I was on my way to stoor village to equip my lowbie with some boots this is what I found.
Cave in the Hillside
The cave is much bigger than it appeared to be from the outside. It has smooth
stone walls, probably from the water that once flowed through on its course
to the valley. A path leads east, but it is too dark to tell what lies in that
direction.
*>d
A Stone Staircase
Carved crudely out of the stone, this staircase descends precipitously.
The cut stone is not smooth and shapely like dwarven work. Rather it is
rough cut and functional. Whatever the case, it is not here by natural
means, which only leaves one question; that of who built this.
Exits: Up Down.
*>close stairtop
Ok.
*>d
A Stone Staircase
Traversing the narrow stair, you are careful with your movements. The
bottom of the passage is still not visible, and it might be a long way
to the landing. Glancing at the stone walls, you notice no artwork or
other tell-tale signs as to the origin or function of this place. A
quick check of your light source is comforting, as it is pitch-dark.
Exits: Up Down.
*>d
A Stone Staircase
You seem to be at the bottom of the large cliff. A narrow stone staircase
leads upward further than you can see. The floor here is hard dirt, and
the ceiling is relatively high. There seems to be a massive slab of rock
blocking travel to the west, leaving only back up the stair as an obvious
option.
Exits: Up.
*>open stonegate
Ok.
*>w
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
Exits: North East.
*>n
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor goes about his daily business.
Exits: North South West.
*>w
Gate-watchers Hut
This small dwelling is obviously used as the gate-guards' resting place.
There are racks on the walls holding small shields and swords. A few
pieces of leather armour hang on nearby hooks. Some small shelves hold
daily food supplies and a small book or two.
A pair of rigid leather sleeves are lying here.
A thin pair of soft leather boots are on the ground.
A water barrel has been left here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
*>get boots
You get a thin pair of soft leather boots.<<Yes. these are nice lowbie boots.
<<<I decide to spam around som for tps.
*>n
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
*>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
Exits: North East South West.
*>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A raft has been left here.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
*>w
You need to swim to go there.
*>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
Exits: North East South West.
You are hungry.
eat meat
You begin to feel thirsty.
*>
You can't find a meat.
*>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
*>
Someone has arrived from the south.<<<<Uh-oh
*>s
Someone leaves north.
*>Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
Exits: North East.
*>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
*>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
Exits: North East South West.
*>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
*>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
Exits: South West.
*>w
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
*>w
Trajan narrates 'need firstaid near gh'
*>Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
Exits: North East South West.
* Move:Tired>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor child is playing peacefully here.
Exits: North South.
* Move:Tired>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
Exits: North East.
* Move:Tired>e
Someone has arrived from the north.
* Move:Tired>A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
A small campfire burns here, its low flames giving off only a little light.
Exits: West Down.
* Move:Tired>
Someone has arrived from the west.
* Move:Tired>1
Someone leaves west.
k *man*
They aren't here.
* Move:Tired>w
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
Someone is standing here.
Exits: North East.
* Move:Tired>
Someone begins some strange incantations...
* Move:Tired>
Someone utters the words 'waouq wuggurz'<<<magic missile I figure he's not a real toughie.
A magic missile sent by *a Man* hits you, causing some pain.
*a Man* fails to pierce you.
* HP:Fine Move:Tired *a Man*:Healthy>
Your attempt to crush *a Man* fails.
* HP:Fine Move:Tired *a Man*:Healthy>k someone
They aren't here.
* HP:Fine Move:Tired *a Man*:Healthy>
*a Man* panics, and attempts to flee.
*a Man* leaves north.
* HP:Fine Move:Tired>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor child is playing peacefully here.
*a Man*, wielding a rapier, is standing here.
Exits: North South.
* HP:Fine Move:Tired>
*a Man* leaves south.
* HP:Fine Move:Tired>1
k *man*
They aren't here.
* HP:Fine Move:Tired>s
1
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
*a Man*, wielding a rapier, is standing here.
Exits: North East.
* HP:Fine Move:Tired>* HP:Fine Move:Tired *a Man*:Healthy>
k *man*
You try to crush *a Man*, but he parries successfully.
* HP:Fine Move:Tired *a Man*:Healthy>
*a Man* fails to pierce you.
* HP:Fine Move:Tired *a Man*:Healthy>
*a Man* begins some strange incantations...
* HP:Fine Move:Tired *a Man*:Healthy>
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
* HP:Fine Move:Tired *a Man*:Healthy>
*a Man* panics, and attempts to flee.
*a Man* leaves east.
* HP:Fine Move:Tired>e
1
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
A small campfire burns here, its low flames giving off only a little light.
*a Man*, wielding a rapier, is standing here.
Exits: West Down.
* HP:Fine Move:Tired>* HP:Fine Move:Tired *a Man*:Fine>
k *man*
You crush *a Man*'s right arm.
* HP:Fine Move:Tired *a Man*:Fine>
*a Man* begins some strange incantations...
* HP:Fine Move:Tired *a Man*:Fine>
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
*a Man* tries to pierce you, but your parry is successful.
* HP:Fine Move:Tired *a Man*:Fine>
*a Man* panics, and attempts to flee.
*a Man* panics, but can't stop fighting to flee.
* HP:Fine Move:Tired *a Man*:Fine>
*a Man* panics, and attempts to flee.
*a Man* leaves west.
* HP:Fine Move:Tired>w
1
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
Exits: North East.
* HP:Fine Move:Tired>k *man*
They aren't here.
* HP:Fine Move:Tired>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
Exits: North South.
* HP:Fine Move:Tired>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
Exits: North East South West.
* HP:Fine Move:Tired>n
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
Exits: South [West].
* HP:Fine Move:Tired>open oakendoor
You don't see any oakendoor here.
* HP:Fine Move:Tired>
You are hungry.
eat meat
You are thirsty.
drink skin
* HP:Fine Move:Tired>
You can't find a meat.
* HP:Fine Move:Tired>w
It's empty already.
* HP:Fine Move:Tired>The granddoor seems to be closed.<<<decide to try to trap him at the village chief
* HP:Fine Move:Tired>open grandor
w
You don't see any grandor here.
* HP:Fine Move:Tired>The granddoor seems to be closed.
* HP:Fine Move:Tired>
Saving Findaráto.
* HP:Fine Move:Tired>open granddor
You don't see any granddor here.
* HP:Fine Move:Tired>w
The granddoor seems to be closed.
* HP:Fine Move:Tired>open granddoor
Ok.
* HP:Fine Move:Tired>w
An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
A Stoor goes about his daily business.
Exits: [North] East.
* HP:Fine Move:Tired>
*a Man* has arrived from the east.
* HP:Fine Move:Tired>
*a Man* begins some strange incantations...
* HP:Fine Move:Tired>
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
You swiftly dodge *a Man*'s attempt to pierce you.
* HP:Fine Move:Tired *a Man*:Fine>
You crush *a Man*'s right hand very hard and shatter it.<<<Yahoo!
* HP:Fine Move:Tired *a Man*:Hurt>open office
Ok.
* HP:Fine Move:Tired *a Man*:Hurt>1
2
*a Man* panics, and attempts to flee.
*a Man* leaves north.
* HP:Fine Move:Tired>k *man*
They aren't here.
* HP:Fine Move:Tired>Arglebargle, glop-glyf!?!
* HP:Fine Move:Tired>
*a Man* has arrived from the north.
* HP:Fine Move:Tired>
*a Man* leaves east.
* HP:Fine Move:Tired>2
1
Arglebargle, glop-glyf!?!
* HP:Fine Move:Tired>k *man*
They aren't here.
* HP:Fine Move:Tired>2
Arglebargle, glop-glyf!?!
* HP:Fine Move:Tired>e
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
Exits: South West.
* HP:Fine Move:Tired>s
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
*a Man*, wielding a rapier, is standing here.
Exits: North East South West.
* HP:Fine Move:Tired>
*a Man* leaves south.
* HP:Fine Move:Tired>1
k *man*
They aren't here.
* HP:Fine Move:Tired>s
1
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
*a Man*, wielding a rapier, is standing here.
Exits: North South.
* HP:Fine Move:Tired>* HP:Fine Move:Tired *a Man*:Hurt>
k *man*
You try to crush *a Man*, but he parries successfully.
* HP:Fine Move:Tired *a Man*:Hurt>
*a Man* begins some strange incantations...
* HP:Fine Move:Tired *a Man*:Hurt>
A Stoor child leaves south.
1
* HP:Fine Move:Tired *a Man*:Hurt>
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
*a Man* tries to pierce you, but your parry is successful.
* HP:Fine Move:Tired *a Man*:Hurt>
A Stoor child has arrived from the south.
* HP:Fine Move:Tired *a Man*:Hurt>*a Man* panics, and attempts to flee.
*a Man* leaves south.
k *man*
They aren't here.
* HP:Fine Move:Tired>w
1
Alas, you cannot go that way...
* HP:Fine Move:Tired>k *man*
They aren't here.
* HP:Fine Move:Tired>s
1
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor child is playing peacefully here.
Exits: North East.
* HP:Fine Move:Tired>k *man*
They aren't here.
* HP:Fine Move:Slow>2
*a Man* has arrived from the east.
* HP:Fine Move:Slow>Arglebargle, glop-glyf!?!
* HP:Fine Move:Slow>
*a Man* leaves north.
* HP:Fine Move:Slow>1
k *man*
They aren't here.
* HP:Fine Move:Slow>
A Stoor child leaves north.
* HP:Fine Move:Slow>
A Stoor child has arrived from the north.
* HP:Fine Move:Slow>
The sun pierces its last rays over the Lone-Lands.
You are hungry.
eat meat
You are thirsty.
drink skin
* HP:Fine Move:Slow>
You can't find a meat.
