#AREADATA Name Mirkwood~ Builders None~ VNUMs 8800 8899 Security 9 Credits { 5 15} Yaegar Mirkwood~ End #MOBILES #8800 sylvan elf scout~ a sylvan elf scout~ A Sylvan Elf scout is offended at your intrusion! ~ The Sylvan Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. As natives of Mirkwood, they are virtually imposssible to see if they don't want to be seen. ~ elf~ ABCFG FJQ 400 0 5 0 2d6+60 1d1+99 1d6+1 punch 5 5 5 10 DF ABIN ABN GHZ stand sit male 103 AHMV ABCDEFGHIJK small none #8801 sylvan elf warrior~ a sylvan elf warrior~ A Sylvan Elf warrior lunges at you with his sword! ~ The Sylvan Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. ~ elf~ ABCFG J 400 0 7 2 2d6+84 1d1+99 1d8+1 slice 5 5 7 10 CEF AB B DZ rest stand male 150 AHMV ABCDEFGHIJK small none #8802 orc scout~ an orc scout~ An Orcish scout screams and attacks! ~ These foul creatures have been sent in advance by Orcish forces to scout out the defenses of Mirkwood. So far, their attempts have resulted only in their own demise, but eventually the Elves will be worn down by the sheer weight of numbers of the immense Orcish hordes. ~ orc~ ABCFGH J -400 0 5 0 2d6+60 1d1+99 1d6+1 slap 10 5 10 10 CDF AB Q CDS stand stand male 211 AHMV ABCDEFGHIJK medium none #8803 orc warrior~ an orc warrior~ An Orcish warrior screams and attacks! ~ These fell minions of Sauron have been sent in an attempt to subjugate Mirkwood. So far, their attempts have resulted only in their own demise, but eventually the Elves will be worn down by the sheer weight of numbers of the immense Orcish hordes. ~ orc~ ACFG J -400 0 5 1 2d6+60 1d1+99 1d6+1 grep 5 5 7 5 EIN AB Q CS stand stand male 0 AHMV ABCDEFGHIJK medium none #8804 guard~ a wood elf guard~ A Wood Elf guard angrily accosts you. ~ This angry guard is incensed at your trespass in the hall of his king, and will attempt to forcibly eject you. ~ elf~ AFGQT J 400 0 8 0 2d7+98 1d1+99 1d7+2 smash 3 3 3 5 CKNRT ABHLN B Z stand stand male 50 AHMV ABCDEFGHIJK small none #8805 chief guard~ the chief of the guard~ A Wood Elf chief of the guard lunges at you with his sword! ~ The Wood Elves are a good people, but centuries of subjection to the violences and prejudices of other races have made them wary and very hostile toward outsiders. However, if you're tough enough, perhaps he'll back down. ~ elf~ ABCFGQ J 400 0 12 1 2d10+150 1d1+99 1d10+3 claw 1 1 0 7 CDEFRTU HLN BC Z stand stand male 100 AHMV ABCDEFGHIJK medium none #8806 galion butler~ Galion the butler~ A Wood Elf butler glares at you accusingly. ~ Galion has a tremenous fondness for Dorwinion Wine, and he is now well and truly inebriated. However that does not mean he won't react to your intrusion. ~ elf~ ABCFG J 400 0 10 0 2d7+120 1d1+99 2d4+2 punch 2 2 2 8 KN AB B Z stand stand male 0 AHMV ABCDEFGHIJK medium none #8807 thranduil king~ Thranduil, king of the Wood Elves~ Thranduil, King of the Wood Elves, eyes you suspiciously. ~ While not immune to the prejudices of his brethren, Thranduil is a trifle wiser (and more civilized) and he will not attack without provocation. ~ elf~ ABGR HJ 500 0 15 1 3d9+180 1d1+149 2d5+1 claw -1 -1 -1 2 CDEK 0 BD Z sit sit male 0 AHMV ABCDEFGHIJK medium none #8808 wood elf male~ a male wood elf~ A male Wood Elf glares angrily at you. ~ This person won't attack you like