
Level	32;
Cost	20000;
Weight	6;
Type	(weapon);
Wear	(take wield double);
Extra	(hum);
Material	(wood);
Values	[(.), 0, 0, (<weapon> pierce)];
ExDesc	{
Keyword	"elven";
Text	"This bow is made of the finest woods and is inlaid with a beautiful\n
pattern, it is approximately 6 feet long and has a draw strength that you\n
wince to pull.  This is the bow of the master archer, the balance is steady\n
and you believe that any arrow shot from this bow would fly true.\n";
};
};
Object {
Vnum	9807;
Name	"elven longsword sword";
Short	"an elven longsword";
Long	"A long thin blade lies here gleaming slightly.";
Level	40;
Cost	25000;
Weight	9;
Type	(weapon);
Wear	(take wield double);
Extra	(glow);
Material	(steel);
Values	[(.), 0, 0, (<weapon> slice)];
Affect	{
Modifier	2;
};
Affect	{
Location	(damroll);
Modifier	3;
};
Affect	{
Location	(hitroll);
Modifier	10;
};
ExDesc	{
Keyword	"elven";
Text	"A long thin blade, this is the sword used by the wood elves to defend\n
their homes.  Sturdily made, the sword has a fine balance and is made from\n
the best steel, you believe that anyone wielding this weapon would be a\n
difficult adversary.\n";
};
};
Object {
Vnum	9808;
Name	"wooden barrel";
Short	"a wooden barrel";
Long	"A stout wooden barrel, used for apples stands empty.";
Level	24;
Cost	220;
Weight	23;
Type	(boat);
Wear	(take);
Material	(wood);
Values	[0, 0, 0, 0];
ExDesc	{
Keyword	"wooden";
Text	"This barrel is made from strong oak and was previously used for storing\n
apples from the strong smell coming from it.  It now stands empty in the\n
corner of the room, you wonder what you could use it for...\n";
};
};
Object {
Vnum	9809;
Name	"portal sanity";
Short	"a portal back to sanity";
Long	"A portal back to sanity.";
Level	40;
Cost	1000;
Weight	1200;
Type	(portal);
Wear	(double float);
Material	(copper);
Values	[3001, 0, 0, 0];
ExDesc	{
Keyword	"portal";
Text	"Well, what are you waiting for, hop in!\n";
};
};
Object {
Vnum	9810;
Name	"barrel wine";
Short	"a barrel of wine";
Long	"A newly broached barrel of fine wine.";
Level	30;
Weight	200;
Type	(fountain);
Wear	(take double);
Material	(wood);
Values	[0, 0, (<liquid> water), 0];
};
Object {
Vnum	9811;
Name	"fat trunks striped";
Short	"some striped trunks";
Long	"A pile of striped material lies here.";
Level	22;
Weight	2;
Type	(armour);
Wear	(take legs);
Material	(eternium);
Values	[0, -1, 0, 0];
Affect	{
Location	(hp);
Modifier	20;
};
};
Object {
Vnum	9812;
Name	"chain girdle";
Short	"a chain girdle";
Long	"Fine links of chain form a solid girdle.";
Level	30;
Weight	8;
Type	(armour);
Wear	(take waist double);
Extra	(magic nodrop);
Material	(mithril);
Values	[0, -1, 0, 0];
Affect	{
Location	(wisdom);
Modifier	1;
};
Affect	{
Location	(damroll);
Modifier	1;
};
};
Object {
Vnum	9813;
Name	"one ring band";
Short	"the one ring";
Long	"A small, plain band of gold lies on the ground.";
Level	26;
Cost	5000;
Weight	2;
Type	(armour);
Wear	(take finger);
Extra	(dark);
Material	(gold);
Values	[0, 30, 0, 0];
Affect	{
Name	(vanish);
Bits	(invisible);
};
ExDesc	{
Keyword	"one ring";
Text	"This is only a plain gold ring with no ornament or stone.  After closer\n
inspection, however, you notice that there is faint spidery writing around\n
the inside.\n";
};
};
Object {
Vnum	9814;
Name	"green hunters cloak";
Short	"a hunters cloak";
Long	"A strongly made cloak, designed for forestry lies on the ground.";
Level	25;
Weight	7;
Type	(armour);
Wear	(take shoulders);
Extra	(dark);
Material	(eternium);
Values	[0, 20, 0, 0];
};
Object {
Vnum	9815;
Name	"spiders fangs";
Short	"spiders fangs";
Long	"A pair of fangs, dripping poison, burn holes into the ground.";
Level	30;
Weight	4;
Type	(weapon);
Wear	(take wield);
Extra	(evil poisoned);
Material	(ivory);
Values	[(.), 0, 0, (<weapon> bite)];
};
Object {
Vnum	9816;
Name	"whitened human bones";
Short	"whitened human bones";
Long	"A pile of bones from various parts of some poor adventurer.";
Level	28;
Weight	15;
Wear	(take);
Extra	(buried);
Material	(bone);
Values	[0, 0, 0, 0];
};
Object {
Vnum	9817;
Name	"poisonous fungus";
Short	"an evil looking fungus";
Long	"A grey fungus molders in the undergrowth.";
Level	28;
Weight	3;
Type	(pill);
Wear	(take);
Extra	(dark poisoned buried);
Material	(organic);
Values	[0, (poison), (hex), (weaken)];
};
Object {
Vnum	9818;
Name	"sting dagger sword";
Short	"sting";
Long	"A short sword, covered in dirt but still bright and sharp.";
Level	30;
Weight	5;
Type	(weapon);
Wear	(take wield);
Extra	(glow magic bless anti-evil owner buried);
Material	(mithril);
Required	(dagger proficiency);
Values	[(.), 0, 0, (<weapon> pierce)];
Affect	{
Location	(strength);
Modifier	-1;
};
Affect	{
Location	(dexterity);
Modifier	1;
};
Affect	{
Location	(hitroll);
Modifier	6;
};
ExDesc	{
Keyword	"sting sword";
