Here is code that returns the player to the 'forest room'.
<beforefirstenter type="script"><![CDATA[
msg ("You take a peek into the bar,<br/>and your eyes do not stray far<br/>before you see an awful sight<br/>drunks and thugs prepared to fight.<br/><br/>Do you wish to walk on through,<br/>or do you want a plan perused?<br/>Going in without a plan<br/>may equate to one dead man.<br/><br/>It is your choice. It is your day.<br/>Yes or no, what do you say?")
get input {
switch (LCase(result)) {
case ("yes","yea","yep","y") {
msg ("You step inside the rough saloon.<br/>The patrons glare at the new bafoon.<br/>They whisper in such soft mumbles,<br/>Their voices rise, a million bumbles.<br/><br/>You continue on like you have a pair,<br/>but there's anxiousness up in the air. <br/>You grab a seat upon a stool,<br/>you're near the bar. Let's see it fool. ")
MoveObject (player, saloon)
}
case ("no","nope","nay","n") {
msg ("Wise to plan before you jump<br/>into a bar where you're the chump.<br/>Come back when you're good and able,<br/>and saunter up and grab a table.")
MoveObject (player, forest room)
}
}
}
And here is the code for the forest room description.
<object name="forest room">
<inherit name="editor_room" />
<description type="script"><![CDATA[
firsttime {
msg ("This is a room shrouded in trees.<br/>There are three directions, if you please.<br/><br/>Go north if you do not scare<br/>into a cave, the home of bear.<br/><br/>Or do go west if you so choose<br/>into the land that's filled with booze.<br/><br/>Or maybe east is what is sought,<br/>the lands of dragons to be fought!")
}
It is a first time description with a blank otherwise. For now I figured printing the room name twice is better than the entire description. The player has another room that is set up identically to this one (the 'saloon'). Same thing happens.
Below is the entire .aslx file.