* HP:Fine Move:Slow>It's empty already.
* HP:Fine Move:Slow>alias / k *man*
Ok.
* HP:Fine Move:Slow>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor child is playing peacefully here.
Exits: North South.
* HP:Fine Move:Slow>
A Stoor child has arrived from the south.
* HP:Fine Move:Slow>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North East.
* HP:Fine Move:Slow>e
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
* HP:Fine Move:Slow>d
Cellar
The basement of the mathom is dark and musty. Moisture seeps in through
cracks in the walls and makes the air heavy around you. This place is used
as a dump for unwanted supplies and relics. A few broken weapons and worn
out armour litter the floor.
A large sack is on the ground.
A large sack is on the ground.
A small flask has been left here on the ground.
A small flask has been left here on the ground.
A cup has been set here.
A large biscuit has been left here.
A large biscuit has been left here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A quiver lies on the ground.
A hooded brass lantern has been left here.
A small hunting knife lies on the ground.
A strip of leather with a buckle is lying here.
A shortsword is on the ground.
The corpse of a vicious rat is lying here.
The corpse of a vicious rat is lying here.
A small vicious black rat squeaks at you for disturbing it.
A small vicious black rat squeaks at you for disturbing it.
Exits: Up.
* HP:Fine Move:Slow>
A vicious rat fails to hit you.
* HP:Fine Move:Slow a vicious rat:Healthy>
You strongly crush a vicious rat's right hindfoot and shatter it.
* HP:Fine Move:Slow a vicious rat:Fine>flee
You flee head over heels.
PANIC!
You couldn't escape!
* HP:Fine Move:Slow a vicious rat:Fine>
You crush a vicious rat's left forefoot very hard and shatter it.
* HP:Fine Move:Slow a vicious rat:Wounded>flee
A vicious rat tries to hit you, but your parry is successful.
* HP:Fine Move:Slow a vicious rat:Wounded>
You flee head over heels.
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
* HP:Fine Move:Slow>w
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North East.
* HP:Fine Move:Slow>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor child is playing peacefully here.
Exits: North South.
* HP:Fine Move:Slow>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
Exits: North East South West.
* HP:Fine Move:Slow>n
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor goes about his daily business.
Exits: South West.
* HP:Fine Move:Slow>w
An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
A Stoor goes about his daily business.
Exits: North East.
* HP:Fine Move:Slow>n
The Village Chief's Office
A simple office, one that defies the marvel of the rest of the house. The
official that works here must mean business. Spartan furnishings scatter
the office only for functional measure. A few wooden chairs, a wastebasket,
a pair of lamps. The only elegant feature of the place is the massive desk
scattered with papers. The desk is from a rich wood, and highly polished.
A small pouch, made from leather, lies on the dust.
The Chief of the Stoor Village is here.
Exits: South.
* HP:Fine Move:Slow>s
An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
A Stoor goes about his daily business.
Exits: North East.
* HP:Fine Move:Slow>e
w
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
Exits: South West.
* HP:Fine Move:Slow>An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
A Stoor goes about his daily business.
Exits: North East.
* HP:Fine Move:Slow>n
The Village Chief's Office
A simple office, one that defies the marvel of the rest of the house. The
official that works here must mean business. Spartan furnishings scatter
the office only for functional measure. A few wooden chairs, a wastebasket,
a pair of lamps. The only elegant feature of the place is the massive desk
scattered with papers. The desk is from a rich wood, and highly polished.
A small pouch, made from leather, lies on the dust.
The Chief of the Stoor Village is here.
Exits: South.
* HP:Fine Move:Slow>s
An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
A Stoor goes about his daily business.
Exits: North East.
* HP:Fine Move:Slow>e
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
Exits: South West.
* HP:Fine Move:Slow>s
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
* HP:Fine Move:Slow>s
A Stoor child has arrived from the south.
* HP:Fine Move:Slow>A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
* HP:Fine Move:Weak>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North East.
* HP:Fine Move:Weak>e
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
* HP:Fine Move:Weak>w
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North East.
* HP:Fine Move:Weak>
The night has begun.
You see some frost on the ground now.
You are hungry.
eat meat
You are thirsty.
drink skin
* HP:Fine Move:Weak>
You can't find a meat.
* HP:Fine Move:Weak>It's empty already.
* HP:Fine Move:Weak>inv
You are carrying:
a thin pair of soft leather boots (worn out)
a large sack
a dark coloured flask
a dark coloured flask
a dark coloured flask
a torch
a cup
a piece of paper
an arrow
* HP:Fine Move:Weak>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
* HP:Fine Move:Weak>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
Exits: North East South West.
* HP:Fine Move:Weak>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
* HP:Fine Move:Weak>drink spring
You drink the water.
You are hungry.
eat meat
You do not feel thirsty anymore.
* HP:Fine Move:Weak>
You can't find a meat.
* HP:Fine Move:Weak>pour water skin
You pour some water into your skin.
* HP:Fine Move:Weak>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
Exits: North East South West.
* HP:Fine Move:Weak>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
Exits: East South West.
* HP:Fine Move:Weak>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: South West.
* HP:Fine Move:Weak>s
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
Exits: North South West.
* HP:Fine Move:Weak>s
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
Exits: North.
* HP:Fine Move:Weak>n
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
Exits: North South West.
* HP:Fine Move:Weak>
A Stoor child leaves west.
* HP:Fine Move:Weak>n
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: South West.
* HP:Fine Move:Weak>w
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
* HP:Fine Move:Weak>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
* HP:Fine Move:Fainting>n
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
Exits: South West.
* HP:Fine Move:Fainting>w
A Stoor child leaves south.
* HP:Fine Move:Fainting>An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
Exits: North East.
* HP:Fine Move:Fainting>n
The Village Chief's Office
A simple office, one that defies the marvel of the rest of the house. The
official that works here must mean business. Spartan furnishings scatter
the office only for functional measure. A few wooden chairs, a wastebasket,
a pair of lamps. The only elegant feature of the place is the massive desk
scattered with papers. The desk is from a rich wood, and highly polished.
A small pouch, made from leather, lies on the dust.
The Chief of the Stoor Village is here.
A Stoor goes about his daily business.
Exits: South.
* HP:Fine Move:Fainting>
You are hungry.
eat meat
* HP:Fine Move:Fainting>
You can't find a meat.
* HP:Fine Move:Fainting>eq
Dorolff narrates 'hey it's my birthday!!!!!'
* HP:Fine Move:Fainting>
You are using:
<wielded> a mace
<worn as shield> a full metal shield (used)
<worn on head> a leather helmet (brand new)
<worn on body> a thin metal breastplate (brand new)
<worn on arms> a pair of ringmail sleeves (brand new)
<worn on hands> a pair of rigid leather gloves (brand new)
<worn on legs> a pair of hard leather trousers (brand new)
<worn on feet> a thin pair of rigid leather boots (brand new)
<worn on back> a shortbow
<worn across back> a quiver
<worn as belt> a plain silken sash
<worn on belt> a hunting knife (brand new)
<worn on belt> a hooded brass lantern; it is lit
<worn on belt> a water skin
* HP:Fine Move:Fainting>where
Players in your zone
--------------------
Findaráto - The Village Chief's Office
* HP:Fine Move:Fainting>stand
You are already standing.
* HP:Fine Move:Weak>e
Trajan narrates 'zum geburtstag'
Alas, you cannot go that way...
* HP:Fine Move:Weak>stand
You are already standing.
* HP:Fine Move:Weak>s
An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
Exits: North East.
* HP:Fine Move:Fainting>e
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
Exits: South West.
* HP:Fine Move:Fainting>s
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
* HP:Fine Move:Fainting>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
* HP:Fine Move:Fainting>w
You need to swim to go there.
* HP:Fine Move:Fainting>swim
Carmen narrates 'viel glueck'
* HP:Fine Move:Fainting>
Ok. from now you'll try to swim.
* W HP:Fine Move:Fainting>
Saving Findaráto.
* W HP:Fine Move:Fainting>w
I really need food. decide to swim for a fish.
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
A trout swims here.
Exits: East South West.
There is a thin film of ice on the water.
* W HP:Fine Move:Exhausted>
Väinämöinen narrates 'any basher want to group?'
* W HP:Fine Move:Exhausted>
A trout has arrived from the west.
* W HP:Fine Move:Fainting>k trout
Trajan narrates 'ja'
* W HP:Fine Move:Fainting>* W HP:Fine Move:Exhausted a trout:Awful>
You strongly crush a trout's body and shatter it.
A trout is stunned and will probably die soon.
* W HP:Fine Move:Exhausted a trout:Awful>
A salmon has arrived from the south.
* W HP:Fine Move:Exhausted a trout:Awful>
A trout has arrived from the south.
You crush a trout's tail fin extremely hard and shatter it.
Your victim is shocked by your hit!
You receive your share of experience.
It begins to be automatic...
Your blood freezes as you hear a trout's death cry.
A trout is dead! R.I.P.
* W HP:Fine Move:Exhausted>
You swim and successfully stay on the water.
* W HP:Fine Move:Exhausted>btcher corpse
Arglebargle, glop-glyf!?!
* W HP:Fine Move:Exhausted>butcher corpse
Zao narrates 'feliz cumpleanyos'
* W HP:Fine Move:Exhausted>Adella narrates 'akeng wakongah'
You start butchering the corpse.
You produce two small pieces of raw meat.
* W HP:Fine Move:Exhausted>
You are hungry.
eat meat
You swim and successfully stay on the water.
* W HP:Fine Move:Exhausted>e
You eat the meat.
* W HP:Fine Move:Exhausted>
You are too exhausted.
* W HP:Fine Move:Exhausted>e
You are too exhausted.