Text	"This sword is the famous \"Sting\", even covered in dirt it glows brightly,\n
it is reputed to show the holder the presence of evil by a warning\n
glow.  Apart from this useful purpose, it looks to be a fair weapon.\n";
};
};


Room {
Vnum	9800;
Name	"At Carrock";
Desc	"You stand at the edge of the Great River of Wilderland at a massive stone\n
which for centuries has split the river's mighty current in twain.  The\n
sound of water crashing numbs your ears as you gaze to the east over a great\n
open plain which stretches all the way to the infamous Mirkwood.\n";
Sector	(field);
Exit	[  @(<dir> east) {
Desc	"Here the plains stretch out farther than your furtive imagination.\n";
ToRoom	9802;
}, @(<dir> south) {
ToRoom	826;
} ];
ExDesc	{
Keyword	"carrock rock stone";
Text	"A massive stone which survives the powerful turning of the wheel of time\n
through sheer stubbornness this rock towers above you like a huge storm cloud.\n";
};
};
Room {
Vnum	9801;
Name	"Wandering the Great Open Plain";
Desc	"As you move further through this great open plain you feel a loneliness\n
which is strangely disconcerting.  No longer does the whispering of the wind\n
in the grass calm you, the incessant noise at the edge of your perception is\n
beginning to irritate you.\n";
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	9803;
}, @(<dir> south) {
ToRoom	9802;
} ];
};
Room {
Vnum	9802;
Name	"Wandering the Great Open Plain";
Desc	"Having wandered east from Carrock you find yourself in the middle of a\n
vast open plain which stretches farther than your imagination.  The wind\n
whispering through the grasses gives you the feeling of emptiness.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	9801;
}, @(<dir> east) {
ToRoom	9804;
}, @(<dir> west) {
ToRoom	9800;
} ];
};
Room {
Vnum	9803;
Name	"Somewhere in the Great Big Empty";
Desc	"You are now plodding relentlessly onwards, ever eastward to you goal,\n
little that you though know of it's true nature, you no longer try to\n
justify your quest, all interest has been driven out by a mindless sequence\n
of one step after the other, ad infinitum.\n";
Exit	[  @(<dir> east) {
ToRoom	9808;
}, @(<dir> south) {
ToRoom	9804;
}, @(<dir> west) {
ToRoom	9801;
} ];
};
Room {
Vnum	9804;
Name	"Plains";
Desc	"The plains stretch in all directions from here, the wind rippling in the\n
grass as you strain to see some form of landmark.\n
In the distance to the south you notice a darkening on the horizon that\n
might just be the house of Beorn.\n";
Flags	(hot);
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	9803;
}, @(<dir> east) {
ToRoom	9809;
}, @(<dir> south) {
ToRoom	9805;
}, @(<dir> west) {
ToRoom	9802;
} ];
Resets	{
# Bofur to room.
  M 9814 1;
# Bifur to room.
  M 9813 1;
# Bombur to room.
  M 9815 1;
#	equip some striped trunks legs.
  E 9811 ("legs");
};
};
Room {
Vnum	9805;
Name	"Before Beorn's Residence";
Desc	"You stand on a long driveway bordered by giant trees which ends in the\n
magnificence of the house of the famed Beorn.\n";
Sector	(forest);
Exit	[  @(<dir> north) {
Desc	"The driveway leads back to the plains.\n";
ToRoom	9804;
}, @(<dir> south) {
Desc	"Before you is the magnificently enormous house of the legendary Beorn,\n
you only hope that his temper has mellowed over the years.\n";
ToRoom	9806;
} ];
Resets	{
# Gloin to room.
  M 9812 1;
# Oin to room.
  M 9811 1;
# Kili to room.
  M 9810 1;
# Fili to room.
  M 9809 1;
# Dwalin to room.
  M 9808 1;
#	equip a hunters cloak shoulders.
  E 9814 ("shoulders");
# Balin to room.
  M 9807 1;
#	equip a hunters cloak shoulders.
  E 9814 ("shoulders");
# Ori to room.
  M 9806 1;
# Nori to room.
  M 9805 1;
};
};
Room {
Vnum	9806;
Name	"Beorn's Great Hall";
Desc	"You stand in the centre of a huge hall, solidly constructed and obviously\n
capable of seating many people with room to spare.  A large table dominates\n
the hall at one end and a fire burns in a pit at the other.\n";
Flags	(no_mob indoors hot);
Exit	[  @(<dir> north) {
ToRoom	9805;
} ];
ExDesc	{
Keyword	"table oaken";
Text	"A huge oaken table dominates the centre of the room, surrounded by sturdy\n
wooden chairs it is undressed timber from a tree larger than you can\n
imagine.\n";
};
ExDesc	{
Keyword	"firepit pit";
Text	"A pit at one end of the hall contains what can only be described as an\n
inferno, the only reason that the roof isn't blackened by it's existence is\n
the sheer distance separating the two, roof and fire, this hall is simply\n
enormous!\n";
};
Resets	{
# Beorn the bear to room.
  M 9800 1;
# Gandalf to room.
  M 9801 1;
#	equip a long-stemmed pipe rwielded.
  E 9800 ("rwielded");
# Bilbo Baggins to room.
  M 9802 1;
#	the one ring to inventory.
  G 9813;
# Thorin Oakenshield to room.
  M 9803 1;
#	equip a chain girdle waist.
  E 9812 ("waist");