the guards will, but that doesn't mean he likes you any more than they do... ~ elf~ ACGQ J 400 0 6 0 2d7+70 1d1+99 1d7+1 punch 4 4 4 5 FR 0 B Z stand stand male 0 AHMV ABCDEFGHIJK small none #8809 wood elf female~ a female wood elf~ A female Wood Elf glares angrily at you. ~ This person won't attack you like the guards will, but that doesn't mean ahe likes you any more than they do... ~ elf~ ACGQ J 400 0 6 0 2d7+65 1d1+99 1d7+1 punch 5 5 5 5 FR 0 B Z stand stand female 0 AHMV ABCDEFGHIJK small none #8810 turnkey elf~ the turnkey~ The turnkey sleeps here. ~ This surly fellow is almost always passed out from copious alcohol consumption. ~ elf~ ABCG J 0 0 9 -1 2d6+112 1d1+99 1d8+2 slap 2 2 2 4 FJ 0 B Z sleep sleep male 20 AHMV ABCDEFGHIJK small none #8811 thorin oakenshield~ Thorin Oakenshield~ Thorin Oakenshield politely bows before you. ~ This Dwarf is descended from noble blood. He and his fellows were waylaid by the Wood Elves while journeying to avenge their brethren against the dragon Smaug. ~ elf~ ACGQ JO 500 0 14 0 2d10+190 1d1+99 1d12+3 punch -1 -1 -1 0 IKNR 0 ABIN Z stand stand male 40 AHMV ABCDEFGHIJK medium none #0 #OBJECTS #8800 pool~ a pool~ A pool of crystal-clear water fills this clearing. ~ air~ fountain 0 0 10000 10000 'water' 0 0 0 0 0 P E pool~ It looks tasty. Have a drink! ~ #8801 sword~ an elvish sword~ A beautiful sword has been left here.~ adamantite~ weapon G AN sword 1 5 slash 0 5 30 500 G A 18 2 #8802 cloak~ a plain elven cloak~ A plain, but practical, Elven cloak lies here.~ cloth~ armor G AC AB AB AB 0 A 5 40 200 G A 17 -2 A 13 5 #8803 boots~ a pair of plain elven boots~ A plain, but practical, pair of Elven boots.~ leather~ armor G AG AB C C 0 B 5 30 400 G A 14 50 A 2 1 #8804 water flask~ a water flask~ An Elven water flask. It is rumored that they can provide water for days.~ porcelain~ drink 0 A 10 10 'water' 0 0 0 15 50 G #8805 shield~ a spiked metal shield~ An Orcish spiked metal shield has been left here.~ steel~ armor 0 AJ AB C C 0 AB 5 40 400 G #8806 scimitar~ an orcish scimitar~ An Orcish scimitar has been left here.~ iron~ weapon G AN sword 1 6 cleave 0 5 120 450 G A 19 1 A 1 1 #8807 helm~ an ugly spiked helm~ An ugly Orcish spiked helm has been left here.~ bronze~ armor G AE C AB AB 0 B 5 140 200 G A 17 -5 #8808 flask wine~ a flask of Dorwinion wine~ A half-drunk flask of fine Dorwinion wine lies here.~ porcelain~ drink 0 A 10 5 'red wine' 0 0 5 60 150 G #8809 barrel wine~ a barrel of Dorwinion wine~ A barrel of Dorwinion wine is here.~ wood~ drink 0 A 50 50 '(null)' 0 0 0 100 300 G #8810 barrel~ an empty barrel~ This empty barrel would make a fine boat.~ wood~ drink 0 A 100 0 'water' 0 0 1 140 200 G #8811 sword~ a fine elven sword~ A fine Elven sword glimmers softly here.~ metal~ weapon AL AN sword 2 12 cleave DF 14 45 600 G A 19 3 A 18 2 A 2 1 #8812 key~ a key~ A key to a cell door is here.~ iron~ key 0 AO 0 0 0 0 0 0 10 0 G #8813 key~ a key~ A key to a cave door is here.