* W HP:Fine Move:Exhausted>e
You are too exhausted.
* W HP:Fine Move:Fainting>e
You are too exhausted.
* W HP:Fine Move:Fainting>e
Eldarion narrates 'and we now return to english on the narrate channel'
* W HP:Fine Move:Fainting>The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
The ground is slightly frosty.
* W HP:Fine Move:Exhausted>inv
You are carrying:
a small piece of raw meat
a thin pair of soft leather boots (worn out)
a large sack
a dark coloured flask
a dark coloured flask
a dark coloured flask
a torch
a cup
a piece of paper
an arrow
* W HP:Fine Move:Fainting>
*a Man* yells 'you are xge worsw puke i waxe ezer mex (hve girsh aczually)'<<<Yah yah...
* W HP:Fine Move:Fainting>eat meat
You eat the meat.
* W HP:Fine Move:Fainting>
Tarbo narrates 'Or some verb-less form thereof.'
* W HP:Fine Move:Fainting>
*a Man* has arrived from the west.
* W HP:Fine Move:Fainting>
*a Man* begins some strange incantations...
* W HP:Fine Move:Fainting>
*a Man* utters the words 'qpurr hajqp'
You feel drained of life as *a Man* touches you.
You swiftly dodge *a Man*'s attempt to pierce you.
* W HP:Fine Move:Weak *a Man*:Healthy>
You crush *a Man*'s body hard and shatter it.
* W HP:Fine Move:Weak *a Man*:Fine>yell screw you! I thought u
Ok.
* W HP:Fine Move:Fainting *a Man*:Fine>* W HP:Fine Move:Fainting *a Man*:Fine>1
*a Man* panics, and attempts to flee.
* W HP:Fine Move:Fainting *a Man*:Fine>k *man*
You're already fighting!
*a Man* panics, and attempts to flee.
*a Man* leaves west.
* W HP:Fine Move:Fainting>
Zao narrates 'si, si pinche pendejo'
* W HP:Fine Move:Fainting>1
*a Man* has arrived from the west.
* W HP:Fine Move:Weak>
*a Man* leaves east.
* W HP:Fine Move:Weak>k *man*
They aren't here.
* W HP:Fine Move:Fainting>yell I thought you were gone!
Ok.
* W HP:Fine Move:Weak>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
*a Man*, wielding a rapier, is standing here.
Exits: North East South West.
* W HP:Fine Move:Weak>
*a Man* leaves west.
* W HP:Fine Move:Weak>
*a Man* has arrived from the west.
A Stoor child leaves south.
* W HP:Fine Move:Weak>1
*a Man* begins some strange incantations...
* W HP:Fine Move:Weak>* W HP:Fine Move:Weak *a Man*:Hurt>
k *man*
You strongly crush *a Man*'s left foot and shatter it.
1
* W HP:Fine Move:Weak *a Man*:Hurt>
A Stoor child leaves north.
* W HP:Fine Move:Weak *a Man*:Hurt>
*a Man* panics, and attempts to flee.
*a Man* panics, but can't stop fighting to flee.
*a Man* fails to pierce you.
* W HP:Fine Move:Weak *a Man*:Hurt>k *man*
You're already fighting!
* W HP:Fine Move:Weak *a Man*:Hurt>
*a Man* panics, and attempts to flee.
*a Man* leaves east.
* W HP:Fine Move:Weak>1
k *man*
They aren't here.
* W HP:Fine Move:Fainting>
*a Man* has arrived from the east.
* W HP:Fine Move:Weak>e
1
*a Man* leaves west.
* W HP:Fine Move:Weak>Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
* W HP:Fine Move:Fainting>k *man*
They aren't here.
* W HP:Fine Move:Fainting>1
w
k *man*
They aren't here.
* W HP:Fine Move:Fainting>1
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East South West.
* W HP:Fine Move:Fainting>k *man*
They aren't here.
* W HP:Fine Move:Fainting>
A Stoor leaves north.
* W HP:Fine Move:Fainting>
Trajan narrates 'mein leiblingskase ist schweizerisch kase....'
* W HP:Fine Move:Fainting>where
A Stoor leaves south.
* W HP:Fine Move:Fainting>Players in your zone
--------------------
Findaráto - Path Through the Village
* W HP:Fine Move:Fainting>
*a Man* has arrived from the west.
* W HP:Fine Move:Fainting>
*a Man* begins some strange incantations...
* W HP:Fine Move:Fainting>1
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
*a Man* fails to pierce you.
* W HP:Fine Move:Fainting *a Man*:Hurt>k *man*
You're already fighting!
* W HP:Fine Move:Fainting *a Man*:Hurt>
You crush *a Man*'s right hand and shatter it.
* W HP:Fine Move:Fainting *a Man*:Wounded>
*a Man* panics, and attempts to flee.
*a Man* leaves east.
* W HP:Fine Move:Fainting>
A Stoor has arrived from the east.
* W HP:Fine Move:Fainting>
*a Man* has arrived from the east.
* W HP:Fine Move:Fainting>
*a Man* leaves west.
Eldacil narrates 'hungry 3 ticks hollin road going n'
A Stoor child has arrived from the north.
* W HP:Fine Move:Weak>1
k *man*
They aren't here.
* W HP:Fine Move:Fainting>e
1
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor child is playing peacefully here.
Exits: East South West.
* W HP:Fine Move:Fainting>k *man*
They aren't here.
* W HP:Fine Move:Fainting>1
k *man*
They aren't here.
* W HP:Fine Move:Fainting>yell if you are wise you stay the hell away!
Ok.
* W HP:Fine Move:Weak>
A Stoor child leaves south.
* W HP:Fine Move:Weak>cha lang westron
Very well, you now speak Westron.
* W HP:Fine Move:Weak>yell if you are wise you stay the hell away!
Ok.
* W HP:Fine Move:Weak>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: South West.
* W HP:Fine Move:Weak>
Trajan narrates 'ha! freeze dried bovine!'
* W HP:Fine Move:Weak>
Your light is becoming faint...
* W HP:Fine Move:Weak>
A Stoor leaves west.
* W HP:Fine Move:Weak>s
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
Exits: North South West.
* W HP:Fine Move:Weak>lead pony
A pony starts following you.
* W HP:Fine Move:Weak>ride
A pony stops following you.
You pick up a pony's reins, and start riding him.
* R W HP:Fine Move:Weak>chu
You chuckle politely.
* R W HP:Fine Move:Weak>w
Oops!
You cannot go there riding!
* R W HP:Fine Move:Weak>n
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor goes about his daily business.
A pony is standing here, ridden by you.
Exits: South West.
* R W HP:Fine Move:Weak>w
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A pony is standing here, ridden by you.
Exits: East South West.
* R W HP:Fine Move:Weak>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
A pony is standing here, ridden by you.
Exits: North East South West.
* R W HP:Fine Move:Weak>w
*a Man* has arrived from the south.
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A pony is standing here, ridden by you.
Exits: East West.
* R W HP:Fine Move:Weak>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
*a Man*, wielding an orkish shortbow, is standing here.
A pony is standing here, ridden by you.
Exits: North East South West.
* R W HP:Fine Move:Weak>
*a Man* nocks a missile in an orkish shortbow.
* R W HP:Fine Move:Weak>1
* R W HP:Fine Move:Weak *a Man*:Wounded>
k *man*
You strongly crush *a Man*'s body and shatter it.
* R W HP:Fine Move:Weak *a Man*:Wounded>
You swiftly dodge *a Man*'s attempt to hit you.
* R W HP:Fine Move:Weak>
*a Man* panics, and attempts to flee.
*a Man* leaves west.
* R W HP:Fine Move:Weak>w
A Stoor leaves south.
* R W HP:Fine Move:Weak>1
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A pony is standing here, ridden by you.
Exits: East West.
* R W HP:Fine Move:Weak>k *man*
They aren't here.
* R W HP:Fine Move:Weak>w
You can't go into deep water!
* R W HP:Fine Move:Weak>1
k *man*
They aren't here.
* R W HP:Fine Move:Weak>
Your light is becoming faint...
* R W HP:Fine Move:Slow>yell hah! got you now!
Ok.
* R W HP:Fine Move:Slow>1
*a Man* yells 'come get me then fucker '
* R W HP:Fine Move:Slow>k *man*
They aren't here.
* R W HP:Fine Move:Slow>1
k *man*
They aren't here.
* R W HP:Fine Move:Slow>yell screw you! lowbie scum!
Ok.
* R W HP:Fine Move:Slow>
Clangedin narrates 'hello all!'
* R W HP:Fine Move:Slow>
Francis narrates 'hi'
Saving Findaráto.
* R W HP:Fine Move:Slow>
Líng narrates 'hiya'
* R W HP:Fine Move:Slow>
Tharain narrates 'ho'
* R W HP:Fine Move:Slow>listen tales<<<<I finnaly get a really good idea
You stop paying attention to the tales.
* R W HP:Fine Move:Slow>look
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A pony is standing here, ridden by you.
* R W HP:Fine Move:Slow>
Your light has gone out.
* R W HP:Fine Move:Tired>fill lantern
You completely fill a hooded brass lantern with oil.
* R W HP:Fine Move:Tired>light lantern
Ok.
* R W HP:Fine Move:Tired>look
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A pony is standing here, ridden by you.
* R W HP:Fine Move:Tired>sco
78/88 hit, 84/84 mana, and 33/118 moves.
* R W HP:Fine Move:Tired>
*a Man* yells 'are you too afraid to come finish me ?'
* R W HP:Fine Move:Tired>yel cant swim :(
Ok.
* R W HP:Fine Move:Tired>yell but I'll kill you just the same!
Ok.
* R W HP:Fine Move:Tired>
*a Man* yells 'oh scared of water are we ?'<<<cheeky bitch
* R W HP:Fine Move:Tired>yell come back and fight you wimp!