# Dori to room.
  M 9804 1;
};
};
Room {
Vnum	9807;
Name	"A Great Open Expanse";
Desc	"You stand in the middle of a wide plain, long grasses stretch in all\n
directions for as far as you can see.  You feel so vulnerable standing here\n
in the open, you feel that at any time something sinister could be watching\n
you.\n";
Flags	(indoors hot);
Sector	(field);
Exit	[  @(<dir> east) {
ToRoom	9810;
}, @(<dir> south) {
ToRoom	9808;
} ];
};
Room {
Vnum	9808;
Name	"Standing Alone on The Plain";
Desc	"You stand in the middle of a wide plain, long grasses stretch in all\n
directions for as far as you can see.  The wind rustling through the grass\n
does little to alleviate the silence, rather it compounds upon it, making\n
you feel mysteriously alone.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	9807;
}, @(<dir> east) {
ToRoom	9811;
}, @(<dir> south) {
ToRoom	9809;
}, @(<dir> west) {
ToRoom	9803;
} ];
};
Room {
Vnum	9809;
Name	"Wandering the Plain";
Desc	"Here you feel that your wandering has led you into the end of the world,\n
you anticipate little chance of finding the way to you goals as a strong\n
feeling of desperation settle in your breast-bone which for some reason you\n
can't seem to shake off.\n";
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	9808;
}, @(<dir> east) {
ToRoom	9812;
}, @(<dir> west) {
ToRoom	9804;
} ];
};
Room {
Vnum	9810;
Name	"In the Shadow of the Mirkwood";
Desc	"You now stand at the edge of the fabulous Mirkwood, a little further east\n
is the entrance to that dreaded place.  You look at the dark foreboding face\n
that the woods present to the world and shiver in your bones, this is not a\n
kind and gentle place.\n";
Sector	(field);
Exit	[  @(<dir> east) {
Desc	"A great forest blackens the horizon in the distance, it is the famous Mirkwood.\n";
ToRoom	9813;
}, @(<dir> south) {
ToRoom	9811;
}, @(<dir> west) {
ToRoom	9807;
} ];
};
Room {
Vnum	9811;
Name	"In the Shadow of the Mirkwood";
Desc	"You are now coming closer to the great Mirkwood and you can see the dark\n
stain that it forms on the horizon.  You must steel yourself because this is\n
a journey not for the faint-hearted, you must go deep into those dark places\n
feared by all sane persons.\n";
Exit	[  @(<dir> north) {
ToRoom	9810;
}, @(<dir> south) {
ToRoom	9812;
}, @(<dir> west) {
ToRoom	9808;
} ];
};
Room {
Vnum	9812;
Name	"In the Shadow of the Mirkwood";
Desc	"A strange feeling comes over you as you stand staring to the east at the\n
black shape squatting on the horizon, you shudder as you think of what you\n
have come to do, yet you have resolved to complete this quest and you force\n
your will onwards.\n";
Flags	(indoors hot);
Sector	(field);
Exit	[  @(<dir> north) {
ToRoom	9811;
}, @(<dir> west) {
ToRoom	9809;
} ];
};
Room {
Vnum	9813;
Name	"Forest Gate";
Desc	"From the bright sunshine of the plains you have come to the edge of the\n
Mirkwood.  Here you notice a small hole in the solid wall of trees which\n
seems to have a small irregularly used path leading into the dark.  The hole\n
is framed by two enormous trees which lean against each other with the\n
frailty of extreme age, they are so aged and covered in lichens that they\n
only support a few blackened branches each.  There are some signs of use but\n
the path is overgrown and shows signs of disrepair, you certainly hope that\n
this is the right path because from here there will be no easy return.\n";
Flags	(no_mob indoors hot);
Sector	(field);
Exit	[  @(<dir> east) {
Desc	"&KBlack&x as deep as despair shows between the boles of those monolithic\n
trees you feel somewhat reluctant to go but it would be stupid to come so\n
far without at least knowing you tried.\n";
ToRoom	9814;
}, @(<dir> west) {
Desc	"The plains stretch out before you, this is your last chance to back out,\n
are you willing to pay the price for failure?\n";
ToRoom	9810;
} ];
};
Room {
Vnum	9814;
Name	"Inside the Mirkwood";
Desc	"As you step inside the forest the temperature noticeably drops and you\n
involuntarily shiver for a moment.  A small winking of light from the forest\n
gate beckons at you from the west, but you purposely turn and face east,\n
your purpose is strong and you will not fail.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9815;
}, @(<dir> west) {
Desc	"Fading into a small twinkle in the blackness is the light though the\n
gate, leading to a past that seems so long ago, so far away.\n";
ToRoom	9813;
} ];
};
Room {
Vnum	9815;
Name	"Walking Along the Elf-Path";
Desc	"As your eyes adjust to the surroundings you notice the surrounding forest\n
in more detail.  Huge ancient oak trees covered in lichens are everywhere,\n
obviously this path is used very little.  The tree's foliage overhead are so\n
thick that sunlight only peeps through in patches, filtered through\n
thousands of leaves into a scarce speckling that serves only to remind you\n
of it's existence and to cause exasperation in knowing that you can't reach\n
it.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	9814;
}, @(<dir> down) {
ToRoom	9816;
} ];
};
Room {
Vnum	9816;
Name	"Walking Along the Elf-Path";
Desc	"You walk further, listening to the hollow sound made as you walk along, a\n
sound which seems to be amplified by the surrounding trees, the silence of\n
the forest is totally foreboding and as you feel the immense trees tower\n
over you the silence seems to pound into your head, shaking you more and\n
breaking your spirit totally.  However the silence is not complete, little\n
rustlings, grunts and scuffling noises, made by something you can't quite\n
see back through the trees, you are reluctant to leave the path to\n
investigate and these sounds grate on your nerves, you believe that this\n
place is entirely capable of driving you insane.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9817;
}, @(<dir> up) {
ToRoom	9815;
} ];
Resets	{
# a black squirrel to room.
  M 9816 5;
};
};
Room {
Vnum	9817;
Name	"At the Bottom of a Gully";
Desc	"At the bottom of this gully you realise that you have been walking\n
without conscious effort for some time now and you are distracted from your\n
reverie by a scuttering of a black squirrel across the path a short distance\n
in front of you.  Here you can hear the little creatures, many more of them\n
out of sight than what you can see, making little noises as they go about\n
their business.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> south) {
ToRoom	9818;
}, @(<dir> west) {
ToRoom	9816;
} ];
};
Room {
Vnum	9818;
Name	"Wandering the Elf-Path";
Desc	"Here the darkness surrounds you, a suffocating blackness that seems to\n
permeate everything, little of the sun's rays reach here and the few that\n
succeed are feeble, quickly smothered by the intense blackness of\n
everything.  Stretched between trees at the sides of the path are ropelike\n
spider's webs for which you are grateful that none stretch across the path,\n
whether it be magic or no, you silently thank those responsible for this small\n
mercy.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9817;
}, @(<dir> up) {
ToRoom	9819;
} ];
};
Room {
Vnum	9819;
Name	"Deeper in the Mirkwood";
Desc	"Here you notice the darkness palpably thickening until you can taste it,\n
foul on your tongue.  Your eyes strain as you watch for action at the sides\n
of the path, but though you can hear movement, those creatures are evasive\n
and none show themselves.  All this waiting makes you tense and nervous and\n
you force yourself to think solid, positive thoughts, yet even this is a\n
daunting task in such a dreary place.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9820;
}, @(<dir> down) {
ToRoom	9818;
} ];
