An Interesting Death Log at Tharbad
posted by Dragor
2000-04-23 02:28:42
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Here's what happens when you combine an inexperienced lvl 25 elven thief against
*******
Okay, so Oscarmeyer was at tbad, so I decide to head down there and check it out. Couple pukes go after him and he flees down Greyflood. For some reason I decide to go putz around Eregion trying to learn my way around. I kill some woodland creatures when this happens.
*******

The eastern sky blazes red, signalling a new dawn. <- Nice Timing BTW

* S C HP:Fine>Dense Burrow in the Brush
Some animal has excavated a round burrow within the densely packed brush here.
Sharp thorns and a twisty narrow tunnel leading from the brush to the north
make this refuge defendable against most intruders.
A huge grizzly bear is here, roaming the wild.
The grizzly bear is sleeping here.
Exits: North.

* S C HP:Fine>bs bear
-backstab bear
You begin to move silently to the back of your victim...

\Saving Dragor.

|/-\|/-\|/-\*an Orc* has arrived from the north. <- Musta tracked me by large trail of corpses.

|/-\|n
/*an Orc* tries to sneak behind you!
Oops, you were seen!
You swiftly dodge the grizzly bear's attempt to hit you.
The grizzly bear swiftly dodges your attempt to pierce it.

* S C HP:Fine the grizzly bear:Wounded>No way! 
You are fighting for your life!

* S C HP:Fine the grizzly bear:Wounded>flee
n
n
You flee head over heels.
PANIC! 
You couldn't escape!

* S C HP:Fine the grizzly bear:Wounded>w
No way! 
You are fighting for your life!

* S C HP:Fine the grizzly bear:Wounded>No way! 
You are fighting for your life!

* S C HP:Fine the grizzly bear:Wounded>
You try to pierce the grizzly bear, but it parries successfully.

* S C HP:Fine the grizzly bear:Wounded>flee
No way! 
You are fighting for your life!
*an Orc* leaves north.

* S C HP:Fine the grizzly bear:Wounded>flee
You flee head over heels.
Thick Brush
Thick brush grows densely in this secluded valley. The valley walls slope up
to the north and far to the south. A maze of packed brush makes travel
difficult to the south. Holly grows profusely in this valley, especially to
the east where the bushes get thick and almost impenetrable.
Exits: South West.
You suddenly notice *an Orc*.

* S C HP:Fine>n
*an Orc* leaves west.
You flee head over heels.
Wooded Glade
Tall straight trees grow all about this part of the hillside. The foliage is 
not too heavy and grasses grow between the trees. The hillside slopes down to 
the northeast where the woods seem to get thicker. To the north there is a 
gorge, but thick holly bushes block the way to the northeast along the edge of
the gorge.
A bright green holly bush is growing here.
Exits: East South West.
You suddenly notice *an Orc*.

* S C HP:Fine>w
Alas, you cannot go that way...

* S C HP:Fine>Grassy slope
Tall grasses cover this side of the hill. The peak is just to the south of 
here, although it is not a lot higher than this slope. To the west the slope 
gets steeper and there seems to be a way down onto the plains. To the east 
some trees grow. Just to the north of here there is a cliff edge.
Exits: East South West.

* S C HP:Fine>e
Wooded Glade
Tall straight trees grow all about this part of the hillside. The foliage is 
not too heavy and grasses grow between the trees. The hillside slopes down to 
the northeast where the woods seem to get thicker. To the north there is a 
gorge, but thick holly bushes block the way to the northeast along the edge of
the gorge.
A bright green holly bush is growing here.
Exits: East South West.

* S C HP:Fine>yell giggle
w
Ok.

* S C HP:Fine>Grassy slope
Exits: East South West.
You suddenly notice *an Orc*.

* S C HP:Fine>search q
|You begin to search ...

/*an Orc* leaves east.

-\|/e
*an Orc* has arrived from the east.
You didn't find anyone.

* S C HP:Fine>bo
Wooded Glade
A bright green holly bush is growing here.
Exits: East South West.

* S C HP:Fine>backstab *orc*
Backstab whom?

* S C HP:Fine>w
bo
Grassy slope
A squirrel scampers around here, looking for nuts from the trees.
Exits: East South West.

* S C HP:Fine>
*an Orc* leaves east.

* S C HP:Fine>backstab *orc*
Backstab whom?

* S C HP:Fine>e
bo
Wooded Glade
A bright green holly bush is growing here.
Exits: East South West.
You suddenly notice *an Orc*.
*an Orc* leaves east.

* S C HP:Fine>backstab *orc*
Backstab whom?

* S C HP:Fine>e
ko
Thick Brush
Exits: South West.
*an Orc* has arrived from the south.
*****
Since we both stabbers I decide having a little mid-fight chat while parrying would be nice
*****

* S C HP:Fine>* S C HP:Fine *an Orc*:Healthy> 
k *orc*
You try to pierce *an Orc*, but he parries successfully.