Ok.
* R W HP:Fine Move:Tired>
*a Man* has arrived from the west.
* R W HP:Fine>
*a Man* begins some strange incantations...
* R W HP:Fine>
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
You swiftly dodge *a Man*'s attempt to pierce you.
* R W HP:Fine *a Man*:Hurt>2
Your attempt to crush *a Man* fails.
* R W HP:Fine *a Man*:Hurt>1
Arglebargle, glop-glyf!?!
* R W HP:Fine *a Man*:Hurt>k *man*
You're already fighting!
* R W HP:Fine *a Man*:Hurt>
*a Man* panics, and attempts to flee.
*a Man* leaves east.
* R W HP:Fine>e
1
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
*a Man*, wielding a rapier, is standing here.
A pony is standing here, ridden by you.
Exits: North East South West.
* R W HP:Fine>* R W HP:Fine *a Man*:Hurt>
k *man*
You try to crush *a Man*, but he parries successfully.
* R W HP:Fine *a Man*:Hurt>
You swiftly dodge *a Man*'s attempt to pierce you.
1
* R W HP:Fine *a Man*:Hurt>
*a Man* panics, and attempts to flee.
*a Man* leaves north.
* R W HP:Fine>k *man*
They aren't here.
* R W HP:Fine>
A Stoor has arrived from the south.
* R W HP:Fine>n
1
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
*a Man*, wielding a rapier, is standing here.
A pony is standing here, ridden by you.
Exits: South West.
* R W HP:Fine>* R W HP:Fine *a Man*:Hurt>
k *man*
You approach *a Man*, trying to crush him.
* R W HP:Fine *a Man*:Hurt>
A Stoor child leaves south.
* R W HP:Fine *a Man*:Hurt>
You strongly crush *a Man*'s body and shatter it.
* R W HP:Fine *a Man*:Wounded>
*a Man* tries to pierce you, but your parry is successful.
* R W HP:Fine>
*a Man* panics, and attempts to flee.
*a Man* leaves west.
* R W HP:Fine>w
1
*a Man* has arrived from the west.
* R W HP:Fine>*a Man* leaves south.
Oops!
You cannot go there riding!
* R W HP:Fine>k *man*
They aren't here.
* R W HP:Fine>1
k *man*
They aren't here.
* R W HP:Fine>w
1
Oops!
You cannot go there riding!
* R W HP:Fine>k *man*
They aren't here.
* R W HP:Fine>lead
You stop riding a pony.
A pony starts following you.
* W HP:Fine>1
k *man*
They aren't here.
* W HP:Fine>w
An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W HP:Fine>close granddoor
You don't see any granddoor here.
* W HP:Fine>look e
The door is open.
* W HP:Fine>n
The Village Chief's Office
A simple office, one that defies the marvel of the rest of the house. The
official that works here must mean business. Spartan furnishings scatter
the office only for functional measure. A few wooden chairs, a wastebasket,
a pair of lamps. The only elegant feature of the place is the massive desk
scattered with papers. The desk is from a rich wood, and highly polished.
A small pouch, made from leather, lies on the dust.
The Chief of the Stoor Village is here.
Exits: South.
A pony has arrived from the south.
* W HP:Fine>s
An Important Looking House
The foyer is large, seemingly able to hold the entire village populace at
one time. On the walls are paintings of men and women attired in fancy
halfling clothes. The floor is wooden and seems to be well taken care of.
The only feature that catches you eye however, is the set of double oaken
doors to your north.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the north.
* W HP:Fine>e
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
Exits: South West.
A pony has arrived from the west.
* W HP:Fine>s
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
A pony has arrived from the north.
* W HP:Fine>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
Exits: East South West.
A pony has arrived from the west.
* W HP:Fine>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor goes about his daily business.
Exits: South West.
A pony has arrived from the west.
* W HP:Fine>s
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
Exits: North South West.
A pony has arrived from the north.
* W HP:Fine>s
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
Exits: North.
A pony has arrived from the north.
* W HP:Fine>n
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
Exits: North South West.
A pony has arrived from the south.
* W HP:Fine>w
Gate-watchers Hut
This small dwelling is obviously used as the gate-guards' resting place.
There are racks on the walls holding small shields and swords. A few
pieces of leather armour hang on nearby hooks. Some small shelves hold
daily food supplies and a small book or two.
A pair of rigid leather sleeves are lying here.
A water barrel has been left here.
A Stoor child is playing peacefully here.
Exits: North East.
A pony has arrived from the east.
* W HP:Fine>curse
You swear loudly for a long time.
* W HP:Fine>n
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
Exits: East South West.
A pony has arrived from the south.
* W HP:Fine>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
A pony has arrived from the east.
* W HP:Fine>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor goes about his daily business.
Exits: North South.
A pony has arrived from the north.
* W HP:Fine>s
*a Man* has arrived from the south.
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the north.
* W HP:Fine>e
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from the west.
* W HP:Fine>ww
Arglebargle, glop-glyf!?!
* W HP:Fine>1
k *man*
They aren't here.
* W HP:Fine>w
1
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W HP:Fine>k *man*
They aren't here.
* W HP:Fine Move:Tired>n
A Stoor leaves north.
* W HP:Fine>1
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North South.
A pony has arrived from the south.
* W HP:Fine Move:Tired>k *man*
They aren't here.
* W HP:Fine Move:Tired>
A Stoor has arrived from the north.
* W HP:Fine Move:Tired>yell come on man!
Ok.
* W HP:Fine>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the north.
* W>e
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from the west.
* W Move:Tired>d
Cellar
The basement of the mathom is dark and musty. Moisture seeps in through
cracks in the walls and makes the air heavy around you. This place is used
as a dump for unwanted supplies and relics. A few broken weapons and worn
out armour litter the floor.
A large sack is on the ground.
A small flask has been left here on the ground.
A small flask has been left here on the ground.
A cup has been set here.
A large biscuit has been left here.
A large biscuit has been left here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A quiver lies on the ground.
A hooded brass lantern has been left here.
A small hunting knife lies on the ground.
A strip of leather with a buckle is lying here.
A shortsword is on the ground.
A small vicious black rat squeaks at you for disturbing it.
A small vicious black rat squeaks at you for disturbing it.
Exits: Up.
A pony has arrived from above.
* W Move:Tired>
You swiftly dodge a vicious rat's attempt to hit you.
* W a vicious rat:Fine>
You crush a vicious rat's body extremely hard and shatter it.
* W a vicious rat:Bad>get biscuit
get biscuit
You get a large biscuit.
* W a vicious rat:Bad>
You get a large biscuit.
A vicious rat fails to hit you.
* W a vicious rat:Bad>
A vicious rat tries to hit you, but your parry is successful.
* W a vicious rat:Bad>
You crush a vicious rat's left forefoot hard and shatter it.
A vicious rat is incapacitated and will slowly die, if not aided.
* W a vicious rat:Dying>
You swiftly dodge a vicious rat's attempt to hit you.
* W a vicious rat:Dying>
You crush a vicious rat's right foreleg extremely hard and shatter it.
You receive your share of experience.
Congratulations! This is the first time you've killed it!
Your blood freezes as you hear a vicious rat's death cry.
A vicious rat is dead! R.I.P.
* W a vicious rat:Healthy>
Your attempt to crush a vicious rat fails.
* W a vicious rat:Healthy>
A vicious rat tries to hit you, but your parry is successful.
* W a vicious rat:Healthy>
You crush a vicious rat's body very hard and shatter it.
* W a vicious rat:Hurt>
A vicious rat fails to hit you.
* W a vicious rat:Hurt>
Saving Findaráto.
* W a vicious rat:Hurt>
You swiftly dodge a vicious rat's attempt to hit you.
* W a vicious rat:Hurt>
You crush a vicious rat's body hard and shatter it.
* W a vicious rat:Bad>
You crush a vicious rat's right hindfoot very hard and shatter it.
A vicious rat is mortally wounded and will die soon if not aided.
* W a vicious rat:Dying>look
Cellar
The basement of the mathom is dark and musty. Moisture seeps in through
cracks in the walls and makes the air heavy around you. This place is used
as a dump for unwanted supplies and relics. A few broken weapons and worn
out armour litter the floor.
The corpse of a vicious rat is lying here.
A large sack is on the ground.
A small flask has been left here on the ground.
A small flask has been left here on the ground.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A quiver lies on the ground.
A hooded brass lantern has been left here.
A small hunting knife lies on the ground.
A strip of leather with a buckle is lying here.
A shortsword is on the ground.
A vicious rat is lying here, mortally wounded.
A domesticated pony, beast of burden to many, stands here.
* W a vicious rat:Dying>
You crush a vicious rat's right foreleg extremely hard and shatter it.
You receive your share of experience.
Yes!
You're beginning to get the idea.
Your blood freezes as you hear a vicious rat's death cry.
A vicious rat is dead! R.I.P.
* W>get sack
You get a large sack.
* W>exa sack
sack (carried) : <<<<nice he has stashed his loot here it seems
a shortsword (dented)
a short spear (brand new)
a metal breastplate (used)
a small metal shield (used)
a shortbow
a shortbow
an amethyst
a backsword (brand new)
a cutlass (dented)
a small wooden shield (brand new)
a short spear (brand new)
* W>u
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from below.
* W>w
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
*a Man*, wielding a rapier, is standing here.
Exits: North South.
A pony has arrived from the south.
* W>
*a Man* leaves south.
* W>1
k *man*
They aren't here.
* W>s
1
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the north.
* W>k *man*
They aren't here.
* W>e
1
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from the west.
* W>k *man*
They aren't here.
* W>d
*a Man* has arrived from below.