Resets	{
# a black squirrel to room.
  M 9816 5;
};
};
Room {
Vnum	9820;
Name	"Deeper in the Mirkwood";
Desc	"You are now plodding relentlessly onwards, the repetitive tramp of your\n
boots echoing through the woods forcing you into an automatic stride.  The\n
trees on either side of the path crowd over you ominously and you feel the\n
weight of the thick air on your shoulders as you trudge forward.  Resolve is\n
slowly but surely being replaced by a new fear, you now have a deep hatred\n
of this darkness and all those things that make it their homes.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9821;
}, @(<dir> west) {
ToRoom	9819;
} ];
};
Room {
Vnum	9821;
Name	"Deeper in the Mirkwood";
Desc	"As you through the trees into the darkness you can see small gleaming\n
eyes, watching you with an inhuman malevolence.  At times they are &rred&x or\n
&ggreen&x or &yyellow&x, staring from close to the ground or in the trees, most\n
horrible is the bulbous, insectile eyes which are larger than any spider or\n
fly you have ever seen, this in itself makes you shiver to the bone as you\n
move onward.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
Desc	"In this direction you can hear the sound of rushing water.\n";
ToRoom	9822;
}, @(<dir> west) {
ToRoom	9820;
} ];
};
Room {
Vnum	9822;
Name	"At the Bank of the Enchanted River";
Desc	"You stand before a small, fast flowing stream, however as fast as it may\n
be you cannot help but be disgusted as the stench coming from it nor the\n
deep foreboding sense you get from simply looking at it.  For this reason\n
you are unwilling to drink here, your senses tell you that it might not\n
quench your thirst as readily as you might expect.  The stream separates you\n
from the continuation of the path, to go on you must cross.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9823;
}, @(<dir> west) {
ToRoom	9821;
} ];
Resets	{
# the black stream to room.
  O 9801;
# a black squirrel to room.
  M 9816 5;
};
};
Room {
Vnum	9823;
Name	"Crossing the Black River";
Desc	"Your stomach churns from disgust as you make your way across, you notice\n
that at the edges of this torrent vegetation that started to grow too close\n
to the bank has withered and died, evidence of the evil potency of the\n
waters.\n";
Flags	(dark no_mob solitary no_recall no_portal hot);
Sector	(noswim);
Exit	[  @(<dir> east) {
ToRoom	9824;
}, @(<dir> west) {
ToRoom	9822;
} ];
Resets	{
# the black stream to room.
  O 9801;
};
};
Room {
Vnum	9824;
Name	"The East Bank of the Enchanted River";
Desc	"A wide bare patch of earth at the edge of the river consolidates into the\n
track you followed earlier, very little of the forest's think vegetation\n
tolerate such a proximity to this water, which makes you wonder as to the\n
cause of such an evil.  However you notice that whether or not the\n
vegetation grows here or not the darkness here is more pronounced and you\n
are almost eager to go deeper into the forest, only in the knowledge that it\n
will take you away from such a pestilent place.\n
You know now for sure that there is no way back in this quest, from here\n
there can be only one direction, forward.\n";
Flags	(dark no_mob no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9825;
} ];
Resets	{
# the black stream to room.
  O 9801;
};
};
Room {
Vnum	9825;
Name	"The Depths of the Mirkwood";
Desc	"You now stand at the dark heart of the Mirkwood, here the trunks of trees\n
tower above you, making you feel dreadfully insignificant.  Desperation at\n
your position now has you in it's powerful grip and you struggle to maintain\n
sanity under this blackness you feel.\n
Maybe there is sight of the edge from the top of one of these trees.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9828;
}, @(<dir> west) {
ToRoom	9824;
}, @(<dir> up) {
ToRoom	9826;
} ];
};
Room {
Vnum	9826;
Name	"Struggling Up the Giant Oak";
Desc	"The branches of the great tree are wet and slippery and the size of them\n
makes it difficult to pull your way up but somehow you manage to wriggle\n
upwards, but not without getting covered from head to toe in lichens,\n
further up light peeks through the canopy, the only problem is seeing if\n
those thin branches can support your weight.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> up) {
ToRoom	9827;
}, @(<dir> down) {
ToRoom	9825;
} ];
};
Room {
Vnum	9827;
Name	"At the Top of the Giant Oak";
Desc	"You make it to the top of the tree, notwithstanding the numerous scrapes\n
and bruises, you are for once relieved to be out of, however temporarily,\n
that horrible place.  Here the wind lightly brushes your face and the sun\n
shines brightly, you would be content to stay here if it wasn't for that\n
unconcerting groan of timber that you hear as you weight shifts on the thin\n
branches.\n
    Distracted for a moment you now look out over a sea of trees, sadly\n
with no end in sight, the dark green stretches all the way to the horizon.\n
Reluctantly you must continue the journey with no knowledge of the\n
distance to the end.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> down) {
ToRoom	9826;
} ];
Resets	{
# the black emperor butterfly to room.
  M 9817 1;
};
};
Room {
Vnum	9828;
Name	"The Depths of the Mirkwood";
Desc	"In the darkness as you begin to feel claustrophobic you hear faint sounds\n
from off in the trees.  As you concentrate you also notice small lights\n
winking through the trees and the sounds of merriment, faint but distinct.\n
Your imagination conjures up images of wood elves seated around a great slab\n
of an oak table, drinking, laughing and dancing with total disregard for the\n
ominous surroundings.  Your stomach moans wistfully at the thought of roasts\n
and wine and you realise that there has been no sustenance for quite some\n
time this morbid place provides no food and your stores are running low.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
Desc	"Lights dance through the trees and the sounds of festivities can be\n
plainly heard, it appears that elves are having a feast.\n";
ToRoom	9831;
}, @(<dir> east) {
Desc	"The path continues in this direction.\n";
ToRoom	9829;
}, @(<dir> west) {
ToRoom	9825;
} ];
};
Room {
Vnum	9829;
Name	"The Depths of the Mirkwood";
Desc	"The sounds are more distinct now, pleasant conversation and laughter\n
tease your hearing incessantly, you begin to wonder about the warnings that\n
you have heard, the smell of food more powerful than the warnings that\n
seemed to come from so long ago.  Your mind says no, but your body obeys the\n
instinct for food and you are drawn towards the lights which seems to dance\n
through the trees.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9830;
}, @(<dir> south) {
Desc	"Lights dance through the trees and the sounds of festivities can be\n
plainly heard, it appears that elves are having a feast.\n";
ToRoom	9836;
}, @(<dir> west) {
ToRoom	9828;
} ];
};
Room {
Vnum	9830;
Name	"The Depths of the Mirkwood";
Desc	"Your mind screams the warnings but you are helpless to the power of the\n
thought of food and drink, your longing for some appeasing of this hunger\n
drives you from off the path and you blindly stumble through the trees after\n
the source of those lights.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9835;
}, @(<dir> east) {
ToRoom	9834;
}, @(<dir> south) {
ToRoom	9829;
}, @(<dir> west) {
ToRoom	9835;
} ];