~ iron~ key 0 AO 0 0 0 0 0 0 10 0 G #0 #ROOMS #8800 Entrance to Mirkwood~ You have entered the quasi-magical Elven forest of Mirkwood, populated by Sylvan Elves and their mysterious allies. Strangers are frowned upon here, so be on your guard. It is rumored that many different races of Elves actually inhabit this forest, in various parts and sometimes they are carefully hidden, away from the prying eyes of strangers. There is a sign tacked to a tree nearby. There is a small (Glowing) (Huming) tablet. ~ 0 4 3 E small tablet~ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + + + This area has been converted and adapted by + + Roland + + + + & + + + + modified, debugged (?:) slightly enhanced and balanced by + + jaceks + + + + & + + + + checked and beta tested by + + Quartz + + july'96 + ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~ E sign~ This area serves as a connector for many areas with an Elven or Faerie flavour, favored areas of the Immortal Yaegar. Tread carefully, and remember to keep track of where you have been. --Yaegar ~ D0 ~ ~ 0 -1 8801 D1 ~ ~ 0 0 7860 D2 ~ ~ 0 -1 8855 S #8801 The Path Through Mirkwood~ You are advancing along a narrow path that runs deep into the forest of Mirkwood. Giant, ancient trees tower over you to either side, and sweet songbirds sing in their lofty branches. However, despite this serene scene, you can't shake the feeling that you're being watched. ~ 0 0 3 D0 ~ ~ 0 -1 8802 D2 ~ ~ 0 -1 8800 S #8802 The Path Through Mirkwood~ You are advancing along a narrow path that runs deep into the forest of Mirkwood. Giant, ancient trees tower over you to either side, and sweet songbirds sing in their lofty branches. However, despite this serene scene, you can't shake the feeling that you're being watched. ~ 0 0 3 D0 ~ ~ 0 -1 8803 D2 ~ ~ 0 -1 8801 S #8803 A Fork in the Path~ You have reached a point where the path branches, with paths running to the east and west. A wild animal suddenly howls angrily some distance away, and you involuntarily jump. ~ 0 0 3 D1 ~ ~ 0 -1 8804 D2 ~ ~ 0 -1 8802 D3 ~ ~ 0 -1 8820 S #8804 A Broad Path~ This branch of the path widens out after a short distance, and you notice signs of heavy use, evidently by non-Elves, as Elves do not leave footprints. The trees are thinner and smaller in this part of the forest, giving the impression that it has been recently cleared. ~ 0 0 3 D1 ~ ~ 0 -1 8805 D3 ~ ~ 0 -1 8803 S #8805 Another Junction~ The path once again divides, this time into northern and southern branches. To the north an impressive-looking citadel looms over the treetops, while to the south the trail becomes significantly narrower, and overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8806 D2 ~ ~ 0 -1 8808 D3 ~ ~ 0 -1 8804 S #8806 A Bend in the Road~ The northern road bends to the east at this point, allowing you to gaze upon a wondrous Elven Fortress. Although you are more than a mile away, it still looms large ahead of you. ~ 0 0 3 D1 ~ ~ 0 -1 8807 D2 ~ ~ 0 -1 8805 S #8807 Plains~ The road opens onto an area cleared of trees here, a broad plain dotted with the occasional hedge or distant farmhouse. There is a marked path running due east toward the west gate of the distant fortress. ~ 0 0 2 D3 ~ ~ 0 -1 8806 S #8808 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. ~ 0 0 3 D0 ~ ~ 0 -1 8805 D2 ~ ~ 0 -1 8809 S #8809 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. You spy a rope ladder ascending to a platform in a nearby tree. ~ 0 0 3 D0 ~ ~ 0 -1 8808 D2 ~ ~ 0 -1 8811 D4 ~ ~ 0 -1 8810 S #8810 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8809 S #8811 The Southern Trail~ Progress along