* W>1
Cellar
The basement of the mathom is dark and musty. Moisture seeps in through
cracks in the walls and makes the air heavy around you. This place is used
as a dump for unwanted supplies and relics. A few broken weapons and worn
out armour litter the floor.
The corpse of a vicious rat is lying here.
The corpse of a vicious rat is lying here.
A small flask has been left here on the ground.
A small flask has been left here on the ground.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A quiver lies on the ground.
A hooded brass lantern has been left here.
A small hunting knife lies on the ground.
A strip of leather with a buckle is lying here.
A shortsword is on the ground.
Exits: Up.
A pony has arrived from above.
* W>k *man*
They aren't here.
* W>u
1
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from below.
* W>k *man*
They aren't here.
* W>w
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W>n
*a Man* has arrived from the north.
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North South.
A pony has arrived from the south.
* W>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
Exits: North East South West.
A pony has arrived from the south.
* W Move:Tired>n
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
Exits: South West.
A pony has arrived from the south.
* W Move:Tired>s
w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
Exits: North East South West.
A pony has arrived from the north.
* W Move:Tired>The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
*a Man*, wielding a rapier, is standing here.
Exits: East West.
A pony has arrived from the east.
*a Man* leaves west.
* W Move:Tired>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
A trout swims here.
A salmon swims here.
*a Man*, wielding a rapier, is standing here.
Exits: East South West.
There is a thin film of ice on the water.
ACK! A pony didn't follow you, you lost him.
* W Move:Tired>1
*a Man* leaves west.
* W Move:Tired>k *man*
They aren't here.
* W Move:Tired>2
A trout leaves west.
* W Move:Tired>Arglebargle, glop-glyf!?!
* W Move:Tired>e
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
The ground is slightly frosty.
* W Move:Tired>look
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
* W Move:Tired>swim
You won't try to swim anymore.
*>inv
You are carrying:
a large sack
a large biscuit
a large biscuit
a thin pair of soft leather boots (worn out)
a large sack
a dark coloured flask
a dark coloured flask
a dark coloured flask
a torch
a cup
a piece of paper
an arrow
*>eat biscuit
eat biscuit
You eat the biscuit.
*>
You eat the biscuit.
You are full.
*>look
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
*>inv
You are carrying:
a large sack
a thin pair of soft leather boots (worn out)
a large sack
a dark coloured flask
a dark coloured flask
a dark coloured flask
a torch
a cup
a piece of paper
an arrow
*>exa paper<<<I get curious as I dont seem to remember what this paper is. maybe belladonna lore?
What does Santa get for Christmas?
Even Fatter!!!
Merry Christmas
From Zeagol
*>sco
88/88 hit, 84/84 mana, and 66/118 moves.<<< enough moves to try a waterborne assault!
*>swim
Ok, from now you'll try to swim.
* W>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
Exits: East South West.
There is a thin film of ice on the water.
ACK! A pony didn't follow you, you lost him.
* W>1
k *man*
They aren't here.
* W>w
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A trout swims here.
A salmon swims here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
A trout swims here.
Exits: North East.
* W>
A trout leaves east.
* W>n
Source of the River
This is where the river originates, sprouting from the ground as it escapes
the many miles of underground tunnels it must have passed through on its
way here. The water is cold, having come from the mountains of the
Weather Hills in the north-west. To the south, the river winds its
way to join the Hoarwell, and eventually to end up in the waters of the
River Bruinen.
A large sack is on the ground.
A trout swims here.
*a Man*, wielding a rapier, is standing here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: South.
A trout leaves south.
* W>1
* W *a Man*:Hurt>
k *man*
You try to crush *a Man*, but he parries successfully.
* W *a Man*:Hurt>
A fisherhobbit has arrived from the south.
*a Man* fails to pierce you.
* W *a Man*:Hurt>
*a Man* panics, and attempts to flee.
You failed swimming on the water and drowned for a while!
* W HP:Fine *a Man*:Hurt>
*a Man* panics, and attempts to flee.
* W HP:Fine *a Man*:Hurt>
*a Man* panics, and attempts to flee.
*a Man* leaves south.
* W HP:Fine>s
1
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A trout swims here.
Exits: North East.
* W HP:Fine>k *man*
They aren't here.
* W HP:Fine>e
1
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A trout swims here.
A salmon swims here.
A trout swims here.
Exits: East South West.
* W HP:Fine Move:Tired>k *man*
They aren't here.
A trout leaves west.
* W HP:Fine Move:Tired>e
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
The ground is slightly frosty.
* W HP:Fine Move:Tired>1
k *man*
They aren't here.
* W HP:Fine Move:Tired>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* W HP:Fine Move:Tired>e
A Stoor has arrived from the south.
* W HP:Fine Move:Tired>Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
A pony has arrived from the west.
* W HP:Fine Move:Tired>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
A pony has arrived from the east.
* W HP:Fine Move:Tired>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* W HP:Fine Move:Tired>swim
You won't try to swim anymore.
* HP:Fine Move:Tired>yell hah!
Ok.
* HP:Fine Move:Tired>na whose afraid now!
Ok.
* HP:Fine Move:Tired>
*a Man* has arrived from the west.
* HP:Fine>
*a Man* begins some strange incantations...
* HP:Fine>yell whose afraid now<< Why do I yell ?? he's standing right here. hit him maybe was a better idea.
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
*a Man* barely pierces your body and tickles it.
* HP:Fine *a Man*:Fine>1
Ok.
* HP:Fine *a Man*:Fine>k *man*
You're already fighting!
Your attempt to crush *a Man* fails.
* HP:Fine *a Man*:Fine>1
k *man*
You're already fighting!
*a Man* panics, and attempts to flee.
*a Man* leaves west.
* HP:Fine>w
1
You need to swim to go there.
* HP:Fine>k *man*
They aren't here.
* HP:Fine>
*a Man* has arrived from the west.
* HP:Fine>
*a Man* begins some strange incantations...
* HP:Fine>
*a Man* utters the words 'waouq wuggurz'
*a Man*'s spell backfires, and he squeals in surprise!
* HP:Fine>1
*a Man* panics, and attempts to flee.
*a Man* leaves east.
* HP:Fine>k *man*
They aren't here.
* HP:Fine>e
1
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
*a Man*, wielding a rapier, is standing here.
Exits: North East South West.
A pony has arrived from the west.
* HP:Fine>* HP:Fine *a Man*:Hurt>
k *man*
You lightly crush *a Man*'s left arm.
* HP:Fine *a Man*:Hurt>
*a Man* giggles.<<<wanker!
*a Man* tries to pierce you, but your parry is successful.
* HP:Fine *a Man*:Hurt>1
*a Man* panics, and attempts to flee.
*a Man* leaves west.
* HP:Fine>k *man*
They aren't here.
* HP:Fine>w
1
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* HP:Fine>k *man*
They aren't here.
* HP:Fine>swim
Ok, from now you'll try to swim.
* W HP:Fine>1
k *man*
They aren't here.
* W HP:Fine>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A trout swims here.
A trout swims here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: East South West.
ACK! A pony didn't follow you, you lost him.
* W HP:Fine Move:Tired>1
k *man*
They aren't here.
* W HP:Fine Move:Tired>w
You swim and successfully stay on the water.
* W HP:Fine Move:Tired>
You failed swimming there.
You are drowning!<<moves!
* W HP:Fine Move:Tired>e
e
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
* W HP:Fine Move:Tired>Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* W HP:Fine Move:Tired>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* W HP:Fine Move:Tired>swim
You won't try to swim anymore.
* HP:Fine Move:Tired>
Saving Findaráto.
* HP:Fine Move:Tired>
*a Man* has arrived from the west.
* HP:Fine Move:Tired>
*a Man* begins some strange incantations...
* HP:Fine>
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
*a Man* tries to pierce you, but your parry is successful.
* HP:Fine *a Man*:Fine>1
You strongly crush *a Man*'s left foot and shatter it.
* HP:Fine *a Man*:Hurt>k *man*
You're already fighting!
* HP:Fine *a Man*:Hurt>
*a Man* panics, and attempts to flee.
*a Man* leaves east.
* HP:Fine>
*a Man* has arrived from the east.
* HP:Fine>e
1
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* HP:Fine>k *man*
They aren't here.
* HP:Fine Move:Tired>w
A Stoor has arrived from the south.
* HP:Fine Move:Tired>1
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* HP:Fine Move:Tired>k *man*
They aren't here.
* HP:Fine Move:Tired>where
Players in your zone
--------------------
Findaráto - The Boat House
* HP:Fine>
*a Man* has arrived from the west.
* HP:Fine>sco
*a Man* begins some strange incantations...
* HP:Fine>77/88 hit, 84/84 mana, and 52/118 moves.
*a Man* utters the words 'waouq wuggurz'
A magic missile sent by *a Man* hits you, causing some pain.
*a Man* fails to pierce you.
* HP:Fine *a Man*:Hurt>
You crush *a Man*'s right arm hard and shatter it.
Your victim is shocked by your hit!
* HP:Fine *a Man*:Wounded>1
k *man*
You're already fighting!
* HP:Fine *a Man*:Wounded>
*a Man* panics, and attempts to flee.
*a Man* panics, but can't stop fighting to flee.
* HP:Fine *a Man*:Wounded>
*a Man* panics, and attempts to flee.
*a Man* leaves west.
* HP:Fine>bash
Bash what or whom?
* HP:Fine>cha mood aggressive
emote gnashes his teeth as he whirls into battle.
Ok.
* HP:Fine>
Ok.
* HP:Fine>look
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A raft has been left here.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
* HP:Fine>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
A pony has arrived from the west.
* HP:Fine>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A raft has been left here.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* HP:Fine>sco
73/88 hit, 84/84 mana, and 55/118 moves.