Resets	{
# Randomise 4 exits.
  R 4;
# feasting elves to room.
  M 9818 5;
};
};
Room {
Vnum	9831;
Name	"Chasing Blindly Through the Mirkwood";
Desc	"You crash through the undergrowth, pushing vines and creepers out of your\n
way as you rush wildly after the receding lights which flee from you,\n
taunting and seeming to laugh at you.  You are running now with no concern\n
as to your destination, you must catch those people.  It is getting darker\n
around you but still you chase, going further and further from the path.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9832;
} ];
Resets	{
# feasting elves to room.
  M 9818 5;
};
};
Room {
Vnum	9832;
Name	"Chasing Blindly Through the Mirkwood";
Desc	"You trip over logs and vines in your mad rush but as you wander too far\n
from the path, sounds of merriment and the twinkling lights suddenly vanish,\n
you now know your own foolishness.  Standing alone in the darkness you curse\n
yourself for ignoring all the warnings.  You are now hopelessly lost, there\n
is little chance of finding your way back to the path in this blackness and\n
those horrible sounds are getting closer, utter despair overwhelms you as\n
you contemplate this awful situation.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9833;
}, @(<dir> west) {
ToRoom	9831;
} ];
};
Room {
Vnum	9833;
Name	"A Dark Clearing";
Desc	"You stumble in the dark and find yourself running into dark shapes,\n
everywhere there are shadows moving and nightmarish thoughts creep into your\n
head.  You now stand in the middle of a small clearing and you can make out\n
huge shapes in the darkness, you notice that the spaces between the trees\n
are bridged by huge spider's webs and even the place you think you came in,\n
has ropelike strands covering it.  Dark shadowy creatures close in around\n
you and you huddle down in a ball, anticipating your imminent death...\n";
Flags	(dark no_mob no_recall no_portal hot);
Sector	(forest);
Resets	{
# a giant spider to room.
  M 9819 1;
};
};
Room {
Vnum	9834;
Name	"Total Darkness";
Desc	"As you step from the path the lights instantly vanish, the sounds cut\n
off, leaving you in total silence and darkness, you now realise that you are\n
trapped, in the darkness you stand little chance of finding your way back to\n
the path and you know that there is no chance of finding your way out of the\n
forest.  As you stand in total silence you wonder if the lights were really\n
there or if it were some trick of your imagination.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9833;
} ];
};
Room {
Vnum	9835;
Name	"Total Darkness";
Desc	"Lights vanish as soon as you reach the clearing and step out into view,\n
the laughing elves and their wondrous feast disappear and now you are left\n
standing disappointed in the darkness, dreams of food, drink and light\n
shattered.  You realise how foolhardy you truly are as you realise that you\n
have stepped from the path and now in the pitch black you have no way of\n
returning to it, from here you are stuck in the dark in this dreadful\n
forest, possibly lost until you starve to death.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9833;
} ];
Resets	{
# Randomise 4 exits.
  R 4;
};
};
Room {
Vnum	9836;
Name	"Total Darkness";
Desc	"Lights vanish as soon as you reach the clearing and step out into view,\n
the laughing elves and their wondrous feast disappear and now you are left\n
standing disappointed in the darkness, dreams of food, drink and light\n
shattered.  You realise how foolhardy you truly are as you realise that you\n
have stepped from the path and now in the pitch black you have no way of\n
returning to it, from here you are stuck in the dark in this dreadful\n
forest, possibly lost until you starve to death.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9833;
} ];
Resets	{
# feasting elves to room.
  M 9818 1;
};
};
Room {
Vnum	9837;
Name	"Spider's Webs";
Desc	"You wake and you find yourself hanging from a low tree branch, covered\n
from head to toe in sticky webs.  Around you there are other shapes so\n
covered in webs that you cannot make out who they are.  It seems that your\n
captors have left you here in this storage locker, there are signs of many\n
victims being left here and bones are scattered all over the ground.\n";
Flags	(dark no_mob no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9839;
} ];
ExDesc	{
Keyword	"bones";
Text	"They appear to be mainly the small elven bones but there is a fair\n
scattering of other races as well, many of the larger ones remain but\n
smaller bones have probably been taken by small forest scavengers, the likes\n
of which you have heard.  Most of the bones are broken showing signs of\n
violence and great strength.\n";
};
Resets	{
# a giant spider guard to room.
  M 9820 1;
#	equip spiders fangs rwielded.
  E 9815 ("rwielded");
# whitened human bones to room.
  O 9816;
# an evil looking fungus to room.
  O 9817;
# sting to room.
  O 9818;
};
};
Room {
Vnum	9838;
Name	"Lost in the Mirkwood";
Desc	"You are wandering blindly through the woods, no longer caring about your\n
destination, the numerous scrapes and bruises that you bear don't hurt any\n
more, you have become numbed and you walk in a  trancelike state.  You\n
care little that this tree you are passing is the same one you passed half\n
an hour ago, all you can do now is walk.  Darkness surrounds you and you\n
frequently trip over debris and fallen logs.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9835;
}, @(<dir> west) {
ToRoom	9840;
} ];
Resets	{
# a giant spider to room.
  M 9821 5;
};
};
Room {
Vnum	9839;
Name	"Lost in the Mirkwood";
Desc	"You are wandering blindly through the woods, no longer caring about your\n
destination, the numerous scrapes and bruises that you bear don't hurt any\n
more, you have become numbed and you walk in a  trancelike state.  You\n
care little that this tree you are passing is the same one you passed half\n
an hour ago, all you can do now is walk.  Darkness surrounds you and you\n
frequently trip over debris and fallen logs.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9840;
}, @(<dir> south) {
ToRoom	9838;
} ];
Resets	{
# Randomise 4 exits.
  R 4;
# a giant spider to room.
  M 9821 5;
};
};
Room {
Vnum	9840;
Name	"Lost in the Mirkwood";
Desc	"You are wandering blindly through the woods, no longer caring about your\n
destination, the numerous scrapes and bruises that you bear don't hurt any\n
more, you have become numbed and you walk in a half trancelike state.  You\n
care little that this tree you are passing is the same one you passed half\n
an hour ago, all you can do now is walk.  Darkness surrounds you and you\n
frequently trip over debris and fallen logs.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9870;
}, @(<dir> east) {
ToRoom	9841;
} ];
