buddha/bin/
buddha/cnf/
buddha/lib/
buddha/lib/etc/boards/
buddha/lib/house/
buddha/lib/misc/
buddha/lib/plralias/ZZZ/
buddha/lib/plrfiles/
buddha/lib/plrfiles/ZZZ/
buddha/lib/plrobjs/
buddha/lib/plrobjs/ZZZ/
buddha/lib/world/
buddha/lib/world/gld/
buddha/src/
buddha/src/doc/
#27700
A Dimly Lit Path~
   This dark path winds through a deep, black forest, tree branches waving
silently in the mild air.  Ahead the lights and sounds of a peaceful village can
be heard faintly, smells of farm animals and cooking food wafting on the breeze.
~
277 0 0 0 0 3
D0
The dimly lit path leads north through the dense forest.
~
~
0 -1 27701
E
credits info~
   #SHOPS  (in merc format)
 QQ13 17  0  0  0  0 150 50  0 23       innkeeper
 QQ18 13  5 15  1 17 150 50  0 23       shopkeeper
 QQ19 13  5 15  1 17 150 50  0 23       grocer
 QQ20  9  5  0  0  0 150 50  0 23       blacksmith
 QQ30 17  0  0  0  0 150 50  0 23       innkeeper 
0
#SPECIALS (in merc format)
M  QQ00 spec_cast_mage          Wizard
M  QQ01 spec_poison             keeper
M  QQ10 spec_guard              shiriff
M  QQ11 spec_guard              shiriff
M  QQ12 spec_guard              Thain
M  QQ16 spec_cast_mage          elf
M  QQ17 spec_cast_mage          dwarf
M  QQ21 spec_guard              battlemaster
M  QQ22 spec_thief              youth
M  QQ32 spec_guard              shiriff
S


This is the classic Shire area. It is in a mixed format, part Merc 2.2, part standard Diku.
Links 
50u
~
S
#27701
A Dimly Lit Path~
   This little winding path is not lit very well, dim shadows looming from the
deep, dark forest all around.  The bustling sounds of people and the workings of
a little village can be heard coming from the north, the light shining brighter
from that direction.  
~
277 0 0 0 0 3
D0
The dimly lit path leads north through the dense forest.
~
~
0 -1 27702
D2
The dimly lit path leads south through the dense forest.
~
~
0 -1 27700
S
#27702
A Dimly Lit Path~
   The forest seems fairly sparse here, growing denser to the south and less so
to the north.  Waving shadows dance across the ongoing path, growing less and
less noticeable as the radiating light from the northern village increases.  
~
277 0 0 0 0 3
D0
The dimly lit path leads to a village.
~
~
0 -1 27703
D2
The dimly lit path leads south through the dense forest.
~
~
0 -1 27701
S
#27703
Entrance to the Shire~
   The green Shire looms ahead, little halflings scurrying here and there
amongst peaceful animals and gently waving crops.  Lush grasses thrive here,
wisps of smoke unfurling from the tiny embedded chimneys in the hillsides.  
Bywater road can be seen travelling from east to west.  
~
277 0 0 0 0 1
D1
To the east runs Bywater Road.
~
~
0 -1 27704
D2
To the south you see a dimly lit path which leads to a dense forest.
~
~
0 -1 27702
D3
To the west runs Bywater Road.
~
~
0 -1 27718
S
#27704
Bywater Road~
   This road continues on to the east, the busiest street in all of Shiredom,
well evidenced by the worn surface, smoothed by the constant travels of hobbit
feet.  Much of the lush, flourishing Shire stretches to the west, and a little
general store stands to the north.  
~
277 0 0 0 0 1
D0
The general store lies to the north.
~
~
0 -1 27705
D1
To the east runs Bywater Road.
~
~
0 -1 27706
D3
To the west you see the entrance to the Shire.
~
~
0 -1 27703
S
#27705
The General Store~
   This is the general store of the Shire, the many wooden shelves stacked full
with various items of usefulness and other goodies.  The smell of pipeweed
lingers warmly in the air, along with miscellaneous spices from some nearby
cooking.  The only exit is to the south.  
~
277 d 0 0 0 0
D2
The only exit lies to the south.
~
~
0 -1 27704
S
#27706
Bywater Road~
   Bywater Road continues peacefully on to both the east and west, murmuring
sounds of Shire life breaking the quietness.  A few wooden steps lead to the
north and a little blacksmith's shop there, while to the south lies a pleasant
looking nursery.  
~
277 0 0 0 0 1
D0
Steps lead to a friendly looking weaponry and armory.
~
~
0 -1 27707
D1
To the east runs Bywater Road.
~
~
0 -1 27709
D2
To the south lies Kid'n Keep, the local nursery.