this narrow, overgrown path is next to impossible, and you find yourself having to stop several times for a rest. There doesn't seem to be any quick end to it either. At this point you may follow a side trail which runs to the east. It seems to be a little less overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8809 D1 ~ ~ 0 -1 8813 D2 ~ ~ 0 -1 8812 S #8812 A Dead End~ WHAT? After all that exertion, the path ends at a DEAD END??? Ah well, I guess you had better turn back... ~ 0 0 3 D0 ~ ~ 0 -1 8811 S #8813 The Eastern Path~ This path is certainly less overgrown than the north-south one. You actually find yourself able to move relatively quickly through the forest, stopping only occasionally to hack away an overhanging branch or vine. ~ 0 0 3 D1 ~ ~ 0 -1 8814 D3 ~ ~ 0 -1 8811 S #8814 The Eastern Path~ This path is certainly less overgrown than the north-south one. You actually find yourself able to move relatively quickly through the forest, stopping only occasionally to hack away an overhanging branch or vine. ~ 0 0 3 D1 ~ ~ 0 -1 8815 D3 ~ ~ 0 -1 8813 S #8815 A Bend in the Path~ You have reached a point where the path bends to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8816 D3 ~ ~ 0 -1 8814 S #8816 The Northern Path~ The path here is fairly clear and free of vegetation. It actually looks fairly well-maintained. You think you can hear a distant singing to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8817 D2 ~ ~ 0 -1 8815 S #8817 The Northern Path~ The path here is fairly clear and free of vegetation. It actually looks fairly well-maintained. You think you can hear a distant singing to the north. Another path runs to the east of here. ~ 0 0 3 D0 ~ ~ 0 -1 8819 D1 ~ ~ 0 -1 8818 D2 ~ ~ 0 -1 8816 S #8818 The End of the Path~ The path ends here in a small clearing with a small shallow pool of crystal clear water. You feel strangely at ease here. ~ 0 0 3 D3 ~ ~ 0 -1 8817 S #8819 Approaching the Holy Grove~ The singing is clearly audible here, and it is coming from a well-tended grove to the east. Dimly visible are all manner of man and beast, and although they would usually feed upon each other, they all seem to be at peace. ~ 0 0 3 D1 ~ ~ 0 -1 8904 D2 ~ ~ 0 -1 8817 S #8820 The Western Path~ This path is rather overgrown but it is still easily navigable. You fancy you can see a rope ladder ascending into the brances of a tall oak near the eastern side of the road. ~ 0 0 3 D1 ~ ~ 0 -1 8803 D3 ~ ~ 0 -1 8822 D4 ~ ~ 0 -1 8821 S #8821 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8820 S #8822 A Bend to the North~ The path bends to the north here, running for some distance toward a stream. ~ 0 0 3 D0 ~ ~ 0 -1 8823 D1 ~ ~ 0 -1 8820 S #8823 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a wide stream dead ahead. ~ 0 0 3 D0 ~ ~ 0 -1 8824 D2 ~ ~ 0 -1 8822 S #8824 A Stream~ This stream is too wide and deep to wade across. You'll need a boat or a spell. Mind you, you could always whip out your rod and start angling :) ~ 0 0 6 D0 ~ ~ 0 -1 8825 D1 ~ ~ 0 -1 8866 D2 ~ ~ 0 -1 8823 S #8825 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a wide stream to the south. A broad, tree-lined path runs to the east. ~ 0 4 3 D0 ~ ~ 0 -1 8826 D1 ~ ~ 0 -1 8856 D2 ~ ~ 0 -1 8824 S #8826 A Junction~ You have reached a point where you can proceed