* HP:Fine>
*a Man* yells 'go fuck off damnit'<<<heh. now he's scared.
* HP:Fine>yel not till I kil you.
Ok.
* HP:Fine>swim
Ok, from now you'll try to swim.
* W HP:Fine>yel here i come
Ok.
* W HP:Fine>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A salmon swims here.
A salmon swims here.
A trout swims here.
Exits: East South West.
ACK! A pony didn't follow you, you lost him.
* W HP:Fine>
A trout has arrived from the west.
A fisherhobbit has arrived from the west.
* W HP:Fine>w
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
Exits: North East.
* W HP:Fine>n
A salmon has arrived from the east.
* W HP:Fine>Source of the River
This is where the river originates, sprouting from the ground as it escapes
the many miles of underground tunnels it must have passed through on its
way here. The water is cold, having come from the mountains of the
Weather Hills in the north-west. To the south, the river winds its
way to join the Hoarwell, and eventually to end up in the waters of the
River Bruinen.
*a Man*, wielding a rapier, is standing here.
A trout swims here.
Exits: South.
* W HP:Fine>1
*a Man* leaves south.
You swim and successfully stay on the water.
* W HP:Fine Move:Tired>k *man*
They aren't here.
* W HP:Fine Move:Tired>1
k *man*
They aren't here.
* W HP:Fine Move:Tired>s
1
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A salmon swims here.
Exits: North East.
* W HP:Fine Move:Tired>k *man*
They aren't here.
* W HP:Fine Move:Tired>e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A salmon swims here.
A trout swims here.
A trout swims here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: East South West.
* W HP:Fine Move:Tired>e
A fisherhobbit leaves south.
* W HP:Fine Move:Tired>The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A raft has been left here.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
* W HP:Fine Move:Tired>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* W HP:Fine Move:Tired>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
Exits: East South West.
A pony has arrived from the west.
* W HP:Fine Move:Tired>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the east.
* W HP:Fine Move:Tired>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A raft has been left here.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* W HP:Fine Move:Tired>get raft
You get a raft.
* W HP:Fine Move:Tired>grin
You grin evilly.
* W HP:Fine Move:Tired>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A trout swims here.
A trout swims here.
A salmon swims here.
Exits: East South West.
ACK! A pony didn't follow you, you lost him.
* W HP:Fine Move:Tired>w
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A salmon swims here.
Exits: North East.
* W HP:Fine Move:Tired>n
Source of the River
This is where the river originates, sprouting from the ground as it escapes
the many miles of underground tunnels it must have passed through on its
way here. The water is cold, having come from the mountains of the
Weather Hills in the north-west. To the south, the river winds its
way to join the Hoarwell, and eventually to end up in the waters of the
River Bruinen.
A trout swims here.
Exits: South.
* W HP:Fine Move:Tired>s
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A salmon swims here.
A trout swims here.
Exits: North East.
A trout has arrived from the north.
* W HP:Fine Move:Tired>
A trout has arrived from the east.
* W HP:Fine Move:Tired>e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A salmon swims here.
Exits: East South West.
* W HP:Fine Move:Tired>s
A Small River
The shallow river winds generally south and west through a gorge sixty feet
deep. The cliffs rise sheerly, striated in shades of beige, grey, red-brown
and gold. The water is clear and cool, and the shapes of fish can be seen
darting against the coloured pebbles on the river bottom.
A trout swims here.
Exits: North West.
* W HP:Fine Move:Tired>w
A Small River
The river winds into a series of curves here, slowly making its way to the
Hoarwell and beyond. Rocks jut up from the bottom of the river bed at this
point, making boat-travel an unwise choice. The fish swimming in the water
look like a tantalizing lunch, or snack.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: East.
* W HP:Fine Move:Tired>e
A Small River
The shallow river winds generally south and west through a gorge sixty feet
deep. The cliffs rise sheerly, striated in shades of beige, grey, red-brown
and gold. The water is clear and cool, and the shapes of fish can be seen
darting against the coloured pebbles on the river bottom.
A trout swims here.
Exits: North West.
* W HP:Fine Move:Tired>n
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A salmon swims here.
Exits: East South West.
* W HP:Fine Move:Tired>e
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
* W HP:Fine Move:Slow>yell leave the poor hobbits alone!
Ok.
* W HP:Fine Move:Tired>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* W HP:Fine Move:Tired>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
Exits: East South West.
A pony has arrived from the west.
* W HP:Fine Move:Slow>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
Exits: South West.
A pony has arrived from the west.
* W HP:Fine Move:Slow>
A Stoor has arrived from the south.
* W HP:Fine Move:Slow>s
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North South West.
A pony has arrived from the north.
* W HP:Fine Move:Slow>s
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
Exits: North.
A pony has arrived from the north.
* W HP:Fine Move:Slow>n
Entrance to the Village<<<<I hope he's not fleeing out of the village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North South West.
A pony has arrived from the south.
* W HP:Fine Move:Slow>
A Stoor leaves west.
* W HP:Fine Move:Slow>w
Gate-watchers Hut
This small dwelling is obviously used as the gate-guards' resting place.
There are racks on the walls holding small shields and swords. A few
pieces of leather armour hang on nearby hooks. Some small shelves hold
daily food supplies and a small book or two.
A thin pair of soft leather boots are on the ground.
A pair of rigid leather sleeves are lying here.
A water barrel has been left here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W HP:Fine Move:Slow>n
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
Exits: East South West.
A pony has arrived from the south.
A Stoor child has arrived from the east.
* W HP:Fine Move:Slow>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the east.
* W HP:Fine Move:Slow>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
A pony has arrived from the north.
* W HP:Fine Move:Slow>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North [East].
A pony has arrived from the north.
* W HP:Fine Move:Slow>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
A pony has arrived from the south.
* W HP:Fine Move:Slow>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the south.
* W HP:Fine Move:Slow>n
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
Exits: South [West].
A pony has arrived from the south.
* W HP:Fine Move:Slow>s
w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the north.
* W HP:Fine Move:Slow>The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* W HP:Fine Move:Slow>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
Exits: East South West.
ACK! A pony didn't follow you, you lost him.
* W HP:Fine Move:Slow>w
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A trout swims here.
A trout swims here.
A salmon swims here.
A salmon swims here.
Exits: North East.
* W HP:Fine Move:Slow>n
Source of the River
This is where the river originates, sprouting from the ground as it escapes
the many miles of underground tunnels it must have passed through on its
way here. The water is cold, having come from the mountains of the
Weather Hills in the north-west. To the south, the river winds its
way to join the Hoarwell, and eventually to end up in the waters of the
River Bruinen.
A trout swims here.
Exits: South.
* W HP:Fine Move:Slow>
A salmon has arrived from the south.
* W HP:Fine Move:Slow>s
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A trout swims here.
A trout swims here.
A salmon swims here.
Exits: North East.
* W HP:Fine Move:Slow>e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
Exits: East South West.
* W HP:Fine Move:Slow>s
A Small River
The shallow river winds generally south and west through a gorge sixty feet
deep. The cliffs rise sheerly, striated in shades of beige, grey, red-brown
and gold. The water is clear and cool, and the shapes of fish can be seen
darting against the coloured pebbles on the river bottom.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: North West.
* W HP:Fine Move:Slow>w
A Small River
The river winds into a series of curves here, slowly making its way to the
Hoarwell and beyond. Rocks jut up from the bottom of the river bed at this
point, making boat-travel an unwise choice. The fish swimming in the water
look like a tantalizing lunch, or snack.
A trout swims here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: East.
* W HP:Fine Move:Slow>e
A Small River
The shallow river winds generally south and west through a gorge sixty feet
deep. The cliffs rise sheerly, striated in shades of beige, grey, red-brown
and gold. The water is clear and cool, and the shapes of fish can be seen
darting against the coloured pebbles on the river bottom.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: North West.
* W HP:Fine Move:Weak>n
e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A trout swims here.
Exits: East South West.
* W HP:Fine Move:Weak>The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
* W HP:Fine Move:Weak>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* W HP:Fine Move:Weak>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
Exits: East South West.
A pony has arrived from the west.
* W HP:Fine Move:Weak>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor child is playing peacefully here.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: South West.
A pony has arrived from the west.
A Stoor leaves west.
* W HP:Fine Move:Weak>s
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor child is playing peacefully here.
Exits: North South West.
A pony has arrived from the north.
* W HP:Fine Move:Weak>s
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
Exits: North.
A pony has arrived from the north.
* W HP:Fine Move:Weak>n
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor child is playing peacefully here.
Exits: North South West.
A pony has arrived from the south.
* W HP:Fine Move:Weak>w
Gate-watchers Hut
This small dwelling is obviously used as the gate-guards' resting place.
There are racks on the walls holding small shields and swords. A few
pieces of leather armour hang on nearby hooks. Some small shelves hold
daily food supplies and a small book or two.
A thin pair of soft leather boots are on the ground.
A pair of rigid leather sleeves are lying here.
A water barrel has been left here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W HP:Fine Move:Weak>
A Stoor leaves north.
* W HP:Fine Move:Weak>n
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: East South West.
A pony has arrived from the south.
* W HP:Fine Move:Weak>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the east.
* W HP:Fine Move:Weak>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
A pony has arrived from the north.
* W HP:Fine Move:Weak>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North [East].
A pony has arrived from the north.
* W Move:Weak>open door
You don't see any door here.
* W Move:Weak>open oakendoor
e
You don't see any oakendoor here.
* W Move:Weak>The Oakdoor seems to be closed.
* W Move:Weak>open oakdoor
e
Ok.
* W Move:Weak>A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
*a Man*, wielding an orkish shortbow, is standing here.
Exits: West Down.
A pony has arrived from the west.
