#AREADATA Name Shire~ Builders None~ VNUMs 1100 1199 Version 3 Credits {09 70} Poohb The Shire~ Security 7 Flags 0 End #MOBILES #1100 oldstyle elven wizard~ the Elven Wizard~ An Elven Wizard is here, creating fireworks for the festivities. ~ The Elven Wizard looks at you in a solemn sort of way. His gaze seems to penetrate through your innermost being. He is wearing a silvery cloak and holding a multi-colored staff. Although he appears to be older than the oldest man, he seems to have an inner strength which most mortals cannot overcome. ~ human~ ABGR D 0 500 0 35 0 3d9+258 18d9+100 2d6+3 none -3 -3 -3 4 FU 0 0 0 stand stand male 105 AHMV ABCDEFGHIJK medium unknown #1101 oldstyle ring keeper~ {8the {@Keeper {8of the {@Ring{x~ {8The {@Keeper {8of the {@Ring{x is here, guarding his treasure with a deadly grin. ~ The Ring Keeper is a rather big but short halfling. His short stature and bulbous nose belie his true nature. An elven sword that glows with a blue light hangs from his belt, and on his finger you see the One Ring. Although usually a halfling of peace, he will fight you to the death if you attempt to take away that which belongs to him. ~ human~ ABGS DF B 0 0 39 0 3d9+308 10d9+100 2d6+5 none -4 -4 -4 6 BEFJN 0 0 0 stand stand male 3000 AHMV ABCDEFGHIJK medium unknown #1102 oldstyle farmer gamgee~ Farmer Gamgee~ Farmer Gamgee sniffs the air, wondering if harvest time is near. ~ Farmer Gamgee is a short, stout halfling of thirty years. His skin has been tanned from working the fields night and day. He's quite a jolly chap, always ready to befriend an injured bunny rabbit. ~ human~ ABH 0 0 350 0 14 0 2d6+85 3d9+100 1d8+1 none 4 4 4 9 EFNU 0 0 0 rest rest male 0 AHMV ABCDEFGHIJK medium unknown #1103 shire toddler~ {&A {!Shire {8toddler{x~ {&A {#toddler {@crawls {7here.{x ~ The toddler is dressed in nothing but his birthday suit. He crawls about for he hasn't learned to walk yet. He peers up at you and asks "da da?" ~ human~ ABH 0 0 100 0 20 0 20d100+100 1d9+100 10d9+10 none 8 8 8 10 EFNU 0 0 0 sit sit male 1000 AHMV ABCDEFGHIJK medium unknown #1104 oldstyle nursemaid~ {7A {!Shire {#Nursemaid{x~ {7A {!Shire {#nursemaid {7wanders about here.{x ~ The nursemaid looks rather tired and worn out. Taking care of so many toddlers for too long has evidently taken its toll. She looks to you and in her eyes you can see her longing for a better life. ~ human~ AB 0 0 100 0 15 0 6d6+90 2d9+100 1d7+3 none 5 5 5 9 EFNU 0 0 0 stand stand female 2000 AHMV ABCDEFGHIJK medium unknown #1105 oldstyle cow~ a cow~ A cow is here, chewing her cud. ~ The cow looks like it hasn't been milked in quite some time. Although she is past her prime, you see that she still has a lot of years left, and that if provoked, her rear kick can be quite deadly. ~ human~ AGI 0 0 0 0 7 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 rest rest none 0 AHMV ABCDEFGHIJK medium unknown #1106 oldstyle pig~ a pig~ A pig wallows in the mud and oinks in contentment. ~ The pig appears quite happy to be a pig. He is oblivious to your presence and cares only for the care-free life that he leads. It is enormously fat and consequently cannot move around very quickly. ~ pig~ AGI 0 0 0 0 6 0 2d6+35 1d9+100 1d6+0 none 7 7 7 10 EFNR 0 0 0 rest rest none 0 AGV ACDEFHJK medium unknown #1107 oldstyle chicken~ a chicken~ A chicken sits on her nest. ~ The chicken is bright and healthy. She has no weapons but her beak. ~ human~ AGI 0 0 0 0 4 0 2d7+21 1d9+100 1d5+0 none 8 8 8 10 EFNU 0 0 0 sit sit female 0 AHMV ABCDEFGHIJK medium unknown #1108 oldstyle bull~ a bull~ A bull scratches at the ground and lowers his head. ~ The bull is in top condition. He looks like quite a fighter, nothing to be reckoned with. With his horns and his hooves he can attack just about anything. ~ human~ ABF 0 0 0 0 11 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown #1109 oldstyle horse~ a horse~ A horse becomes frightened by your presence. ~ The horse looks at you and turns away. You can tell that it is afraid of you. ~ human~ ABGI 0 0 0 0 8 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 stand stand none 0 AHMV ABCDEFGHIJK medium unknown #1110 oldstyle shiriff~ {!a {#shiriff{x~ {!The {#shiriff{x of {!Shire{x looks for signs of trouble. ~ The shiriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff-raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one halfling you don't want to mess with. ~ human~ ACGT 0 0 150 0 22 0 10d4+210 4d9+100 4d5+20 none 3 3 3 9 CDEIKLU 0 0 0 sit sit male 1000 AHMV ABCDEFGHIJK medium unknown #1111 oldstyle shiriff~ {!a {#shiriff{x~ {!The {#shiriff{x of {!Shire{x looks for signs of trouble. ~ The shiriff is over waist high, quite tall for a halfling. His eyes are ever roaming, looking for signs of trouble from riff raff like you. In his belt is a thin dagger, and on his body he wears a suit of leather armor. This is one halfling you don't want to mess with. ~ human~ ACGT 0 0 150 0 22 0 9d6+219 4d9+100 4d6+20 none 3 3 3 9 CDEIKLU 0 0 0 sit sit male 1000 AHMV ABCDEFGHIJK medium unknown #1112 oldstyle thain~ {&The {@Th{&a{@in{x~ {&The {@Th{&a{@in{x commands respect from all {!Shire{x folks. ~ A personable yet serious halfling, the Thain looks at you and yells a deep 'Hullo'. He walks about comfortably, secure in the knowledge that as long as he's in office, the Shire will always remain a safe haven for Shire folk. ~ human~ AGT 0 0 400 0 30 0 6d10+300 7d9+100 2d5+7 none -1 -1 -1 8 CDEIKLU 0 0 0 sit sit male 2000 AHMV ABCDEFGHIJK medium unknown #1113 oldstyle innkeeper~ {&the {@Inn{8kee{@per{x~ {&The {@Inn{8kee{@per{x stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on local gossip. In his younger days, he was quite a seasoned traveller. ~ human~ ABG 0 0 200 0 24 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFN 0 0 0 stand stand male 35 AHMV ABCDEFGHIJK medium unknown #1114 oldstyle miller~ the Miller~ The Miller is here, overseeing his busy mill workers. ~ The Miller is an impatient young halfling, always trying to command more respect from his workers than he can get. He looks like the type of person who deserves a spanking but never got one. ~ human~ ACGH 0 0 50 0 12 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand male 10 AHMV ABCDEFGHIJK medium unknown #1115 oldstyle mill worker~ the mill worker~ The mill worker runs to and fro. ~ The mill worker is in fine shape from the hard labor that he does at the mill. He doesn't notice your presence, but he looks like he could break you in two without thinking about it. ~ human~ AB 0 0 0 0 10 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 2 AHMV ABCDEFGHIJK medium unknown #1116 oldstyle elven warrior~ {7the {@e{&l{@v{&e{@n {@warrior{x~ {7The {@e{&l{@v{&e{@n {@warrior{x watches you and grins. ~ The tall elven warrior is light and fair-skinned. The expression that he wears on his countenance is solemn and tragic. He cares not for this world any longer and wearies of it. ~ human~ ABR 0 0 600 0 50 0 3d9+233 17d9+100 1d12+3 none -2 -2 -2 4 F 0 0 0 sit sit male 3000 AHMV ABCDEFGHIJK medium unknown #1117 oldstyle dwarven prince~ {8the {@dw{&arv{@en {&prince{x~ {8The {@dw{&arv{@en {&prince{x sits here patiently for the return of his father. ~ Grim and cold, the dwarven prince is quite strong and bulky, even for the dwarves of his land. His glowing eyes peer out of his bushy face and stare beyond your gaze. ~ human~ ABQ 0 0 200 0 50 0 10d6+500 17d9+100 6d6+30 none -3 -3 -3 6 EIK 0 0 0 sit sit male 3000 AHMV ABCDEFGHIJK medium unknown #1118 oldstyle shopkeeper~ {&the {@sho{%pke{@eper{x~ {&The {@sho{%pke{@eper{x smiles and patiently awaits your order. ~ The shopkeeper will fight like a madman to protect his store from riff-raff like you. ~ human~ AB 0 0 600 0 42 0 4d10+360 10d9+100 4d4+5 none -5 -5 -5 7 EFNU 0 0 0 stand stand male 600 AHMV ABCDEFGHIJK medium unknown #1119 oldstyle grocer~ the grocer~ The grocer offers you the finest breads in all the land. ~ The grocer is a large, jovial halfling who knows how to enjoy his pipeweed. However, he also knows that it's worth protecting and so will do everything in his power to prevent riff-raff like you from stealing it. ~ human~ AB 0 0 600 0 42 0 4d10+360 10d9+100 4d4+5 none -5 -5 -5 7 EFNU 0 0 0 stand stand male 75 AHMV ABCDEFGHIJK medium unknown #1120 oldstyle blacksmith~ {7the {$bla{1cks{$mith{x~ {7The {$bla{1cks{$mith{x bids you welcome to his humble store. ~ The blacksmith is a lean and mean fighting machine. His knowledge of weapons and armour would certainly help him in any fight against riff-raff like you. ~ human~ AB 0 0 600 0 99 0 50d10+4500 25d9+100 5d8+19 none -20 -20 -20 3 EFNU 0 0 0 stand stand male 900 AHMV ABCDEFGHIJK medium unknown #1121 oldstyle battle master~ the battle master~ The battle master offers you the services of his fine trainees. ~ The battle master is a wizened fighter, with many scars to prove his worth. ~ human~ ABT 0 0 350 0 49 0 5d10+600 12d9+100 2d10+7 none -7 -7 -7 6 CDEIKLU 0 0 0 stand stand male 75 AHMV ABCDEFGHIJK medium unknown #1122 oldstyle halfling youth~ {&a {1ha{!lf{!li{1ng {&youth{x~ {&A {1ha{!lf{!li{1ng {&youth{x stands here, looking for mischief. ~ The halfling youth is not yet quite in the prime of his youth. He's knee high and you get the sudden urge to step on him. ~ human~ AGHS DF 0 0 0 30 0 5d9+300 1d9+100 5d6+5 none 8 8 8 10 BEFJNU 0 0 0 stand stand male 3000 AHMV ABCDEFGHIJK medium unknown #1123 oldstyle seasoned adventurer~ {&a {@se{8as{@on{8ed {&adventurer{x~ {&A {@se{8as{@on{8ed {&adventurer{x sits here, telling short tells. ~ The seasoned adventurer has seen his share of glory days. Although he is past his prime, he still looks like he could put up more than his share of a good fight. ~ human~ AB 0 0 100 0 25 0 2d10+150 6d9+100 1d10+3 none 3 3 3 9 EFN 0 0 0 sit sit male 1000 AHMV ABCDEFGHIJK medium unknown #1124 oldstyle local gossip~ a local gossip~ A local gossip asks you, "Have you heard the latest?" ~ The gossip is all talk and no action. You're transfixed by her ability to talk so much so quickly. ~ human~ ABH 0 0 0 0 7 0 2d7+46 2d9+100 1d5+1 none 6 6 6 9 EFNU 0 0 0 sit sit female 1 AHMV ABCDEFGHIJK medium unknown #1125 oldstyle halfling beauty~ a halfling beauty~ A halfling beauty stares dreamily into your eyes. ~ She is the most beautiful creature you've seen in quite some time. As you stare at her, thoughts of all else vanish. You get the sudden urge to grovel at her feet, hoping she'll take you in like a lost puppy. You wouldn't dare harm a hair on her precious little head. ~ human~ AB 0 0 1000 0 12 0 2d7+71 3d9+100 1d7+1 none 4 4 4 9 EFNU 0 0 0 stand stand female 3 AHMV ABCDEFGHIJK medium unknown #1126 oldstyle trainee~ a trainee~ A trainee screams a death cry as he delivers the fatal blow to a dummy. ~ The trainee smiles smugly, aware of your interest in him. He's a little fresh, but his enthusiasm and desire to please more than make up for what he lacks in skill. ~ human~ AB 0 0 0 0 10 0 2d6+60 2d9+100 1d6+1 none 5 5 5 9 EFNU 0 0 0 stand stand male 0 AHMV ABCDEFGHIJK medium unknown #1127 oldstyle chic urbanite~ {&a {@c{8h{@i{8c {&urbanite{x~ {&A {@c{8h{@i{8c {&urbanite{x sits here, enjoying his wealth. ~ The urbanite seems very much at home in his