Resets	{
# Randomise 4 exits.
  R 4;
# a giant spider to room.
  M 9821 5;
};
};
Room {
Vnum	9841;
Name	"Lost in the Mirkwood";
Desc	"You are wandering blindly through the woods, no longer caring about your\n
destination, the numerous scrapes and bruises that you bear don't hurt any\n
more, you have become numbed and you walk in a half trancelike state.  You\n
care little that this tree you are passing is the same one you passed half\n
an hour ago, all you can do now is walk.  Darkness surrounds you and you\n
frequently trip over debris and fallen logs.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9842;
}, @(<dir> east) {
ToRoom	9840;
}, @(<dir> west) {
ToRoom	9838;
} ];
Resets	{
# a giant spider to room.
  M 9821 5;
};
};
Room {
Vnum	9842;
Name	"Back on the Path";
Desc	"You stumble into what appears to be a small clearing and you are amazed,\n
even shocked, to see that you have wandered back onto the trail.  You sink\n
to the ground in relief and tiredness as you praise those who restored you\n
to the trail.  Silently you utter a solemn vow, never to leave the path\n
again, even though your stomach may say otherwise you try to cease thinking\n
of food and you march onward.\n";
Flags	(dark no_mob no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9843;
} ];
};
Room {
Vnum	9843;
Name	"Renewing the Journey";
Desc	"Tired and hungry as you may be, you march on determined to be free of\n
this terrible place.  Although your stomach groans pitifully and your\n
throat is parched and dry the mere thought of sunlight makes you shiver to\n
your bones with pleasure, a mere memory as it may be, you cannot wait to see\n
the sun and feel it's warmth.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9844;
}, @(<dir> south) {
ToRoom	9842;
} ];
};
Room {
Vnum	9844;
Name	"Renewing the Journey";
Desc	"Though your feet shoot needles of pain up your legs with every step you\n
plod onwards relentlessly, every footstep in agony as you move slowly, you\n
can't imagine anything but this awful forest, you would die happy if you\n
could for once see some sunlight or something other than another tree.  The\n
air is heavy and stagnant in your lungs as you strain to lift your leg\n
higher and your breathing rasps painfully, if only you could rest some, but\n
you know that if you stop you will never start again, so onward you plod.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> west) {
ToRoom	9843;
}, @(<dir> up) {
ToRoom	9845;
} ];
};
Room {
Vnum	9845;
Name	"Climbing Along the Mirkwood Path";
Desc	"You would not normally have noticed this small rise if you were as hearty\n
as you remember you once were but the your muscles are rods of molten iron\n
in your legs with each step.  As you reach the top of the rise you are\n
dismayed, what little hope you might have had is gone, the path continues\n
through more forest, the end is not yet in sight.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9846;
}, @(<dir> down) {
ToRoom	9844;
} ];
};
Room {
Vnum	9846;
Name	"Neverending Trees";
Desc	"Here the trees seem a little more controlled, they lie on a more open are\n
and it seems as if the undergrowth is thinner.  You notice, with a spark of\n
hope rekindling, that a little more sunlight filters down through the\n
foliage.  If luck is with you, soon you will stand in the bright light of\n
day.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9847;
}, @(<dir> east) {
ToRoom	9856;
}, @(<dir> west) {
ToRoom	9845;
} ];
};
Room {
Vnum	9847;
Name	"Before the Wood Elves' Home";
Desc	"You stand between a long line of trees which stretch for some distance up\n
to a pair of stone gates.  Here the trees are even spaced and show a few\n
signs of care, this, however, is the only signs of habitation, vegetation\n
stills grows rampant all around and the rocks are covered in a thick\n
covering of mosses and lichen.  For the first time in ages the light shines\n
on your head, peeking through the trees overhead.\n";
Flags	(dark no_recall no_portal hot);
Sector	(forest);
Exit	[  @(<dir> north) {
Desc	"At the mouth of the cave two enormous stone doors seal the entrance to\n
the Wood Elves home, covered in ancient engravings these huge doors have\n
stood for thousands of years, they look like they will stand for thousands\n
more.\n";
Keyword	"ElvenKing's Gate";
ToRoom	9848;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom	9846;
}, @(<dir> west) {
ToRoom	9834;
} ];
Resets	{
# a wood elven sentry to room.
  M 9823 1;
#	equip an elven longbow shield.
  E 9806 ("shield");
# a wood elven sentry to room.
  M 9822 1;
#	equip an elven longbow shield.
  E 9806 ("shield");
#	a black wooden key to inventory.
  G 9802;
};
};
Room {
Vnum	9848;
Name	"Inside the Wood Elf Stronghold";
Desc	"You stand inside the Wood Elf haven, relieved to be someplace different\n
to the woods, the room in vaulted and supported by huge oaken beams, the\n
walls are smooth stone and the passage shows signs of frequent use.  At the\n
moment you notice no-one around and the room is strangely silent.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> north) {
ToRoom	9849;
}, @(<dir> east) {
ToRoom	9851;
}, @(<dir> south) {
Desc	"The great stone entrance to this place is solidly built and obviously\n
magical.  There seems little chance of you escaping through here.\n";
Keyword	"ElvenKing's Gate";
ToRoom	9847;
Flags	(door closed locked bashproof pickproof passproof);
} ];
};
Room {
Vnum	9849;
Name	"A Long Hallway";
Desc	"You are walking along a long carpeted hallway, on either side stand tall\n
wooden doors overhead large chandeliers swing from long chains.  Several\n
pictures of long dead elves grace the walls.  The spartan surroundings show\n
the elegance of these elves, everything here is made with a precision that\n
shows patience and a love of art.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> east) {
Keyword	"double doors";
ToRoom	9869;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> south) {
ToRoom	9848;
}, @(<dir> west) {
Desc	"The doors to the King's throne room are functional brass-bound oak, yet\n
they show a skill in woodworking that makes you deeply respect these elves\n
for their skills.\n";
Keyword	"brass bound twin doors";
Key	9802;
ToRoom	9850;
Flags	(door closed locked pickproof passproof);
} ];
};
Room {
Vnum	9850;
Name	"The Wood-Elven King's Throne Room";
Desc	"Unlike the rest of this place the throne room is well appointed and\n
furnished a large throne stands slightly raised on a dais at the opposite\n
end of the hall.  The room is large and airy with large golden chandeliers\n
swinging from the ceiling and bright coloured tapestries decorating the\n
walls.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> east) {
Keyword	"brass bound twin doors";
Key	9802;
ToRoom	9849;
Flags	(door closed locked pickproof passproof);
} ];
ExDesc	{
Keyword	"tapestries";
Text	"The tapestries depict scenes from ancient times, featuring elves slaying\n
wondrous creatures of legend, or feasting in beautiful gardens.\n";
};
ExDesc	{
Keyword	"throne";
Text	"A huge masterpiece in precious timber and rare metals this throne towers\n
above it's occupant.  This throne is from an age long ago where people\n
fashioned these works of art with such ease, you doubt that any craftsman\n
from today could even attempt to achieve such beauty.\n";
};