* S C HP:Fine *an Orc*:Healthy>
*an Orc* tries to pierce you, but your parry is successful.

* S C HP:Fine *an Orc*:Healthy>
You try to pierce *an Orc*, but he parries successfully.

* S C HP:Fine *an Orc*:Healthy>
Balwin narrates 'someone open south fnost gate please'

* S C HP:Fine *an Orc*:Healthy>
*an Orc* swiftly dodges your attempt to pierce him.

* S C HP:Fine *an Orc*:Healthy>cha mood agg

*an Orc* tries to pierce you, but your parry is successful.

* S C HP:Fine *an Orc*:Healthy>
Ok.

* S C HP:Fine *an Orc*:Healthy>shrug

You swiftly dodge *an Orc*'s attempt to pierce you.

* S C HP:Fine *an Orc*:Healthy>
You shrug.
You try to pierce *an Orc*, but he parries successfully.

* S C HP:Fine *an Orc*:Healthy>exam orc
You see nothing special about him.
*an Orc* is in an excellent condition.
*an Orc* is using: 
<wielded>            a black runed dagger (brand new); some sort of liquid is smeared on it
*****
Uh oh, he's poisoned his brd! FLEE
*****
<worn as shield>     a tower shield (brand new)
<worn on head>       a black hood (brand new)
<worn on body>       a black shirt (brand new)
<worn about body>    a black warg fur (brand new)
<worn on arms>       a pair of soft leather sleeves (used)
<worn on hands>      a thin pair of leather gloves (worn out)
<worn on legs>       a black pair of pants (brand new)
<worn on feet>       a black pair of padded boots (used)
<worn around neck>   a black amulet
<worn around neck>   a grotesque necklace with a pair of ears
<worn on wrist>      a keyring with a key and a set of lock picks
<worn on finger>     a banded ring
<worn on finger>     a ring
<worn on back>       a leather backpack
<worn as belt>       a gleaming belt
<worn on belt>       a sable pouch
<worn on belt>       a stone
<worn on belt>       a herbal kit
<worn on belt>       a fetid green vial

You attempt to peek at the inventory:
a canoe
a brown bottle
a water skin

* S C HP:Fine *an Orc*:Healthy>
You strongly pierce *an Orc*'s left leg and tickle it.

* S C HP:Fine *an Orc*:Fine>flee

The venom enters your body!
*an Orc* pierces your body hard.
*****
Doh, fled just before the venom.. god damn it. Time to spam TBAD.
*****
* S C HP:Fine *an Orc*:Fine>
You flee head over heels.
Dense Burrow in the Brush
Some animal has excavated a round burrow within the densely packed brush here.
Sharp thorns and a twisty narrow tunnel leading from the brush to the north
make this refuge defendable against most intruders.
w
A huge grizzly bear is here, roaming the wild.
The grizzly bear is sleeping here.
Exits: North.

* S C HP:Fine>n
Alas, you cannot go that way...

* S C HP:Fine>w
w

The grizzly bear strongly hits your left arm and tickles it.

* S C HP:Fine the grizzly bear:Wounded>*an Orc* has arrived from the north.
No way! 
You are fighting for your life!
You pierce the grizzly bear's head very hard and shatter it.

* S C HP:Fine the grizzly bear:Bad>No way! 
You are fighting for your life!
*an Orc* strongly pierces your body and tickles it.

* S C HP:Fine the grizzly bear:Bad>No way! 
You are fighting for your life!

* S C HP:Fine the grizzly bear:Bad>flee
n

You pierce the grizzly bear's right foreleg extremely hard and shatter it.
Your victim is shocked by your hit!

* S C HP:Fine the grizzly bear:Bad>n
You flee head over heels.
Thick Brush
Thick brush grows densely in this secluded valley. The valley walls slope up
to the north and far to the south. A maze of packed brush makes travel
difficult to the south. Holly grows profusely in this valley, especially to
the east where the bushes get thick and almost impenetrable.
Exits: South West.

* S C HP:Fine>
Alas, you cannot go that way...

* S C HP:Fine>w
w
Alas, you cannot go that way...

* S C HP:Fine>w
Wooded Glade
Tall straight trees grow all about this part of the hillside. The foliage is 
not too heavy and grasses grow between the trees. The hillside slopes down to 
the northeast where the woods seem to get thicker. To the north there is a 
gorge, but thick holly bushes block the way to the northeast along the edge of
the gorge.
A bright green holly bush is growing here.
The garden snake slithers harmlessly here.
Exits: East South West.

* S C HP:Fine>s
w
w
w
Grassy slope
Tall grasses cover this side of the hill. The peak is just to the south of 
here, although it is not a lot higher than this slope. To the west the slope 
gets steeper and there seems to be a way down onto the plains. To the east 
some trees grow. Just to the north of here there is a cliff edge.
A squirrel scampers around here, looking for nuts from the trees.
Exits: East South West.
The squirrel leaves south.