surroundings. His clothes are all of the latest fashions and his manners impeccable. He offers you some coins if you'd be so good as to order a drink for him. ~ human~ ABH 0 0 0 0 29 0 3d9+208 2d9+100 2d6+3 none 6 6 6 9 EFN 0 0 0 sit sit male 1000 AHMV ABCDEFGHIJK medium unknown #1128 oldstyle country bumpkin~ {&a {@co{&unt{@ry {&bumpkin{x~ {&A {@co{&unt{@ry {&bumpkin{x dreams of pipeweed and its many uses. ~ The country bumpkin snores noisily. ~ human~ AB 0 0 0 0 30 0 5d9+300 2d9+100 5d6+5 none 5 5 5 9 EFN 0 0 0 sleep sleep male 2000 AHMV ABCDEFGHIJK medium unknown #1130 oldstyle innkeeper~ {&the {@Inn{8kee{@per{x~ {&The {@Inn{8kee{@per{x stands here awaiting your order. ~ The Innkeeper is a jolly old halfling who spends his days eavesdropping on local gossip. In his younger days, he was quite a seasoned traveller. ~ human~ AB 0 0 200 0 24 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFN 0 0 0 stand stand male 50 AHMV ABCDEFGHIJK medium unknown #1131 oldstyle receptionist~ {&the {@rec{8ept{@ion{*ist{x~ {&The {@rec{8ept{@ion{*ist{x sits here, doing her nails. ~ The receptionist is sitting here doing her nails as she awaits for papers to be signed.. ~ human~ AB 0 0 200 0 23 0 2d10+150 6d9+100 1d10+3 none 0 0 0 8 EFNU 0 0 0 stand stand female 3000 AHMV ABCDEFGHIJK medium unknown #1132 oldstyle shiriff~ a shiriff~ A shiriff of the Shire looks for the lost halfling youth. ~ The shiriff is over waist high, quite tall for a halfling. He looks at you, smiles and asks you if you have seen a halfling youth somewhere outside the shire. ~ human~ ABT 0 0 150 0 23 0 2d6+110 4d9+100 5d9+30 none 3 3 3 9 CDEIKLU 0 0 0 stand stand male 2000 AHMV ABCDEFGHIJK medium unknown #0 #OBJECTS #1100 rainbow staff~ the rainbow staff~ The rainbow staff lies here.~ oldstyle~ light G A 0 0 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdef 0 0 9 80 550 P A 4 1 #1101 sting~ {@S{&t{@i{&n{@g{x~ Sting lies here.~ mithril~ weapon ABK AN dagger 2 7 sting G 33 10 3500 P A 19 5 A 18 5 A 13 10 A 1 2 A 2 2 #1102 sign~ a sign~ A sign demands your attention.~ oldstyle~ furniture 0 0 0 0 0 0 0 0 0 0 P E sign~ Welcome to the Shire. As you enter the Shire from Haon-Dor you come under the jurisdiction of the Thain, the peacekeeper of the Shire. Consequently, by entering these lands you agree to obey our laws. If you break these laws, you will be severely punished. We do not like riff raff in our peaceful town. The Thain Peacekeeper of the Shire ~ #1103 pipeweed bread~ a pipeweed bread~ A loaf of pipeweed bread arouses your hunger.~ oldstyle~ food 0 A 30 24 0 0 0 0 10 15 P #1104 silvery cloak~ a silvery cloak~ A silvery cloak lies here.~ oldstyle~ armor GK AK BC BC BC B 0 29 30 1320 P A 20 -1 #1105 one ring~ {&the {@O{7n{@e {&Ring{x~ The One Ring is here.~ oldstyle~ jewelry G AB 0 0 0 0 0 39 30 1660 P A 17 -10 A 5 2 A 4 2 A 14 10 A 12 10 A 13 10 A 1 -1 F S 0 0 B #1106 elven spear~ an elven spear~ An elven spear lies here.~ wood~ weapon BGK AN staff 2 8 thrust 0 31 50 500 P A 18 2 #1107 mithril axe~ a mithril axe~ A mithril axe lies here.~ mithril~ weapon ACMO AN axe 2 8 chop 0 33 120 1440 P A 19 2 #1108 thain girth~ {7the {@th{&a{@in {8girth{x~ The girth of the thain lies here.~ oldstyle~ armor 0 AL BD BD ACD ACD 0 40 40 3600 P A 17 -10 A 19 5 A 18 5 A 13 20 A 4 4 A 4 2 #1109 tiny dagger~ a tiny dagger~ A tiny dagger lies here.~ oldstyle~ weapon 0 AN dagger 13 20 pierce AEH 85 30 230 P A 19 10 A 18 10 A 13 20 #1110 egg~ an egg~ An egg lies here.~ oldstyle~ food 0 A 12 12 0 0 0 0 10 2 P #1111 bag~ a bag~ A bag is on the floor.~ oldstyle~ container 0 A 50 0 0 5 100 0 10 11 P #1112 lantern~ a lantern~ A lantern is on the floor.~ oldstyle~ light 0 A 0 0 DGH 0 0 0 40 60 P #1113 bardiche~ a bardiche~ A long weapon with a sharp end is on the floor.~ wood~ weapon 0 AN polearm 2 11 cleave F 41 100 1810 P A 18 4 #1114 flail~ a flail~ A flail is on the floor.~ iron~ weapon 0 AN flail 2 4 smash 0 9 80 390 P #1115 wooden bardiche~ a wooden bardiche~ A long weapon with a wooden blade is on the floor.~ wood~ weapon 0 AN polearm 2 3 pound F 5 100 980 P A 18 4 #1116 dagger shiriff~ {&a {#shiriff's {$dagger{x~ A shiriff's dagger lies here on the ground.~ metal~ weapon 0 AN dagger 10 10 pierce H 25 10 500 P A 4 2 A 13 10 A 19 5 A 18 5 A 18 1 A 19 1 #1117 club heavy~ {7the {@Th{&ai{@n's {3club{x~ You see see a heavy club. Looks just right for whomping heads.~ wood~ weapon 0 AN mace 4 8 pound H 33 30 620 P #1118 sign quest~ a floating sign~ A sign is floating in the air.~ wood~ furniture RTa 0 0 0 0 0 0 0 0 0 P #0 #ROOMS #1100 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1101 -1 No owner. D2 The dimly lit path leads south through the light forest. ~ ~ 0 -1 6000 -1 No owner. S #1101 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. Up ahead you can hear the faint sounds of a village. ~ 0 0 3 D0 The dimly lit path leads north through the dense forest. ~ ~ 0 -1 1102 -1 No owner. D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1100 -1 No owner. S #1102 A dimly lit path~ You tread through the deep, dark forest on a dimly lit path. The forest here seems less dense than to the south. Northward you see the faint outline of a village. ~ 0 0 3 D0 The dimly lit path leads to a village. ~ ~ 0 -1 1103 -1 No owner. D2 The dimly lit path leads south through the dense forest. ~ ~ 0 -1 1101 -1 No owner. S #1103 {&Entrance {8to the {!Shire{4~ You stand at the entrance to the Shire. You see halflings, no more than wee tall, every which way you look. Bywater Road leads east and west. ~ 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1104 -1 No owner. D2 