~
~
0 -1 27708
D3
To the west runs Bywater Road.
~
~
0 -1 27704
S
#27707
The House of Arms~
   Here is the finest weapons and armour shop in all of Shiredom, many fine
daggers and other blades displayed proudly along the walls and within various
cabinets.  A few humble pieces of armour can be seen, most in fine shape
although they look rarely used.  
~
277 d 0 0 0 0
D2
The only exit lies to the south.
~
~
0 -1 27706
S
#27708
Kid'n Keep~
   This one-stop nursery appears to be a convienient place for Shire parents to
leave their children in safekeeping.  The sounds of children's giggling fills
the air while the nursemaids can be heard sighing in exasperation.  Little
wooden toys scattered across the floor where little feet have kicked them in
their haste to run around and play.  
~
277 d 0 0 0 0
D0
The only exit lies to the north.
~
~
0 -1 27706
S
#27709
A Bend in the Road~
   Bywater Road curves around from the west to the south, tall crops and various
orchard trees filling the air with the scent of plant life, as well as the
buzzing of various bees about their work.  A large, imposing building lies to
the east and a homey looking Inn stands further to the south.  
~
277 0 0 0 0 1
D1
A large, imposing building lies to the east.  A sign reads 'Shiriff Post'.
~
~
0 -1 27710
D2
To the south runs Bywater Road.
~
~
0 -1 27712
D3
To the west runs Bywater Road.
~
~
0 -1 27706
S
#27710
Shiriff Post of the Eastern Shire~
   This formally furnished building is the Shiriff Post which acts as the
nucleus for the three shiriffs of the Eastern Shire.  Rich, warm hues of
polished wood make the place seem welcoming, despite its stern purpose of
keeping the local law in place.  A door offers passage to the east.  
~
277 d 0 0 0 0
D1
A door offers passage to the office of the Thain.
~
door~
1 0 27711
D3
To the west you can see Bywater Road.
~
~
0 -1 27709
S
#27711
Thain's Office~
   This is the office of the Thain, the police protectorate of the great Shire.
Brightly lit, and well built from the finest rich woods, this building has an
air of importance and respect not common to hobbit dwellings.  An open window
allows fresh green-scented air to flow in, a door to the west leading the way to
the Shiriff Post.  
~
277 d 0 0 0 0
D3
A door offers passage to the Shiriff Post.
~
door~
1 0 27710
S
#27712
Bywater Road~
   Bywater Road runs from north to south, little dust clouds kicking up as the
air wafts lazily about, carrying golden scents of honeysuckle and luscious ripe
fruits.  Bright pollen sparkles here and there like tiny fireflies dancing in
the breeze.  The sounds of an instructor's monotone voice can be heard faintly,
perhaps from the grounds to the east.  
~
277 0 0 0 0 1
D0
To the north runs Bywater Road.
~
~
0 -1 27709
D1
The Shiriff Training Grounds lies to the east.
~
~
0 -1 27717
D2
To the south runs Bywater Road.
~
~
0 -1 27713
S
#27713
Bywater Road~
   Stretching lazily to the north, Bywater Road continues on, offering easy
passage through much of Shiredom.  Strong smells of baking and frying mushrooms
permeate the air from the residences to the east and west.  To the south, the
Ivy Bush inn stands, much fabled for its hospitality and services.  
~
277 0 0 0 0 1
D0
To the north runs Bywater Road.
~
~
0 -1 27712
D1
You spy the private dwelling of a Shire folk to the east.
~
~
0 -1 27715
D2
To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and
seasoned travelers.
~
~
0 -1 27716
D3
You spy the private dwelling of a Shire folk to the west.
~
~
0 -1 27714
S
#27714
A Smial~
   This humble smial is basically a hole in the ground which serves as the
proper dwelling place for halflings.  Little round windows allow a view of the
green Shirelands outside, the curving walls and gentle colours making this home
a very restful place to be in.  
~
277 d 0 0 0 0
D1
The only exit lies to the east.
~
~
0 -1 27713
S
#27715
A Smial~
   This little round hobbit dwelling is warm and cozy, welcoming colours and
comfortably padded wooden furniture making it a most hospitable place.  Gentle
heat wafts from a flickering fireplace, the smells of some savoury stew filling
the room deliciously.  
~
277 d 0 0 0 0
D3
The only exit lies to the west.
~
~
0 -1 27713
S
#27716
The Ivy Bush~
   This is the much loved Ivy Bush, one of the most famous inns in all of
Shiredom.  Local folk and seasoned travelers alike fill the confines of the room
with gay and lively talk.  Hearty laughter echoes off the rounded walls, and the
high notes of inebriated hobbits singing from time to time.  
~
277 d 0 0 0 0
D0
The only exit lies to the north.