either north or west. Your choice. You still have the feeling you're being watched... ~ 0 0 3 D0 ~ ~ 0 -1 8830 D2 ~ ~ 0 -1 8825 D3 ~ ~ 0 -1 8827 S #8827 The Western Path~ The path you are on here runs down a gently sloping hill, to the base of a beautiful valley below. ~ 0 0 4 D1 ~ ~ 0 -1 8826 D5 ~ ~ 0 -1 8828 S #8828 The Hill~ The path you are on here runs down a gently sloping hill, to the base of a beautiful valley below. ~ 0 0 4 D4 ~ ~ 0 -1 8827 D5 ~ ~ 0 -1 8829 S #8829 The Base of the Hill~ You can proceed east toward the valley from here, or return to the summit above. ~ 0 0 4 D1 ~ ~ 0 -1 7800 D4 ~ ~ 0 -1 8828 S #8830 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a narrow path to the east. ~ 0 0 3 D0 ~ ~ 0 -1 8832 D1 ~ ~ 0 -1 8831 D2 ~ ~ 0 -1 8826 S #8831 A Narrow Path~ You are walking along a narrow path that runs from the major northern path through Mirkwood. Up ahead the path ends in a dead end. ~ 0 0 3 D3 ~ ~ 0 -1 8830 S #8832 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. ~ 0 0 3 D0 ~ ~ 0 -1 8833 D2 ~ ~ 0 -1 8830 S #8833 A Northern Path~ This path is fairly even and well-used, so going is not as rough as the previous paths. There is a broad junction to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8834 D2 ~ ~ 0 -1 8832 S #8834 A Broad Junction~ You have come to another junction in the forest. The path to the east runs through some handsome aspen and pine, but the northern passage is lined by sickly-looking, dying trees of unidentifiable type. ~ 0 0 3 D0 ~ ~ 0 -1 8835 D1 ~ ~ 0 -1 8841 D2 ~ ~ 0 -1 8833 S #8835 An Evil Section of the Forest~ There is a palpable evil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. ~ 0 0 3 D0 ~ ~ 0 -1 8836 D2 ~ ~ 0 -1 8834 S #8836 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. ~ 0 0 3 D2 ~ ~ 0 -1 8835 D3 ~ ~ 0 -1 8837 S #8837 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. The dying screams of some animal can be heard. ~ 0 0 3 D1 ~ ~ 0 -1 8836 D3 ~ ~ 0 -1 8838 S #8838 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. Maggots crawl from a decaying Elven corpse hanging from an overhead branch. The stench is unbearable. To the north you see a shadowy area of the forest. ~ 0 0 3 D0 ~ ~ 0 -1 1300 D1 ~ ~ 0 -1 8837 D3 ~ ~ 0 -1 8839 S #8839 An Evil Section of the Forest~ There is a palpable eveil in this area that causes you to shiver as you pass by the blighted vegetation that lines this twisted gray path. The sky can no longer be seen overhead- instead a canopy of decaying leaves and rotten branches obscures your view. At this point the twisting turning path runs sharply downward toward a large gash in the side of a grey cliff face. ~ 0 0 3 D1 ~ ~ 0 -1 8838 D2 ~ ~ 0 -1 8840 S #8840 The Cliff Face~ You are standing before the gash in the cliff-face now, wondering whether you should continue into the inky darkness beyond... ~ 0 0 4 D0 ~ ~ 0 -1 8839 S #8841 A Bend in the Path~ You reach a bend in the path, where you can head north or west. ~ 0 0 3 D0 ~ ~ 0 -1 8842 D3 ~ ~ 0 -1 8834 S #8842 A Bend in the Path~ You reach a bend in the path, where you can head south or east. ~ 0 0 3 D1 ~ ~ 0 -1 8843 D2 ~ ~ 0 -1 8841 S #8843 A Junction~ The path once again divides, this time into northern and southern branches. To the north lies another bend in the trail, while to the