To the south you see a dimly lit path which leads to a dense forest. ~ ~ 0 -1 1102 -1 No owner. D3 To the west runs Bywater Road. ~ ~ 0 -1 1118 -1 No owner. S #1104 {&Bywater {@Road{4~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west while to the north lies the general store. ~ 0 0 1 D0 The general store lies to the north. ~ ~ 0 -1 1105 -1 No owner. D1 To the east runs Bywater Road. ~ ~ 0 -1 1106 -1 No owner. D3 To the west you see the entrance to the Shire. ~ ~ 0 -1 1103 -1 No owner. S #1105 {7The {^Old {@General {&Store{x~ You are inside the general store. All sorts of goodies are stacked on the many shelves. Your local friendly shopkeeper is smiling patiently, waiting to serve you to the best of his abilities. The only exit is to the south. ~ 0 8 0 D2 The only exit lies to the south. ~ ~ 0 -1 1104 -1 No owner. S #1106 {&Bywater {@Road{4~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the north, steps lead to a friendly looking weaponry/armory while a nursery lies to the south. ~ 0 0 1 D0 Steps lead to a friendly looking weaponry and armory. ~ ~ 0 -1 1107 -1 No owner. D1 To the east runs Bywater Road. ~ ~ 0 -1 1109 -1 No owner. D2 To the south lies Kid'n Keep, the local nursery. ~ ~ 0 -1 1108 -1 No owner. D3 To the west runs Bywater Road. ~ ~ 0 -1 1104 -1 No owner. S #1107 {7The {$House {7of {1Arms{x~ You are inside the finest weapons and armour shop in all of Shiredom. The shopkeeper proudly displays his fine wares and humbly offers the best daggers that you have ever laid eyes on. ~ 0 8 0 D2 The only exit lies to the south. ~ ~ 0 -1 1106 -1 No owner. S #1108 {!Shire's {^Daycare{x~ You are inside the {!Shire's {^Daycare{x, the place where the shire folks drops off their young and goes off to work. Toddlers run every which way while the poor nursemaids sigh in exasperation. ~ 0 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1106 -1 No owner. S #1109 {!A {&Bend {8in the {@Road{x~ Bywater Road continues west and south. A large, imposing building lies to the east. Farther to the south, you can see an Inn of some sort. ~ 0 0 1 D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1110 -1 No owner. D2 To the south runs Bywater Road. ~ ~ 0 -1 1112 -1 No owner. D3 To the west runs Bywater Road. ~ ~ 0 -1 1106 -1 No owner. S #1110 {#Shiriff {&Post {8of the {@Eastern {!Shire{x~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Eastern Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. A door offers passage to the east. ~ 0 8 0 D1 A door offers passage to the office of the Thain. ~ door~ 1 0 1111 -1 No owner. D3 To the west you can see Bywater Road. ~ ~ 0 -1 1109 -1 No owner. S #1111 {@Th{&ai{@n's {&Office{x~ You stand inside the office of the Thain, the police protectorate of the great Shire. The Thain has sworn to protect the Shire from all thieves and murderers with his life, and so eyes you suspiciously. A door to the west leads to the Shiriff Post. ~ 0 8 0 D3 A door offers passage to the Shiriff Post. ~ door~ 1 0 1110 -1 No owner. S #1112 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north and south. To the east you spy the training grounds for shiriffs in training. ~ 0 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1109 -1 No owner. D1 The Shiriff Training Grounds lies to the east. ~ ~ 0 -1 1117 -1 No owner. D2 To the south runs Bywater Road. ~ ~ 0 -1 1113 -1 No owner. S #1113 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the north. The private residences of Shire inhabitants are to the east and west while to the south lies the Ivy Bush, second only to the Green Dragon for its hospitality and service. ~ 0 0 1 D0 To the north runs Bywater Road. ~ ~ 0 -1 1112 -1 No owner. D1 You spy the private dwelling of a Shire folk to the east. ~ ~ 0 -1 1115 -1 No owner. D2 To the south you see the Ivy Bush, a favorite haunt of Shire urbanites and seasoned travelers. ~ ~ 0 -1 1116 -1 No owner. D3 You spy the private dwelling of a Shire folk to the west. ~ ~ 0 -1 1114 -1 No owner. S #1114 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the east. ~ 0 8 0 D1 The only exit lies to the east. ~ ~ 0 -1 1113 -1 No owner. S #1115 A smial~ You are inside a smial, a hole in the ground which serves as the proper dwelling place for halflings. As you look around this private abode, you feel as if you were intruding and so quickly cover your eyes. The only exit lies to the west. ~ 0 8 0 D3 The only exit lies to the west. ~ ~ 0 -1 1113 -1 No owner. S #1116 The Ivy Bush~ You are in the Ivy Bush, one of the most famous inns in all of Shiredom. Chique Shire urbanites and seasoned travelers fill the confines of the room with gay and lively talk. A jovial innkeeper stops all that he is doing to await your command. The only exit lies to the north. ~ 0 8 0 D0 The only exit lies to the north. ~ ~ 0 -1 1113 -1 No owner. S #1117 Shiriff Training Grounds~ The sounds of mock battle and feigned death cries fill your ears. Every which way you turn you see halfling trainees at the prime of their youth. A wizened old battle instructor meets your gaze and asks if he may be of service. The only exit lies to the west. ~ 0 0 0 D3 The only exit lies to the west. ~ ~ 0 -1 1112 -1 No owner. S #1118 {@Bywater {&Road{x~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. A large, imposing building lies to the south. You catch a glimpse of the Brandywine River to the north. ~ 0 0 1 D1 To the east you see the entrance to the Shire. ~ ~ 0 -1 1103 -1 No owner. D2 A large, imposing building lies to the south. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1119 -1 No owner. D3 To the west runs Bywater Road. ~ ~ 0 -1 1120 -1 No owner. S #1119 {#Shiriff {&Post {8of the {@Bridge{x~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of the Bridge. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the north. ~ 0 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1118 -1 No owner. S #1120 {@Bywater {&Road{x~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east and west. To the south you spy the Grocer's Delight, the premium grocer's shop in all the realm while to the north lies Brandywine Bridge. ~ 0 0 1 D0 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 -1 No owner. D1 To the east runs Bywater Road. ~ ~ 0 -1 1118 -1 No owner. D2 You see the Grocer's Delight to the south. ~ ~ 0 -1 1121 -1 No owner. D3 To the west runs Bywater Road. ~ ~ 0 -1 1122 -1 No owner. S #1121 The Grocer's Delight~ You tremble with ecstasy as the tempting odors of freshly made pipeweed bread fill your lungs. Rumor has it that the pipeweed bread sold here can restore vitality. You look around but find no one to take your order. You then peep over the counter and discover a friendly grocer who is too short to be seen over the counter. The only exit is to the north. ~ 0 8 0 D0 The only exit is to the north. ~ ~ 0 -1 1120 -1 No owner. S #1122 Bywater Road~ You stand on Bywater Road, the busiest street in all of Shiredom. The road continues to the east. A small hill lies to the west while you can see a watermill to the far south. You catch a glimpse of the Brandywine River to the north. ~ 0 0 1 D1 To the east runs Bywater Road. ~ ~ 0 -1 1120 -1 No owner. D2 An entrance to the watermill lies to the south. ~ ~ 0 -1 1123 -1 No owner. D3 A small hill to the west blocks your view. ~ ~ 0 -1 1126 -1 No owner. S #1123 Entrance to Watermill~ You stand at the entrance to a watermill. You hear the bustle of busy workers and the sound of a creaking mill. Bywater Road is to the north while the watermill continues to the south. ~ 0 0 0 D0 You see Bywater Road to the north. ~ ~ 0 -1 1122 -1 No owner. D2 A watermill meets your gaze. ~ ~ 0 -1 1124 -1 No owner. S #1124 The Watermill~ Halfling workers are scattered everywhere, busy at work. You see the river to the west and get a compelling urge to grab the nearest worker and to toss him into the river. The entrance stands to the north while a door offers passage to the south. ~ 0 8 0 D0 You see the entrance. ~ ~ 0 -1 1123 -1 No owner. D2 A wooden door leads to the rear of the watermill. ~ door~ 1 0 1125 -1 No owner. S #1125 Rear of watermill~ You stand in a damp, dimly lit room. Mildew clings to the walls and it appears as if you were the first person to enter the room in ages. A barely visible portal in the ground catches your eye. ~ 0 8 0 D0 A watermill meets your gaze. ~ ~ 0 -1 1124 -1 No owner. D5 A hidden portal reveals a passageway down. ~ ~ 0 -1 1146 -1 No owner. S #1126 Took Hill~ You stand on top of Took Hill, named after the legendary Bandobras Took. You feel honored to be standing on a hill named after your hero. From this vantage point you can see all of shiredom. You get the feeling that with one stomp you could eliminate their great city. You can see the outline of Midgaard to the far east. Sounds of joyful celebration are heard from the fields west of here. The Brandywine flows by lazily nearby. ~ 0 0 4 D1 To the east runs Bywater Road. ~ ~ 0 -1 1122 -1 No owner. D3 You see a grassy field to the west. ~ ~ 0 -1 1128 -1 No owner. S #1127 Northern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the south and the west. To the east you see Took Hill. ~ 0 0 2 D2 You see a grassy field. ~ ~ 0 -1 1128 -1 No owner. S #1128 A grassy field~ You stand in the center of a grassy field. A great birthday party appears to be taking place. Great tables of food are spread out and a young halfling beauty offers you welcome. You are enticed by her generosity and suggestive winks. ~ 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 1127 -1 No owner. D1 A small hill to the east blocks your view. ~ ~ 0 -1 1126 -1 No owner. D2 You see a grassy field. ~ ~ 0 -1 1129 -1 No owner. D3 You see a grassy field. ~ ~ 0 -1 1130 -1 No owner. S #1129 Southern end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends toward the north and the west. To the east you see Took Hill. ~ 0 0 2 D0 You see a grassy field. ~ ~ 0 -1 1128 -1 No owner. S #1130 Western end of grassy field~ You stand in a grassy field--nothing to get too excited about. The field extends every which way but west. ~ 0 0 2 D1 You see a grassy field. ~ ~ 0 -1 1128 -1 No owner. S #1131 {%Bra{5ndyw{%ine {&Bridge{x~ You stand on a solidly built bridge. As you look down you spy gaily colored fish swimming with the current of Brandywine River. The cool water looks invitingly refreshing and you get a sudden urge to strip and bathe in the river, but you hear the laughter of women nearby and so resist the urge. Delving Lane extends to the north while Bywater Road can be seen to the south. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1132 -1 No owner. D2 To the south runs Bywater Road. ~ ~ 0 -1 1120 -1 No owner. S #1132 {#De{3lvi{#ng {8Lane{x~ Delving Lane runs north and south in this small borough of the Shire. To the south stands Brandywine Bridge. The Green Dragon, the undisputed leader in the art of innkeeping, offers rest and comfort to the east. You hear the bray of horses from the west. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1133 -1 No owner. D1 The Green Dragon offers food, drink, and above all hospitality for mere gold. ~ ~ 0 -1 1144 -1 No owner. D2 Brandywine Bridge offers safe passage across the tumultuous river. ~ ~ 0 -1 1131 -1 No owner. S #1133 {#De{3lvi{#ng {8Lane{x~ Delving Lane runs north and south in this small borough of the Shire. A large, imposing building lies to the east. You hear the bray of horses from the west. ~ 0 0 1 D0 You see Delving Lane. ~ ~ 0 -1 1134 -1 No owner. D1 A large, imposing building lies to the east. A sign reads 'Shiriff Post'. ~ ~ 0 -1 1145 -1 No owner. D2 You see Delving Lane. ~ ~ 0 -1 1132 -1 No owner. D3 You see a grassy field. ~ ~ 0 -1 1138 -1 No owner. S #1134 {#De{3lvi{#ng {8Lane{x~ Delving Lane runs north and south in this small borough of the Shire. There is a small house to the west, nothing to the east, and up ahead you see a round door which leads to a rather impressive abode. ~ 0 0 1 D0 A large, magnificent house meets your steady gaze. Above the round door a sign reads 'Bag End'. ~ ~ 1 -1 1135 -1 No owner. D2 You see Delving Lane. ~ ~ 0 -1 1133 -1 No owner. S #1135 {%Bag {&End{x~ You stand in a comfortably well-equipped house, a palace by humble halfling standards. On the wall you see a banner which reads "Home Sweet Home". A solid oak door to the east leads to a pantry while you see a cozy bedroom to the west. ~ 0 8 0 D1 Through the keyhole you see what looks like a well stocked pantry. ~ door~ 1 -1 1137 -1 No owner. D2 You see Delving Lane. ~ ~ 0 -1 1134 -1 No owner. D3 You see a bedroom. It looks like the beds have recently been slept in. ~ ~ 0 -1 1136 -1 No owner. S #1136 {&Be{@dro{&om{x~ You stand in the private bedroom of Bag End. There are two beds to the side, neither of which are made. Portraits of halflings hang on the wall, and as you gaze upon them you come to the conclusion that the owner of Bag End comes from a long line of distinguished halflings. A cozy fire in the fireplace keeps the room warm and comfortable. ~ 0 8 0 D1 Through the doorway you see the main room of Bag End. ~ ~ 0 -1 1135 -1 No owner. S #1137 {@Pantry{x~ You are inside the pantry. Shelves filled with food and drink surround you on all sides. You wonder why a halfling would need so much to eat. The presence of something unseen chills you to your bones. On the floor you spy a trapdoor. ~ 0 8 0 D3 Beyond the door you see the main room of Bag End. ~ door~ 1 -1 1135 -1 No owner. D5 It's anyone's guess as to where the trapdoor leads. ~ ~ 0 -1 1156 -1 No owner. S #1138 A grassy field~ You stand upon a grassy field. A bull stands grazing not far away and out of the corner of your eye you can see him considering you. The sound of animals fill the air from the north. To the south you see a pig pen. ~ 0 0 2 D0 You see a large barn. ~ ~ 0 -1 1142 -1 No owner. D1 You see Delving Lane. ~ ~ 0 -1 1133 -1 No owner. D2 A rather large pig pen is to the south. ~ ~ 0 -1 1139 -1 No owner. S #1139 Pig pen~ You feel your boots sinking into the mud. Numerous pigs roam about, oblivious to your company. A grassy field is to the north while you see a small path winding to the west. ~ 0 0 1 D0 You see a grassy field. ~ ~ 0 -1 1138 -1 No owner. D3 A small path winds its way eastward. ~ ~ 0 -1 1140 -1 No owner. S #1140 A stony path~ You walk on a stony path which leads to a small residence to the north. From the east you hear the noisy din of pigs. ~ 0 0 1 D0 To the north you see a modest house. ~ ~ 0 -1 1141 -1 No owner. D1 A rather large pig pen is to the east. ~ ~ 0 -1 1139 -1 No owner. S #1141 Gamgee Residence~ You stand inside a modest home. You deduce that this is indeed the home of whomever owns the surrounding lands. The air is somewhat musty and the smell reminds you of a stable. As you look around disdainfully, you think to yourself that this is more of a shack than a proper residence and you long for the urban riches of the Shire proper. ~ 0 8 0 D2 You see a small path winding its way southward. ~ ~ 0 -1 1140 -1 No owner. S #1142 A barn~ Animals of every sort fill the small barn. You feel the hot breath of horses and cows on your neck and you feel the sudden need for fresh air. Other than that, you feel cozy and protected and don't mind staying for a bit longer. All the warmth and good vibes remind you of the days when your mother would hold you in her arms and sing you to sleep. You find yourself wanting to cradle all the animals. ~ 0 8 0 D0 You see a chicken coop to the north. ~ ~ 0 -1 1143 -1 No owner. D2 You see a grassy field. ~ ~ 0 -1 1138 -1 No owner. S #1143 A chicken coop~ You stand inside a rather crowded chicken coop. The cackle of hens fill the air. The only exit is to the south. ~ 0 8 0 D2 You see a large barn. ~ ~ 0 -1 1142 -1 No owner. S #1144 {@Green {@Dr{&ag{@on{x~ Welcome to the Green Dragon, the undisputed leader in the art of innkeeping. A rather charming and friendly hostess stands to the side, ready to offer you food and drink. While most of the patrons are halfling locals, you spy an occasional human or two. As you listen more closely to the conversations that fill the inn, you hear the tales of great and seasoned adventurers as well as the usual gossip. You feel as if you've found your second home in the Green Dragon. You see a stairway leading upwards. ~ 0 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1132 -1 No owner. D4 You see the reception. ~ ~ 0 -1 1157 -1 No owner. S #1145 {#Shiriff {&Post {8of the {#De{3lvi{#ng {8Lane{x~ You are in the Shiriff Post which acts as the nucleus for the three shiriffs of Delving Lane. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the west. ~ 0 8 0 D3 You see Delving Lane. ~ ~ 0 -1 1133 -1 No owner. S #1146 {7A {8dark {7tunnel{x~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. You see light from a small hole in the ceiling while to the east you see nothing but darkness. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1147 -1 No owner. D4 You see a portal which leads to a small room. ~ ~ 0 -1 1125 -1 No owner. S #1147 {7A {8dark {7tunnel{x~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1148 -1 No owner. D3 You see a dark tunnel. ~ ~ 0 -1 1146 -1 No owner. S #1148 {7A {8dark {7tunnel{x~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues east and west. All you can see is darkness. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1149 -1 No owner. D3 You see a dark tunnel. ~ ~ 0 -1 1147 -1 No owner. S #1149 {&A {6Three {7way {8Intersection{x~ You stand at an intersection. The tunnel continues east and west while to the north you can barely make out a smaller trail. ~ 0 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1151 -1 No owner. D1 You see a dark tunnel. ~ ~ 0 -1 1150 -1 No owner. D3 You see a dark tunnel. ~ ~ 0 -1 1148 -1 No owner. S #1150 {&End {7of a {8Dark {7Tunnel{x~ You stand at the end of a dark tunnel. The underground tunnel continues to the west. From a trapdoor in the ceiling you can hear the din of adventurers. ~ 0 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1149 -1 No owner. D4 You hear the din of adventurers. ~ ~ 0 -1 3001 -1 No owner. S #1151 {&A {8dark {7tunnel{x~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west you see a Shirriff Post while to the east lies a small home. All you can see is darkness. ~ 0 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1152 -1 No owner. D1 You see a halfling hole. ~ ~ 0 -1 1154 -1 No owner. D2 You see a dark tunnel. ~ ~ 0 -1 1149 -1 No owner. D3 Above a great oak door you see a sign which reads 'Shirriff Post'. ~ ~ 0 -1 1153 -1 No owner. S #1152 {&A {8dark {7tunnel{x~ You stand inside a small underground tunnel. The ceiling is so low that you must crouch to avoid hitting your head. The tunnel continues north and south. To the west lies a small home. All you can see is darkness. ~ 0 9 0 D0 You see a dark tunnel. ~ ~ 0 -1 1156 -1 No owner. D2 You see a dark tunnel. ~ ~ 0 -1 1151 -1 No owner. D3 You see a halfling hole. ~ ~ 0 -1 1155 -1 No owner. S #1153 {#Shiriff {&Post {8of the {7Lower {!Shire{x~ You are in the shiriff Post which acts as the nucleus for the three shiriffs of the Lower Shire. As you examine the shiriffs on duty, you come to realize that the halflings of the Shire are not to be reckoned with. You cower with awe. The only exit is to the east. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1151 -1 No owner. S #1154 {&A {@Ha{&lf{@li{&ng {8Hole{x~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 0 9 0 D3 You see a dark tunnel. ~ ~ 0 -1 1151 -1 No owner. S #1155 {&A {@ha{&lf{@li{&ng {8Hole{x~ You stand inside a rather crudely built halfling hole. The many passageways and winding paths remind you of a rodent's lair. The air is musty and damp and you feel the need for fresh air. ~ 0 9 0 D1 You see a dark tunnel. ~ ~ 0 -1 1152 -1 No owner. S #1156 {8End {7of a {8dark {7tunnel{x~ You are at one end of a dark tunnel. The tunnel continues to the south while on the ceiling you can make out a trapdoor. ~ 0 9 0 D2 You see a dark tunnel. ~ ~ 0 -1 1152 -1 No owner. D4 A trapdoor on the ceiling reveals a passageway. ~ ~ 0 -1 1137 -1 No owner. S #1157 {&The {@Inn {8of the {@Green {@Dr{8ag{@on{x~ You are standing in the Inn of the Green dragon. Large paintings of halflings at work, and halflings at play adorn the walls. Comfortable benches and seats line the walls. A stairway leads down. ~ 0 24 0 D5 ~ ~ 0 -1 1144 -1 No owner. S #0 #SPECIALS M 1100 spec_cast_mage Load to: the Elven Wizard M 1101 spec_thief Load to: {8the {@Keeper {8of the {@Ring{x M 1110 spec_guard Load to: {!a {#shiriff{x M 1111 spec_guard Load to: {!a {#shiriff{x M 1112 spec_guard Load to: {&The {@Th{&a{@in{x M 1116 spec_cast_mage Load to: {7the {@e{&l{@v{&e{@n {@warrior{x M 1117 spec_cast_cleric Load to: {8the {@dw{&arv{@en {&prince{x M 1121 spec_guard Load to: the battle master M 1122 spec_thief Load to: {&a {1ha{!lf{!li{1ng {&youth{x M 1132 spec_guard Load to: a shiriff S #RESETS O 0 1102 0 1103 *A sign loaded to {&Entrance {8to the {!Shire{4 M 0 1118 1 1105 1 *Load {&the {@sho{%pke{@eper{x G 0 1111 0 *A bag is given to {&the {@sho{%pke{@eper{x G 0 1112 0 *A lantern is given to {&the {@sho{%pke{@eper{x M 0 1120 1 1107 1 *Load {7the {$bla{1cks{$mith{x M 0 1104 2 1108 2 *Load {7A {!Shire {#Nursemaid{x M 0 1104 2 1108 2 *Load {7A {!Shire {#Nursemaid{x M 0 1103 6 1108 6 *Load {&A {!Shire {8toddler{x M 0 1103 6 1108 6 *Load {&A {!Shire {8toddler{x M 0 1103 6 1108 6 *Load {&A {!Shire {8toddler{x M 0 1103 6 1108 6 *Load {&A {!Shire {8toddler{x M 0 1103 6 1108 6 *Load {&A {!Shire {8toddler{x M 0 1103 6 1108 6 *Load {&A {!Shire {8toddler{x M 0 1110 8 1110 2 *Load {!a {#shiriff{x E 0 1116 0 18 *{&a {#shiriff's {$dagger{x is loaded wielded of {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1110 8 1110 2 *Load {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1111 4 1110 1 *Load {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1112 1 1111 1 *Load {&The {@Th{&a{@in{x E 0 1117 0 18 *{7the {@th{&ai{@n's {3club{x is loaded wielded of {&The {@Th{&a{@in{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {&The {@Th{&a{@in{x E 0 1108 0 15 *{7the {@th{&a{@in {8girth{x is loaded around the waist of {&The {@Th{&a{@in{x M 0 1128 4 1114 1 *Load {&a {@co{&unt{@ry {&bumpkin{x G 0 1103 0 *A pipeweed bread is given to {&a {@co{&unt{@ry {&bumpkin{x M 0 1128 4 1115 1 *Load {&a {@co{&unt{@ry {&bumpkin{x G 0 1103 0 *A pipeweed bread is given to {&a {@co{&unt{@ry {&bumpkin{x M 0 1113 1 1116 1 *Load {&the {@Inn{8kee{@per{x G 0 1110 0 *An egg is given to {&the {@Inn{8kee{@per{x G 0 648 0 *A shot of whiskey is given to {&the {@Inn{8kee{@per{x G 0 649 0 *A quart of ale is given to {&the {@Inn{8kee{@per{x G 0 650 0 *A quart of port brew is given to {&the {@Inn{8kee{@per{x M 0 1123 5 1116 2 *Load {&a {@se{8as{@on{8ed {&adventurer{x M 0 1123 5 1116 2 *Load {&a {@se{8as{@on{8ed {&adventurer{x M 0 1124 2 1116 2 *Load a local gossip M 0 1124 2 1116 2 *Load a local gossip M 0 1127 7 1116 3 *Load {&a {@c{8h{@i{8c {&urbanite{x M 0 1127 7 1116 3 *Load {&a {@c{8h{@i{8c {&urbanite{x M 0 1127 7 1116 3 *Load {&a {@c{8h{@i{8c {&urbanite{x M 0 1121 1 1117 1 *Load the battle master E 0 1113 0 18 *A bardiche is loaded wielded of the battle master M 0 1126 3 1117 3 *Load a trainee E 0 1115 0 18 *A wooden bardiche is loaded wielded of a trainee M 0 1126 3 1117 3 *Load a trainee E 0 1115 0 18 *A wooden bardiche is loaded wielded of a trainee M 0 1126 3 1117 3 *Load a trainee E 0 1115 0 18 *A wooden bardiche is loaded wielded of a trainee M 0 1110 8 1119 2 *Load {!a {#shiriff{x E 0 1116 0 18 *{&a {#shiriff's {$dagger{x is loaded wielded of {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1110 8 1119 2 *Load {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1111 4 1119 1 *Load {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1119 1 1121 1 *Load the grocer G 0 1103 0 *A pipeweed bread is given to the grocer M 0 1115 6 1123 6 *Load the mill worker M 0 1115 6 1123 6 *Load the mill worker M 0 1115 6 1124 6 *Load the mill worker M 0 1115 6 1124 6 *Load the mill worker M 0 1115 6 1124 6 *Load the mill worker M 0 1114 1 1124 1 *Load the Miller M 0 1115 6 1125 6 *Load the mill worker M 0 1122 9 1127 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1122 9 1127 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1122 9 1127 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1125 1 1128 1 *Load a halfling beauty M 0 1100 1 1128 1 *Load the Elven Wizard E 0 1104 0 14 *A silvery cloak is loaded about the shoulders of the Elven Wizard E 0 1100 0 0 *The rainbow staff is loaded as a light of the Elven Wizard M 0 1122 9 1129 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1122 9 1129 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1122 9 1129 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1122 9 1130 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1122 9 1130 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1122 9 1130 3 *Load {&a {1ha{!lf{!li{1ng {&youth{x M 0 1116 1 1136 1 *Load {7the {@e{&l{@v{&e{@n {@warrior{x E 0 1106 0 18 *An elven spear is loaded wielded of {7the {@e{&l{@v{&e{@n {@warrior{x E 0 622 0 6 *A brass helm is loaded over the head of {7the {@e{&l{@v{&e{@n {@warrior{x M 0 1117 1 1136 1 *Load {8the {@dw{&arv{@en {&prince{x E 0 1107 0 18 *A mithril axe is loaded wielded of {8the {@dw{&arv{@en {&prince{x E 0 621 0 5 *Brass plate is loaded on the body of {8the {@dw{&arv{@en {&prince{x M 0 1101 1 1137 1 *Load {8the {@Keeper {8of the {@Ring{x E 0 1101 0 18 *{@s{&t{@i{&n{@g{x is loaded wielded of {8the {@Keeper {8of the {@Ring{x E 0 1105 0 1 *{&the {@o{7n{@e {&ring{x is loaded on the left finger of {8the {@Keeper {8of the {@Ring{x E 0 623 0 7 *Brass leggings is loaded on the legs of {8the {@Keeper {8of the {@Ring{x M 0 1108 1 1138 1 *Load a bull M 0 1106 5 1139 5 *Load a pig M 0 1106 5 1139 5 *Load a pig M 0 1106 5 1139 5 *Load a pig M 0 1106 5 1139 5 *Load a pig M 0 1106 5 1139 5 *Load a pig M 0 1102 1 1141 1 *Load Farmer Gamgee M 0 1105 3 1142 3 *Load a cow M 0 1105 3 1142 3 *Load a cow M 0 1105 3 1142 3 *Load a cow M 0 1109 4 1142 4 *Load a horse M 0 1109 4 1142 4 *Load a horse M 0 1109 4 1142 4 *Load a horse M 0 1109 4 1142 4 *Load a horse M 0 1107 6 1143 6 *Load a chicken G 0 1110 0 *An egg is given to a chicken M 0 1107 6 1143 6 *Load a chicken G 0 1110 0 *An egg is given to a chicken M 0 1107 6 1143 6 *Load a chicken G 0 1110 0 *An egg is given to a chicken M 0 1107 6 1143 6 *Load a chicken G 0 1110 0 *An egg is given to a chicken M 0 1107 6 1143 6 *Load a chicken G 0 1110 0 *An egg is given to a chicken M 0 1107 6 1143 6 *Load a chicken G 0 1110 0 *An egg is given to a chicken M 0 1130 1 1144 1 *Load {&the {@Inn{8kee{@per{x G 0 1110 0 *An egg is given to {&the {@Inn{8kee{@per{x G 0 648 0 *A shot of whiskey is given to {&the {@Inn{8kee{@per{x G 0 649 0 *A quart of ale is given to {&the {@Inn{8kee{@per{x G 0 650 0 *A quart of port brew is given to {&the {@Inn{8kee{@per{x M 0 1123 5 1144 3 *Load {&a {@se{8as{@on{8ed {&adventurer{x M 0 1123 5 1144 3 *Load {&a {@se{8as{@on{8ed {&adventurer{x M 0 1123 5 1144 3 *Load {&a {@se{8as{@on{8ed {&adventurer{x M 0 1127 7 1144 4 *Load {&a {@c{8h{@i{8c {&urbanite{x M 0 1127 7 1144 4 *Load {&a {@c{8h{@i{8c {&urbanite{x M 0 1127 7 1144 4 *Load {&a {@c{8h{@i{8c {&urbanite{x M 0 1127 7 1144 4 *Load {&a {@c{8h{@i{8c {&urbanite{x M 0 1110 8 1145 2 *Load {!a {#shiriff{x E 0 1116 0 18 *{&a {#shiriff's {$dagger{x is loaded wielded of {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1110 8 1145 2 *Load {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1111 4 1145 1 *Load {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1110 8 1153 2 *Load {!a {#shiriff{x E 0 1116 0 18 *{&a {#shiriff's {$dagger{x is loaded wielded of {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1110 8 1153 2 *Load {!a {#shiriff{x E 0 616 0 5 *{&a {3le{#at{3her {1vest{x is loaded on the body of {!a {#shiriff{x M 0 1111 4 1153 1 *Load {!a {#shiriff{x E 0 616 0 5 *{&a 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