* W Move:Weak>
*a Man* gets an ash arrow from a quiver.<<<heh he's gonna shoot me now! low mana probably...
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
*a Man* gets an ash arrow from a quiver.
* W Move:Weak>1
*a Man* leaves west.
* W Move:Weak>k *man*
They aren't here.
* W Move:Weak>w
1
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North East.
A pony has arrived from the east.
* W Move:Weak>k *man*
They aren't here.
* W Move:Weak>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
A pony has arrived from the south.
* W Move:Weak>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the south.
* W Move:Weak>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* W Move:Weak>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
Exits: East South West.
ACK! A pony didn't follow you, you lost him.
* W Move:Weak>w
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A trout swims here.
A salmon swims here.
A trout swims here.
Exits: North East.
* W Move:Fainting>
* W Move:Fainting>n
Source of the River
This is where the river originates, sprouting from the ground as it escapes
the many miles of underground tunnels it must have passed through on its
way here. The water is cold, having come from the mountains of the
Weather Hills in the north-west. To the south, the river winds its
way to join the Hoarwell, and eventually to end up in the waters of the
River Bruinen.
A salmon swims here.
*a Man*, wielding an orkish shortbow, is standing here.
Exits: South.
* W Move:Fainting>1
Saving Findaráto.
* W Move:Fainting>* W Move:Fainting *a Man*:Bad>
k *man*
You crush *a Man*'s right arm and shatter it.
* W Move:Fainting *a Man*:Bad>
*a Man* tries to hit you, but your parry is successful.
* W Move:Fainting *a Man*:Bad>
A trout has arrived from the south.
* W Move:Fainting *a Man*:Bad>
*a Man* panics, and attempts to flee.<<<dont flee.
*a Man* panics, but can't stop fighting to flee.
* W Move:Fainting *a Man*:Bad>
*a Man* swiftly dodges your attempt to crush him.
* W Move:Fainting *a Man*:Bad>
*a Man* panics, and attempts to flee.<<<Dont Flee!
*a Man* panics, but can't stop fighting to flee.
* W Move:Fainting *a Man*:Bad>DONT FLEE!!!
*a Man* panics, and attempts to flee.
*a Man* leaves south.<<<<<AAAARGH!
* W Move:Fainting>s
1
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A trout swims here.
A salmon swims here.
Exits: North East.
* W Move:Fainting>k *man*
They aren't here.
* W Move:Fainting>e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
Exits: East South West.
* W Move:Exhausted>e
You are too exhausted.
* W Move:Exhausted>stat
OB: 45%, DB: 12%, PB: 34%, Armour: 75%. Wimpy: 0. Mood: aggressive.
Needed: 31,987 xp, 0 tp. Lauren: 5. Alert: normal.
Affected by:
- novoid
- noquit
* W Move:Fainting>sco
88/88 hit, 84/84 mana, and 2/118 moves.
* W Move:Fainting>where
Players in your zone
--------------------
Findaráto - A Small River
* W Move:Fainting>yell heh die!
Ok.
* W Move:Weak>
A fisherhobbit has arrived from the south.
A trout has arrived from the south.
* W Move:Weak>stan
You are already standing.
* W Move:Weak>s
e
A Small River
The shallow river winds generally south and west through a gorge sixty feet
deep. The cliffs rise sheerly, striated in shades of beige, grey, red-brown
and gold. The water is clear and cool, and the shapes of fish can be seen
darting against the coloured pebbles on the river bottom.
A trout swims here.
Exits: North West.
* W Move:Weak>
Alas, you cannot go that way...
* W Move:Weak>n
e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
A trout swims here.
Exits: East South West.
* W Move:Fainting>The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
* W Move:Fainting>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* W Move:Fainting>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
A pony has arrived from the west.
* W Move:Fainting>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
A Stoor child is playing peacefully here.
Exits: South West.
A pony has arrived from the west.
* W Move:Exhausted>s
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
Exits: North South West.
A pony has arrived from the north.
* W Move:Exhausted>s
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
Exits: North.
A pony has arrived from the north.
* W Move:Exhausted>look
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
A domesticated pony, beast of burden to many, stands here.
* W Move:Fainting>where
Players in your zone
--------------------
Findaráto - Gate to the Valley
* W Move:Fainting>n
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor child is playing peacefully here.
Exits: North South West.
A pony has arrived from the south.
* W Move:Fainting>w
Gate-watchers Hut
This small dwelling is obviously used as the gate-guards' resting place.
There are racks on the walls holding small shields and swords. A few
pieces of leather armour hang on nearby hooks. Some small shelves hold
daily food supplies and a small book or two.
A thin pair of soft leather boots are on the ground.
A pair of rigid leather sleeves are lying here.
A water barrel has been left here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W Move:Fainting>
*a Man* yells 'i'll rather blood lack than die to you'<<<spiteful git!
* W Move:Fainting>
A Stoor leaves east.
* W Move:Fainting>yell dont bleed to death! let me kill you.<<the honorable thing to do wuld be to let me have the kill! ;)
Ok.
* W Move:Fainting>s
Alas, you cannot go that way...
* W Move:Fainting>w
Alas, you cannot go that way...
* W Move:Fainting>n
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
Exits: East South West.
A pony has arrived from the south.
* W Move:Fainting>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the east.
* W Move:Fainting>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
A pony has arrived from the north.
* W Move:Fainting>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North East.
A pony has arrived from the north.
* W Move:Fainting>
*a Man* yells 'know way fucker'<<<so young yet so spiteful....tsk..tsk
* W Move:Fainting>e
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from the west.
* W Move:Fainting>d<<<I must find him before he bloodlacks!
Cellar
The basement of the mathom is dark and musty. Moisture seeps in through
cracks in the walls and makes the air heavy around you. This place is used
as a dump for unwanted supplies and relics. A few broken weapons and worn
out armour litter the floor.
The corpse of a vicious rat is lying here.
The corpse of a vicious rat is lying here.
A small flask has been left here on the ground.
A small flask has been left here on the ground.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A quiver lies on the ground.
A hooded brass lantern has been left here.
A small hunting knife lies on the ground.
A strip of leather with a buckle is lying here.
A shortsword is on the ground.
A small vicious black rat squeaks at you for disturbing it.
A small vicious black rat squeaks at you for disturbing it.
Exits: Up.
A pony has arrived from above.
* W Move:Fainting>u
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from below.
* W Move:Fainting>w
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
Exits: North East.
A pony has arrived from the east.
* W Move:Fainting>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
A pony has arrived from the south.
* W Move:Fainting>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
Exits: North East South West.
A pony has arrived from the south.
* W Move:Exhausted>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
A pony has arrived from the east.
* W Move:Exhausted>w
You are too exhausted.
* W Move:Exhausted>w
You are too exhausted.
* W Move:Exhausted>rest
You sit down and rest your tired bones.
* W Move:Fainting>sco
88/88 hit, 84/84 mana, and 2/118 moves.
* W Move:Fainting>stand
You stop resting, and stand up.
* W Move:Fainting>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
A trout swims here.
A trout swims here.
A trout swims here.
Exits: East South West.
ACK! A pony didn't follow you, you lost him.
* W Move:Fainting>w
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
Exits: North East.
* W Move:Fainting>n
Source of the River
This is where the river originates, sprouting from the ground as it escapes
the many miles of underground tunnels it must have passed through on its
way here. The water is cold, having come from the mountains of the
Weather Hills in the north-west. To the south, the river winds its
way to join the Hoarwell, and eventually to end up in the waters of the
River Bruinen.
A salmon swims here.
A trout swims here.
A salmon swims here.
Exits: South.
* W Move:Exhausted>s
You are too exhausted.
* W Move:Fainting>k salmon<<<need food!
* W Move:Fainting>
You crush a salmon's right fin extremely hard and shatter it.
You receive your share of experience.
Yes!
You're beginning to get the idea.
Your blood freezes as you hear a salmon's death cry.
A salmon is dead! R.I.P.
* W Move:Fainting>k salmon<<<need to relieve my tense nerves!
* W Move:Fainting a salmon:Healthy>
You approach a salmon, trying to crush it.
* W Move:Fainting a salmon:Healthy>
A salmon fails to hit you.
* W Move:Fainting a salmon:Healthy>
Your attempt to crush a salmon fails.
* W Move:Fainting a salmon:Healthy>butcher corpse
No way!
You are fighting for your life!
* W Move:Fainting a salmon:Healthy>
A salmon fails to hit you.
* W Move:Fainting a salmon:Healthy>
You strongly crush a salmon's head and shatter it.
A salmon is incapacitated and will slowly die, if not aided.
* W Move:Fainting a salmon:Dying>butcher corpse
You crush a salmon's body extremely hard and shatter it.
You receive your share of experience.
Yes!
You're beginning to get the idea.
Your blood freezes as you hear a salmon's death cry.
A salmon is dead! R.I.P.
* W Move:Fainting>
You start butchering the corpse.
butcher corpse
butcher 2.corpse
You produce a piece of raw meat.
* W Move:Fainting>This corpse has already been butchered!
* W Move:Fainting>
You start butchering the corpse.
eat meat
eat meat
You produce a piece of raw meat.
* W Move:Weak>
You eat the meat.
You are full.
* W Move:Weak>
You are too full to eat more!
* W Move:Weak>s
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
Exits: North East.
* W Move:Weak>e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A trout swims here.
A trout swims here.
Exits: East South West.
* W Move:Fainting>e
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
A domesticated pony, beast of burden to many, stands here.
Exits: East West.
* W Move:Fainting>e
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the west.
* W Move:Fainting>e
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor child is playing peacefully here.
A Stoor goes about his daily business.
Exits: East South West.
A pony has arrived from the west.