~
~
0 -1 27713
S
#27717
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.
~
277 0 0 0 0 0
D3
The only exit lies to the west.
~
~
0 -1 27712
S
#27718
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.
~
277 0 0 0 0 1
D1
To the east you see the entrance to the Shire.
~
~
0 -1 27703
D2
A large, imposing building lies to the south.  A sign reads 'Shiriff Post'.
~
~
0 -1 27719
D3
To the west runs Bywater Road.
~
~
0 -1 27720
S
#27719
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.
~
277 d 0 0 0 0
D0
The only exit is to the north.
~
~
0 -1 27718
S
#27720
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.
~
277 0 0 0 0 1
D0
Brandywine Bridge offers safe passage across the tumultuous river.
~
~
0 -1 27731
D1
To the east runs Bywater Road.
~
~
0 -1 27718
D2
You see the Grocer's Delight to the south.
~
~
0 -1 27721
D3
To the west runs Bywater Road.
~
~
0 -1 27722
S
#27721
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.
~
277 d 0 0 0 0
D0
The only exit is to the north.
~
~
0 -1 27720
S
#27722
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.
~
277 0 0 0 0 1
D1
To the east runs Bywater Road.
~
~
0 -1 27720
D2
An entrance to the watermill lies to the south.
~
~
0 -1 27723
D3
A small hill to the west blocks your view.
~
~
0 -1 27726
S
#27723
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.
~
277 0 0 0 0 0
D0
You see Bywater Road to the north.
~
~
0 -1 27722
D2
A watermill meets your gaze.
~
~
0 -1 27724
S
#27724
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.
~
277 d 0 0 0 0
D0
You see the entrance.
~
~
0 -1 27723
D2
A wooden door leads to the rear of the watermill.
~
door~
1 0 27725
S
#27725
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.
~
277 d 0 0 0 0
D0
A watermill meets your gaze.
~
~
0 -1 27724
D5
A hidden portal reveals a passageway down.
~
~
0 -1 27746
S
#27726
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.
~
277 0 0 0 0 4
D1
To the east runs Bywater Road.
~
~
0 -1 27722
D3
You see a grassy field to the west.
~
~
0 -1 27728
S
#27727
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.
~
277 0 0 0 0 2
D2
You see a grassy field.
~
~
0 -1 27728
S
#27728
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.
~
277 0 0 0 0 2
D0
You see a grassy field.
~
~
0 -1 27727
D1
A small hill to the east blocks your view.
~
~
0 -1 27726
D2
You see a grassy field.
~
~
0 -1 27729
D3
You see a grassy field.
~
~
0 -1 27730
S
#27729
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.
~
277 0 0 0 0 2
D0
You see a grassy field.
~
~
0 -1 27728
S
#27730
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.
~
277 0 0 0 0 2
D1
You see a grassy field.
~
~
0 -1 27728
S
#27731
Brandywine Bridge~
   You stand on a solidly built bridge.  As you look down you spy gaily
colored fish swimming with the current of Brandywine River.  The cool water
looks invitingly refreshing and you get a sudden urge to strip and bathe in
the river, but you hear the laughter of women nearby and so resist the urge.
Delving Lane extends to the north while Bywater Road can be seen to the south.
~
277 0 0 0 0 1
D0
You see Delving Lane.
~
~
0 -1 27732
D2
To the south runs Bywater Road.
~
~
0 -1 27720
S
#27732
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.
~
277 0 0 0 0 1
D0
You see Delving Lane.
~
~
0 -1 27733
D1
The Green Dragon offers food, drink, and above all hospitality for mere gold.
~
~
0 -1 27744
D2
Brandywine Bridge offers safe passage across the tumultuous river.
~
~
0 -1 27731
S
#27733
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.
~
277 0 0 0 0 1
D0
You see Delving Lane.
~
~
0 -1 27734
D1
A large, imposing building lies to the east.  A sign reads 'Shiriff Post'.
~
~
0 -1 27745
D2
You see Delving Lane.
~
~
0 -1 27732
D3
You see a grassy field.
~
~
0 -1 27738
S
#27734
Delving Lane~
   Delving Lane runs north and south in this small borough of the Shire. There
is a small house to the west, nothing to the east, and up ahead you see a round
door which leads to a rather impressive abode.
~
277 0 0 0 0 1
D0
A large, magnificent house meets your steady gaze.  Above the round door a
sign reads 'Bag End'.
~
~
1 -1 27735
D2
You see Delving Lane.
~
~
0 -1 27733
S
#27735
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.
~
277 d 0 0 0 0
D1
Through the keyhole you see what looks like a well stocked pantry.
~
door~
1 -1 27737
D2
You see Delving Lane.
~
~
0 -1 27734
D3
You see a bedroom.  It looks like the beds have recently been slept in.