Resets	{
# the king's bodyguard to room.
  M 9827 1;
#	equip an elven longsword lfinger.
  E 9807 ("lfinger");
# a wood-elf palace guard to room.
  M 9826 1;
#	equip an elven longsword lfinger.
  E 9807 ("lfinger");
# a wood-elf palace guard to room.
  M 9825 1;
#	equip an elven longsword lfinger.
  E 9807 ("lfinger");
#	a black wooden key to inventory.
  G 9802;
# the wood elven king to room.
  M 9824 1;
#	equip the wood elven king's sceptre lfinger.
  E 9803 ("lfinger");
};
};
Room {
Vnum	9851;
Name	"A Side Corridor";
Desc	"You stand at the top of a stairwell, in a small side corridor.  Here the\n
stone of the walls in undressed and rough and it shows evidence of recent\n
excavation.\n";
Flags	(no_recall no_portal hot);
Exit	[  @(<dir> west) {
ToRoom	9848;
}, @(<dir> down) {
Desc	"A stairwell leads deeper into the ground, most probably to the prisons.\n";
ToRoom	9852;
} ];
};
Room {
Vnum	9852;
Name	"Down the Stairs";
Desc	"You are on the stairs which lead down to the prisons of the Wood Elves,\n
the air is moister here and the steps get a little slippery.  Somewhere\n
nearby you hear a rushing torrent of water, maybe the powerful flow of an\n
underground river.  The roof here is low and it often scrapes your head.\n";
Flags	(dark underground no_recall no_portal hot);
Exit	[  @(<dir> east) {
Keyword	"oaken door";
ToRoom	9855;
Flags	(door closed);
}, @(<dir> up) {
ToRoom	9851;
}, @(<dir> down) {
ToRoom	9853;
} ];
};
Room {
Vnum	9853;
Name	"At the Bottom of the Stairs";
Desc	"You are at the bottom of the stairs.  You see to the north a strong door,\n
obviously meant for keeping unwanted persons in.  The air here is damp and\n
sticky and the light from the torches mounted in brackets on the walls\n
flickers.\n";
Flags	(underground no_recall no_portal hot);
Exit	[  @(<dir> north) {
Key	9802;
ToRoom	9854;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> up) {
ToRoom	9852;
} ];
};
Room {
Vnum	9854;
Name	"The Elven Prison";
Desc	"You are in a bare prison cell, at least the elves take better care of\n
their prisoners than some you have heard of.  This place is well appointed\n
as prisons go, a hard bed and a chamber pot sit in one corner of the room,\n
amazingly clean.\n";
Flags	(dark underground no_recall no_portal hot);
Exit	[  @(<dir> south) {
Keyword	"cage door";
Key	9802;
ToRoom	9853;
Flags	(door closed locked bashproof pickproof passproof);
} ];
Resets	{
# the prison guard to room.
  M 9828 1;
#	equip a winecup rfinger.
  E 9804 ("rfinger");
#	a black wooden key to inventory.
  G 9802;
};
};
Room {
Vnum	9855;
Name	"The King's Wine Cellar";
Desc	"This room was obviously chosen for the cool moist atmosphere, there are\n
several casks of wine here all kept for the King's table and the dining and\n
him and his fellows.  The room is kept dark and clean, the walls here are\n
slightly better cut than the walls of the staircase.\n";
Flags	(dark underground no_recall no_portal fall hot);
Exit	[  @(<dir> west) {
ToRoom	9852;
Flags	(door closed locked bashproof pickproof passproof);
}, @(<dir> down) {
Desc	"The trapdoor is hidden beneath one of the large casks, a small iron ring\n
is attached to it and you realise that it must be fairly recent as there are\n
no signs of rust.\n";
Keyword	"trapdoor";
ToRoom	9859;
Flags	(door closed bashproof pickproof passproof hidden);
} ];
ExDesc	{
Keyword	"casks wine";
Text	"The casks of wine are marked with a symbol you take to be the King's,\n
they are from a rare and extraordinarily strong year.  As you look closer to\n
one you notice the corner of a trapdoor poking from under one of the doors.\n";
};
Resets	{
# a barrel of wine to room.
  O 9810;
# a wooden barrel to room.
  O 9808;
};
};
Room {
Vnum	9856;
Name	"Neverending Trees";
Desc	"Once more the trees around you close in and the dark stifles you even\n
more, you wonder if that glimpse of light was only a dream image, something\n
conjured by a fanciful mind in the delusions of hunger.  Your head is\n
pounding and you can no longer feel your feet, dark shapes crowd in around\n
you, fear of the things of the dark makes you shiver uncontrollably.\n";
Flags	(dark no_recall no_portal fall hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9857;
}, @(<dir> west) {
ToRoom	9846;
} ];
};
Room {
Vnum	9857;
Name	"Oppressive Gloom";
Desc	"You now walk hunched over, scrambling on hands and knees through the\n
underbrush, leaves and debris stick to you and you scrape against trees,\n
tearing skin, but you pay little attention.  What little sanity you\n
maintained previously is now cracked and you find yourself muttering about\n
the dark, the trees and spiders.  You have lost track of the path you\n
followed earlier and you seem not to notice, in fact you wouldn't care in\n
the state you are.\n";
Flags	(dark no_recall no_portal fall hot);
Sector	(forest);
Exit	[  @(<dir> north) {
ToRoom	9847;
}, @(<dir> east) {
ToRoom	9858;
}, @(<dir> south) {
ToRoom	9858;
} ];