south the trail becomes significantly narrower, and overgrown. ~ 0 0 3 D0 ~ ~ 0 -1 8845 D2 ~ ~ 0 -1 8844 D3 ~ ~ 0 -1 8842 S #8844 A Dead End~ The passage ends in a dead end, but you see a small rope ladder hanging down from a nearby oak tree, disappearing in its bushy branches above. ~ 0 0 3 D0 ~ ~ 0 -1 8843 D4 ~ ~ 0 -1 8846 S #8845 A Bend in the Path~ Here, the path bends sharply to the east, heading toward an area of the forest that is very different from the previous section. A second path runs to the north. ~ 0 0 3 D0 ~ ~ 0 -1 8868 D1 ~ ~ 0 -1 8847 D2 ~ ~ 0 -1 8843 S #8846 A Guard Post~ You have stumbled into a Sylvan Elf guard post, from which they carefully watch out for intruding Orcs or Goblins. They dislike strangers in general, and detest interlopers into their personal areas even more. Expect a violent reception if there is a guard present... ~ 0 0 3 D5 ~ ~ 0 -1 8844 S #8847 A T-Junction~ You have come out of Mirkwood onto a rather dusty trail. At this point you may proceed east toward some well-cultivated fields, or south and west back into the forest. ~ 0 0 2 D1 ~ ~ 0 -1 8848 D2 ~ ~ 0 -1 8849 D3 ~ ~ 0 -1 8845 S #8848 Cultivated Field~ This field borders on a neatly-tended area with several small farmhouses and a small watch-tower near a wide stream. ~ 0 0 2 D3 ~ ~ 0 -1 8847 S #8849 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. ~ 0 0 3 D0 ~ ~ 0 -1 8847 D1 ~ ~ 0 -1 8850 S #8850 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. ~ 0 0 3 D2 ~ ~ 0 -1 8851 D3 ~ ~ 0 -1 8849 S #8851 A Desolate Section of the Forest~ You have entered a rather forlorn section of the forest, littered with dead and dying trees, plus the occasional corpse. Howls and cries of pain sound far off to the south. To the south is a particularly dark patch of forest. ~ 0 0 3 D0 ~ ~ 0 -1 8850 S #8852 The Path to Firetop Mountain~ The path runs past the rubble and up into the foothills of an immense mountain range. far in the distance looms Firetop Mountain. ~ 0 0 4 D0 ~ ~ 0 -1 8853 S #8853 The Path Continues~ You continue for what seems like an eternity, drawing slowly closer to the distant peak. ~ 0 0 4 D0 ~ ~ 0 -1 8854 D2 ~ ~ 0 -1 8852 S #8854 The Path Continues~ You continue for what seems like an eternity, drawing slowly closer to the distant peak. ~ 0 0 4 D2 ~ ~ 0 -1 8853 S #8855 Approaching Mirkwood~ The forest begins to surround you as you step into its depths. The path abruptly turns to the north and you continue. ~ 0 0 3 D0 ~ ~ 0 -1 8800 D3 ~ ~ 0 -1 338 S #8856 A Broad Tree-Lined Path~ This path runs for some distance toward a huge cave, entrance to which is restricted by a massive, handsome door that glows with magic. Magnificent oaks tower high to either side, and everywhere there is light and beauty. However, intruders are frowned upon here, so be on your guard. ~ 0 0 3 D1 ~ ~ 0 -1 8857 D3 ~ ~ 0 -1 8825 S #8857 A Broad Tree-Lined Path~ This path runs for some distance toward a huge cave, entrance to which is restricted by a massive, handsome door that glows with magic. Magnificent oaks tower high to either side, and everywhere there is light and beauty. However, intruders are frowned upon here, so be on your guard. The entrance is directly before you. ~ 0 0 3 D1 ~ ~ 2 8813 8858 D3 ~ ~ 0 -1 8856 S #8858 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... The