~
~
0 -1 27736
S
#27736
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.
~
277 d 0 0 0 0
D1
Through the doorway you see the main room of Bag End.
~
~
0 -1 27735
S
#27737
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.
~
277 d 0 0 0 0
D3
Beyond the door you see the main room of Bag End.
~
door~
1 -1 27735
D5
It's anyone's guess as to where the trapdoor leads.
~
~
0 -1 27756
S
#27738
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.
~
277 0 0 0 0 2
D0
You see a large barn.
~
~
0 -1 27742
D1
You see Delving Lane.
~
~
0 -1 27733
D2
A rather large pig pen is to the south.
~
~
0 -1 27739
S
#27739
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.
~
277 0 0 0 0 1
D0
You see a grassy field.
~
~
0 -1 27738
D3
A small path winds its way eastward.
~
~
0 -1 27740
S
#27740
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.
~
277 0 0 0 0 1
D0
To the north you see a modest house.
~
~
0 -1 27741
D1
A rather large pig pen is to the east.
~
~
0 -1 27739
S
#27741
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.
~
277 d 0 0 0 0
D2
You see a small path winding its way southward.
~
~
0 -1 27740
S
#27742
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.
~
277 d 0 0 0 0
D0
You see a chicken coop to the north.
~
~
0 -1 27743
D2
You see a grassy field.
~
~
0 -1 27738
S
#27743
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.
~
277 d 0 0 0 0
D2
You see a large barn.
~
~
0 -1 27742
S
#27744
The Green Dragon~
   Welcome to the Green Dragon, the undisputed leader in the art of
innkeeping.  A rather charming and friendly hostess stands to the side,
ready to offer you food and drink.  While most of the patrons are halfling
locals, you spy an occasional human or two.  As you listen more closely
to the conversations that fill the inn, you hear the tales of great and
seasoned adventurers as well as the usual gossip.  You feel as if you've
found your second home in the Green Dragon.  You see a stairway leading
upwards.
~
277 d 0 0 0 0
D3
You see Delving Lane.
~
~
0 -1 27732
D4
You see the reception.
~
~
0 -1 27757
S
#27745
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.
~
277 d 0 0 0 0
D3
You see Delving Lane.
~
~
0 -1 27733
S
#27746
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.
~
277 ad 0 0 0 0
D1
You see a dark tunnel.
~
~
0 -1 27747
D4
You see a portal which leads to a small room.
~
~
0 -1 27725
S
#27747
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.
~
277 ad 0 0 0 0
D1
You see a dark tunnel.
~
~
0 -1 27748
D3
You see a dark tunnel.
~
~
0 -1 27746
S
#27748
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.
~
277 ad 0 0 0 0
D1
You see a dark tunnel.
~
~
0 -1 27749
D3
You see a dark tunnel.
~
~
0 -1 27747
S
#27749
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.
~
277 ad 0 0 0 0
D0
You see a dark tunnel.
~
~
0 -1 27751
D1
You see a dark tunnel.
~
~
0 -1 27750
D3
You see a dark tunnel.
~
~
0 -1 27748
S
#27750
End of a dark tunnel~
   You stand at the end of a dark tunnel.  The underground tunnel continues to
the west.  
~
277 ad 0 0 0 0
D3
You see a dark tunnel.
~
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0 -1 27749
S
#27751
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.
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277 ad 0 0 0 0
D0
You see a dark tunnel.
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0 -1 27752
D1
You see a halfling hole.
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0 -1 27754
D2
You see a dark tunnel.
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0 -1 27749
D3
Above a great oak door you see a sign which reads 'Shirriff Post'.
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0 -1 27753
S
#27752
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.
~
277 ad 0 0 0 0
D0
You see a dark tunnel.
~
~
0 -1 27756
D2
You see a dark tunnel.
~
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0 -1 27751
D3
You see a halfling hole.
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0 -1 27755
S
#27753
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.
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277 ad 0 0 0 0
D1
You see a dark tunnel.
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0 -1 27751
S
#27754
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.
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277 ad 0 0 0 0
D3
You see a dark tunnel.
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0 -1 27751
S
#27755
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.
~
277 ad 0 0 0 0
D1
You see a dark tunnel.
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0 -1 27752
S
#27756
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.
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277 ad 0 0 0 0
D2
You see a dark tunnel.
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0 -1 27752
D4
A trapdoor on the ceiling reveals a passageway.
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0 -1 27737
S
#27757
The Inn of the Green Dragon~
   You are standing in the Inn of the Green dragon.  Large paintings of 
halflings at work, and halflings at play adorn the walls.  Comfortable 
benches and seats line the walls.  A stairway leads down.
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277 de 0 0 0 0
D5
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0 -1 27744
S
$~