Resets	{
# Randomise 4 exits.
  R 4;
};
};
Room {
Vnum	9858;
Name	"The Darkest Heart of the Mirkwood";
Desc	"You crawl through brambles with total disregard for your once fine\n
clothes, little do you care for that now.  All of a sudden you notice bright\n
lights moving through the forest, dancing through the trees to the north.\n
You cry out but those fabulous creatures seem not to hear, hope springs into\n
your footsteps and the thought of food revives you.\n";
Flags	(dark no_recall no_portal fall hot);
Sector	(forest);
Exit	[  @(<dir> north) {
Desc	"Lights dance through the trees tauntingly and the sounds of laughter wash\n
over you, festivities well under way lie in this direction.\n";
ToRoom	9833;
}, @(<dir> west) {
ToRoom	9857;
} ];
};
Room {
Vnum	9859;
Name	"Tumbling Into the Water";
Desc	"You splash heavily into the fast flowing waters, bumping around in the\n
dark as the water rushes you along.  You struggle to breathe many times as\n
the water churns around you and you are forced under the water again and\n
again.\n";
Flags	(dark no_mob underground private no_recall no_portal);
Sector	(noswim);
Exit	[  @(<dir> east) {
ToRoom	9860;
} ];
};
Room {
Vnum	9860;
Name	"The Underground River";
Desc	"You fly along with the pressure of the river and it is all you can do to\n
keep off the jagged rocks at the edges.  The strong current pushes you\n
around mercilessly and you frequently cough water as you are forced into the\n
ice-cold waters.\n";
Flags	(dark no_mob underground private no_recall no_portal);
Sector	(noswim);
Exit	[  @(<dir> south) {
ToRoom	9861;
} ];
};
Room {
Vnum	9861;
Name	"The Underground River";
Desc	"Between coughing up water and struggling to keep your head above water\n
you can now make out a faint light to the south.  It appears that the tunnel\n
may be ending in a short distance.  The roof of the tunnel here is\n
dangerously low and you have to be careful not to strike your head on it.\n";
Flags	(dark no_mob underground private no_recall no_portal);
Sector	(noswim);
Exit	[  @(<dir> south) {
ToRoom	9862;
} ];
};
Room {
Vnum	9862;
Name	"The Underground River";
Desc	"Here the roof lowers until you are forced to push your head underwater\n
for a moment, the tunnel appears to widen and the great forceful current\n
slows a little as it comes out into the open.  You can only hope that this\n
wild ride with the underground river has taken out of the Mirkwood, you\n
cannot tell whether you are still in the forest or not.\n";
Flags	(dark underground private no_recall no_portal);
Sector	(noswim);
Exit	[  @(<dir> east) {
ToRoom	9863;
} ];
};
Room {
Vnum	9863;
Name	"On the Forest River";
Desc	"You come out of the tunnel to a wide river in a open forest.  The forest\n
here reminds you so little of the dark Mirkwood you remember, large droopy\n
trees sit in the river banks and as you float by you think how grateful you\n
are to be free of the Mirkwood.\n";
Flags	(no_recall no_portal);
Sector	(noswim);
Exit	[  @(<dir> east) {
ToRoom	9864;
} ];
};
Room {
Vnum	9864;
Name	"On the Forest River";
Desc	"You float calmly along in the water watching the tall trees on the banks\n
thinking how different these are to the ones you have seen before.  The\n
flowing water relaxes you as you drift along towards the Long Lake.  That\n
thought brings you back to the mission you are on and you realise now how\n
close you are to completing it.  That bright thought in mind you continue\n
down the river, tired but happy.\n";
Flags	(no_recall no_portal);
Sector	(water);
Exit	[  @(<dir> south) {
ToRoom	9865;
} ];
};
Room {
Vnum	9865;
Name	"The Long Lake";
Desc	"You are now on a wide expanse of water, the banks of the river recede and\n
you find yourself drifting in the middle of a huge lake.  From here you can\n
see the town of Esgaroth to the southeast.\n";
Flags	(no_recall no_portal);
Sector	(water);
Exit	[  @(<dir> east) {
ToRoom	9867;
}, @(<dir> south) {
ToRoom	9866;
} ];
};
Room {
Vnum	9866;
Name	"The Long Lake";
Desc	"Floating across the wide expanse of the lake you can see the town to the\n
east.  A cold wind blows across the lake and you find that as wet as you are\n
the air chills you and you only wish to get to the town and warmth, food and\n
drink, a cheery thought after so long going hungry.\n";
Flags	(no_recall no_portal);
Sector	(water);
Exit	[  @(<dir> east) {
ToRoom	9868;
} ];
};
Room {
Vnum	9867;
Name	"The Long Lake";
Desc	"The lake here is cold and this makes you want the comforts of Esgaroth\n
more, a chill breeze comes over the lake and you shiver.  The thought of a\n
warm fire and a decent meal spurs you on towards the town where you hope\n
there will be a warm reception, or at least a warm meal.\n";
Flags	(no_recall no_portal);
Sector	(water);
Exit	[  @(<dir> south) {
ToRoom	9868;
} ];
};
Room {
Vnum	9868;
Name	"The Esgaroth Jetty";
Desc	"You haul yourself onto the jetty and stand for a moment contemplating\n
your achievements.  The town of Esgaroth is small but has most of what it\n
needs, diminished by the disappearance of the dwarves those years ago you\n
hope that they will welcome you.\n";
Flags	(no_mob no_recall no_portal);
Sector	(water);
Resets	{
# a portal back to sanity to room.
  O 9809;
};
};
Room {
Vnum	9869;
Name	"Feasting Hall";
Desc	"Here you can see that a massive feast is under way, a massive table in the\n
centre of the room is surrounded by elves, in various states of drunkenness,\n
eating, drinking and singing loudly.  The room is hot and noisy and brightly\n
lit, you feel the urge to jump up and dance with them, but you wonder if\n
they will allow you.\n";
Exit	[  @(<dir> west) {
Keyword	"double door";
ToRoom	9849;
Flags	(door closed);
} ];
Resets	{
# the elven bard to room.
  M 9829 1;
#	equip a bardic harp lhold.
  E 9805 ("lhold");
# feasting elves to room.
  M 9818 5;
};
};
Room {
Vnum	9870;
Name	"Lost in the Mirkwood";
Desc	"You are wandering blindly through the woods, no longer caring about your\n
destination, the numerous scrapes and bruises that you bear don't hurt any\n
more, you have become numbed and you walk in a half trancelike state.  You\n
care little that this tree you are passing is the same one you passed half\n
an hour ago, all you can do now is walk.  Darkness surrounds you and you\n
frequently trip over debris and fallen logs.\n";
Flags	(dark no_mob no_recall no_portal);
Sector	(forest);
Exit	[  @(<dir> east) {
ToRoom	9833;
} ];
Resets	{
# a giant spider to room.
  M 9821 5;
};
};



eof