* W Move:Fainting>e
Path Through the Village
Proceeding into the heart of the village, you find yourself on a dirt
track leading toward the small river. On either side are small dwellings
used by the citizens of the village for various purposes. Glancing
around, you try to discern the magnitude of the village. Spying no
tall spires or towers, you guess that this is pretty much the extent of
it. Alleyways branch off leading to small houses, but no other roads.
Exits: South West.
A pony has arrived from the west.
* W Move:Fainting>s
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North South West.
A pony has arrived from the north.
* W Move:Exhausted>s
Gate to the Valley
Emerging from the bottom of the cliff, this gate is not easily visible
and in a place that would be easy to defend. The gate itself is two
stone slabs placed together in a formation that would make opening from
the other side all but impossible. Around you is the fertile beauty of the
valley, green and lush. The river gurgles lazily in the background.
A Stoor child is playing peacefully here.
Exits: North.
A pony has arrived from the north.
* W Move:Exhausted>yell you are not getting out of here alive!<<<<too true :(
Ok.
* W Move:Fainting>n
Entrance to the Village
Standing in front of the gate, you spy buildings and pathways that indicate
a small village.
You wonder who would locate their homes here, deep inside
the valley. They must be a small race of people, as the homes and other
structures around you are smaller than elven-kind. From somewhere inside
the village you hear excited shouting, perhaps the villagers have spotted
your arrival. Will you be welcomed?
A low, many-branched shrub covers the ground here.
A domesticated pony, beast of burden to many, stands here.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
A Stoor goes about his daily business.
Exits: North South West.
A pony has arrived from the south.
* W Move:Fainting>w
Gate-watchers Hut
This small dwelling is obviously used as the gate-guards' resting place.
There are racks on the walls holding small shields and swords. A few
pieces of leather armour hang on nearby hooks. Some small shelves hold
daily food supplies and a small book or two.
A thin pair of soft leather boots are on the ground.
A pair of rigid leather sleeves are lying here.
A water barrel has been left here.
A Stoor goes about his daily business.
Exits: North East.
A pony has arrived from the east.
* W Move:Fainting>drink barrel
You drink the water.
You do not feel thirsty anymore.
* W Move:Fainting>n
Path Through the Village
Still proceeding east-west, you surmise that this is the main road of the
village. As you explore, you notice that none of the citizens are anxious
to approach you. No nods of greeting, no friendly waves. If this is the
nature of all its citizens, then it's small wonder that the village is so
secluded. Unfriendly as they seem to be, no outward signs of hostility are
visible either.
A Stoor goes about his daily business.
Exits: East South West.
A pony has arrived from the south.
* W Move:Fainting>w
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor child is playing peacefully here.
Exits: North East South West.
A pony has arrived from the east.
* W Move:Fainting>n
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
A Stoor child is playing peacefully here.
Exits: South [West].
A pony has arrived from the south.
* W Move:Fainting>
A Stoor child has arrived from the south.
* W Move:Fainting>s
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
Exits: North East South West.
A pony has arrived from the north.
* W Move:Fainting>s
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
Exits: North South.
A pony has arrived from the north.
* W Move:Exhausted>s
Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor child is playing peacefully here.
Exits: North East.
A pony has arrived from the north.
* W Move:Exhausted>e
You are too exhausted.
* W Move:Exhausted>e
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
A pony has arrived from the west.
* W Move:Exhausted>d
Cellar
The basement of the mathom is dark and musty. Moisture seeps in through
cracks in the walls and makes the air heavy around you. This place is used
as a dump for unwanted supplies and relics. A few broken weapons and worn
out armour litter the floor.
The corpse of a vicious rat is lying here.
The corpse of a vicious rat is lying here.
A small flask has been left here on the ground.
A small flask has been left here on the ground.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A cup has been set here.
A quiver lies on the ground.
A hooded brass lantern has been left here.
A small hunting knife lies on the ground.
A strip of leather with a buckle is lying here.
A shortsword is on the ground.
A small vicious black rat squeaks at you for disturbing it.
A small vicious black rat squeaks at you for disturbing it.
Exits: Up.
A pony has arrived from above.
* W Move:Exhausted>
You swiftly dodge a vicious rat's attempt to hit you.
* W Move:Exhausted a vicious rat:Healthy>
You strongly crush a vicious rat's left foreleg and shatter it.
* W Move:Exhausted a vicious rat:Fine>
You crush a vicious rat's left hindfoot hard and shatter it.
* W Move:Exhausted a vicious rat:Wounded>
A vicious rat fails to hit you.
* W Move:Exhausted a vicious rat:Wounded>flee
You flee head over heels.
A Small Mathom-House
This seems to be the museum of the village, containing various historical
artefacts and memorabilia. Books line shelves, perhaps if you glanced
at some, you could learn more about this village and its people.
Exits: West Down.
* W Move:Exhausted>w
You are too exhausted.
* W Move:Exhausted>rest
You sit down and rest your tired bones.
* W Move:Fainting>
Saving Findaráto.
* W Move:Weak>stand
w
You stop resting, and stand up.
* W Move:Weak>Stoor Homes
Small houses with wooden walls and thatch roofs line the path. From small
windows you catch glimpses of curious hobbits peering out at you. In the
yards of others, frightened mothers usher their children into the safety
of the buildings.
You wonder about the frightened looks, and figure that
these folk have some great tragedy of the past looming over them. Perhaps
the house to your east can provide more answers, it looks different than
the other homes.
A Stoor child is playing peacefully here.
Exits: North East.
* W Move:Weak>n
A Quiet Park
This seems to be the place where the Stoors gather for town meetings and
other social events. It is small, but well suited for the populace of the
Stoor community.
You see fisherman swapping stories of monster sized fish
that got away, and children laughing as they play.
A large beautiful rose bush is blooming here.
A clear spring babbles as cool water trickles out of the ground.
A Stoor goes about his daily business.
A Stoor child is playing peacefully here.
Exits: North South.
* W Move:Weak>n
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
* W Move:Weak>n
A Stone Walk
The dirt path turns into a nice cobblestone walkway, obviously leading to
the house to the west. The house is not overly large, yet is much larger
than the other structures in the village. It looks well kept and the
doormen in front of the door imply that something important is inside.
Exits: South [West].
* W Move:Weak>s
Path Through the Village
The well trodden dirt path runs east-west through the bulk of the village.
Small alleys branch off into small homes and down to the river edge, but
this seems to be the only major thoroughfare. Citizens stare at you in
wide-eyed wonder as if you are the first outsider they have seen.
A Stoor goes about his daily business.
Exits: North East South West.
* W Move:Weak>w
The Boat House
A simple shop, apparently here to serve the needs of the village fishermen.
A few nice boats are being repaired, and a raft lies unused in the corner.
Located by the bend of the river, it provides easy access to either
direction. West, towards the mouth of the river, and south, leading
eventually to the Hoarwell and beyond.
A hobbit fishtrader loudly advertises his fresh fish here.
Exits: East West.
* W Move:Weak>w
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A trout swims here.
Exits: East South West.
* W Move:Slow>w
A trout has arrived from the south.
* W Move:Slow>A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
Exits: North East.
* W Move:Weak>n
Source of the River
This is where the river originates, sprouting from the ground as it escapes
the many miles of underground tunnels it must have passed through on its
way here. The water is cold, having come from the mountains of the
Weather Hills in the north-west. To the south, the river winds its
way to join the Hoarwell, and eventually to end up in the waters of the
River Bruinen.
The butchered corpse of a salmon is lying here.
The butchered corpse of a salmon is lying here.
A trout swims here.
Exits: South.
* W Move:Weak>s
A Small River
The water of the river is clear enough to see the bottom. Fish swim by
peacefully, avoiding the lures of the fishermen. Green grass lines the
sides of the river, making several nice places to stop and have a spot of
lunch. The river is relatively narrow and shallow, but obviously big
enough to supply the village with fresh food to eat.
Exits: North East.
* W Move:Weak>e
A Small River
In the river, you get a chance to look up at the mighty canyon walls that
tower over you. Their presence gives you a certain feeling of security
and solidness. It is this feature of the land, you guess, that made the
townsfolk pick this site for a village.
The butchered corpse of a trout is lying here.
A trout swims here.
A trout swims here.
Exits: East South West.
* W Move:Weak>s
A Small River
The shallow river winds generally south and west through a gorge sixty feet
deep. The cliffs rise sheerly, striated in shades of beige, grey, red-brown
and gold. The water is clear and cool, and the shapes of fish can be seen
darting against the coloured pebbles on the river bottom.
Exits: North West.
* W Move:Weak>w
A Small River
The river winds into a series of curves here, slowly making its way to the
Hoarwell and beyond. Rocks jut up from the bottom of the river bed at this
point, making boat-travel an unwise choice. The fish swimming in the water
look like a tantalizing lunch, or snack.
The corpse of *a Man* is lying here.<<<<<AAAAAAAAARGHHHHH!
A fisherhobbit is cruising the River in his reed boat, looking for fish.
A fisherhobbit is cruising the River in his reed boat, looking for fish.
A trout swims here.
Exits: East.
* W Move:Weak>exa corpse
corpse (here) :
a pile of coins
a quiver
a pan
a water skin
a stone
a butcher knife (dented)
a lantern
a plain leather belt
an orkish shortbow
a large metal shield (worn out)
a pair of ringmail sleeves (brand new)
a pair of rigid leather gloves (brand new)
a thin pair of soft leather boots (used)
a pair of hard leather trousers (brand new)
a leather helmet (worn out)
a soft leather jerkin (used)
a ring of silver
a raft
a large sack
a rapier (brand new)
* W Move:Weak>'hah!<<<<nice loot though for a lowbie :)
Ok.
* W Move:Weak>
A fisherhobbit leaves east.