enchantments here prohibit spellcasting of any form. ~ 0 8 0 D0 ~ ~ 0 -1 8859 D2 ~ ~ 0 -1 8864 D3 ~ ~ 2 8813 8857 S #8859 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... ~ 0 8 0 D1 ~ ~ 1 0 8860 D2 ~ ~ 0 -1 8858 S #8860 A Guard Room~ You have stumbled into the guard room! The guards will definitely not be happy to see you. You fancy you can hear muffled cries for help. ~ 0 8 0 D0 ~ ~ 2 8812 8867 D1 ~ ~ 1 0 8861 D3 ~ ~ 1 0 8859 S #8861 Storage Room~ In this room the Elves store their foodstuffs and beloved Dorwinion Wine. A trapdoor in the floor allows access to the river, and it is through here that the Elves deposit their empty barrels, so that the river may carry them down to Lake Town. ~ 0 8 0 D3 ~ ~ 1 0 8860 D5 ~ ~ 1 0 8862 S #8862 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 4 7 D2 ~ ~ 0 -1 8863 D4 ~ ~ 1 0 8861 S #8863 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 4 7 D0 ~ ~ 0 -1 8862 D2 ~ ~ 0 -1 8866 S #8864 Inside the Cave~ You are in the castle of the Wood Elven King Thranduil. The corridor here is usually deserted. It would be advisable to keep a low profile, as the natives are hostile... ~ 0 8 0 D0 ~ ~ 0 0 8858 D1 ~ ~ 1 0 8865 S #8865 The Throne Room of Thrandul~ Now you've blown it. You've gone and stumbled into the King's Throne Room. He is seated upon an intricately-carved wooden throne at the end of the hall. Dour guards glare at you on all sides. ~ 0 8 0 D3 ~ ~ 1 0 8864 S #8866 The River~ You are floating along a river that will carry you back through the forest, and eventually to Lake Town. ~ 0 4 7 D0 ~ ~ 0 -1 8863 D3 ~ ~ 0 -1 8824 S #8867 A Cell~ This damp cell is small and cramped, and offers little comfort to its single inhabitant. ~ 0 9 0 D2 ~ ~ 2 0 8860 S #8868 A Northern Path~ This path runs more or less directly north toward a rather old-looking section of the woods. ~ 0 0 3 D0 ~ ~ 0 -1 8869 D2 ~ ~ 0 -1 8845 S #8869 A Northern Path~ You are progressing along a long, straight northern path. Up ahead, you can see some sort of clearing. ~ 0 0 3 D0 ~ ~ 0 -1 9001 D2 ~ ~ 0 -1 8868 S #0 #SPECIALS M 8800 spec_poison Load to: a sylvan elf scout M 8802 spec_nasty Load to: an orc scout M 8803 spec_guard Load to: an orc warrior M 8805 spec_guard Load to: the chief of the guard M 8807 spec_cast_mage Load to: Thranduil, king of the Wood Elves S #RESETS D 0 8857 1 2 D 0 8858 3 2 D 0 8859 1 1 D 0 8860 0 2 D 0 8860 1 1 D 0 8860 3 1 D 0 8861 3 1 D 0 8861 5 1 D 0 8862 4 1 D 0 8864 1 1 D 0 8865 3 1 D 0 8867 2 2 M 0 8800 4 8810 1 E 0 8801 -1 16 E 0 8802 -1 12 E 0 8803 -1 8 G 0 8804 -1 O 0 8800 0 8818 M 0 8801 4 8821 2 E 0 8801 -1 16 E 0 8802 -1 12 E 0 8803 -1 8 G 0 8804 -1 M 0 8802 3 8836 2 E 0 8805 -1 11 E 0 8806 -1 16 E 0 8807 -1 6 M 0 8803 3 8839 1 E 0 8805 -1 11 E 0 8806 -1 16 E 0 8807 -1 6 M 0 8800 4 8846 2 E 0 8801 -1 16 E 0 8802 -1 12 E 0 8803 -1 8 G 0 8804 -1 M 0 8804 4 8857 2 E 0 8801 -1 16 E 0 8802 -1 12 E 0 8803 -1 8 G 0 8804 -1 G 0 8813 -1 M 0 8808 2 8859 1 M 0 8810 1 8860 1 G 0 8812 -1 G 0 8808 -1 M 0 8805 1 8861 1 G 0 8808 -1 M 0 8806 1 8861 1 E 0 8801 -1 16 E 0 8802 -1 12 E 0 8803 -1 8 G 0 8804 -1 O 0 8809 0 8861 O 0 8810 0 8861 M 0 8809 2 8864 1 M 0 8807 1 8865 1 E 0 8811 -1 16 M 0 8804 4 8865 2 E 0 8801 -1 16 E 0 8802 -1 12 E 0 8803 -1 8 G 0 8804 -1 M 0 8811 1 8867 1 S #SHOPS 0 #$