* S C HP:Fine>Steep Hillside
Small rocks and pebbles cover this steep hillside, which becomes flatter to the
south. To the northeast a steep cliff seems to sprout from this rise, and to 
the south vast, grassy plains extend as far as the eye can see. A strange 
tower has been erected to the center of the plains in the northwest.
Exits: North East South West.

* S C HP:Fine>w
Grassy Hillside
Verdant, green grass covers this hillside, which offers an excellent view of 
the vast plains to the west and the broad river Glanduin to the north, beyond 
which lies a steep, rocky slope.
Exits: North East West.

* S C HP:Fine>w
w
Dense Bushes
You stand amidst a dense patch of thorny bushes, which tear mercilessly at your
skin. Just to the east lies a grassy hillside, which becomes quite steep to the
northeast, until melding into a sheer cliff face. To the west the air seems
to take on a sickly, brownish hue, accompanied by a disgusting stench.
A brown fox is here, looking for some rabbits to chew up.
Exits: North East West.

* S C HP:Fine>w
Dirty Pond
Foul fumes permeate the air around these dark looking waters, which seem to 
release a visibly brown gas. The foliage and grass surrounding this area seems
to have taken on this repulsive colour and stench. The occasional bubble of
some strange slimy substance breaks the surface of the pond.
w
A black pond of water is here.
Exits: North East West.

* S C HP:Fine>n
w
Sparse Vegetation
The grasses which sprout unevenly from the rolling plains are unlike those
found anywhere else in Arda. Small bushes and trees lie scattered amidst this
strange, knee-high ground-covering. The horizon is enshrouded in tangled
vegetation and it is difficult to see beyond a few feet. Towards the east
there is an occasional glimmer, as of light reflecting from water.
A goat is here, grazing in the hills.
Exits: North East.

* S C HP:Fine>
Alas, you cannot go that way...

* S C HP:Fine>
Alas, you cannot go that way...

* S C HP:Fine>
Alas, you cannot go that way...

* S C HP:Fine>
Alas, you cannot go that way...

* S C HP:Fine>
Alas, you cannot go that way...

* S C HP:Fine>Sparse Vegetation
Small, bushy plants sprout from the vast plains, their boughs covered with 
dangerous looking thistles. The leaves of these plants resemble those of the 
familiar holly bush, yet seem to have a slightly lighter hue.
Exits: North East South West.

* S C HP:Fine>cha mood wimpy
n
Short Grass
Short, green grass generously sprinkled with daisies, chicory and other flowers
stretches out around you. The occasional bushy plant can be seen to the east.
To the west you see that the land is carpeted with pink and white flowers.
Exits: North East West.
You begin to see some clouds.

* S C HP:Fine>w
w
Ok.

* S C HP:Fine>w
Short Grass
Green and about knee high, the grass here is soft and mixed with various 
flowers, including daisies and black-eyed-susans. Butterflies fly back and 
forth from flower to flower drinking nectar. Things seem quite peaceful.
Exits: North East South West.

* S C HP:Fine Move:Tired>w
w
Short Grass
Short green grass mixed with clover and dandelions seems to be growing well 
here. Some areas, especially those south of here, seem to have been cropped 
close to the ground. To the north, you see a large spike of rock projecting out
of the ground like a giant's finger.
A small patch of clover grows here.
Exits: North East South West.

* S C HP:Fine Move:Tired>Short Grass
The grass appears to be split into two regions here. The eastern side is quite
green, but to the northwest of where you stand it becomes first drier then
taller. The land is slightly lower to the southeast.
Exits: North East South West.

* S C HP:Fine Move:Tired>w
n
Short Grass
The grass here is short and dry, criss-crossed with the tracks of what appear
to be small rodents. The short grass continues on into the south and east,
with a splash of white appearing near the horizon. To the north the grass
grows taller and greener, extending for as far as the eye can see.
n
A large wild horse is here, protecting his herd.
A wild mare is watching you warily.
Exits: North East South West.

* S C HP:Fine Move:Tired>n
Grassland
The grass here is tall and has dried out to a golden brown. The wind ripples
its surface and the motion reminds you of wind on the surface of a pond only
much, much bigger. The grass appears to be shorter to the east and greener.
Exits: North East South West.

* S C HP:Fine Move:Tired>Dry Grass
Tall, dry, brown grass waves back and forth, prickling your skin where it
hits. The land is similar in all directions, but perhaps there is some
green in the far distant north or east.
Exits: North East South West.

* S C HP:Fine Move:Tired>Dry Grass
All around you the grass is dry and brown. Several areas look as if they may
have burned recently, especially to the west. In the distance to the west
stands the stark form of a burnt tree.
The burnt and blackened skeletal remains of a human are here.
Exits: North East South West.

* S C HP:Fine Move:Tired>Alvedon narrates 'Anyone trade me fine chain parts for noc stone?'

Dry Grass
The grass here has gone to seed, the tops have completely dried out, and the
occasional animal or bird can be seen gathering seeds from the large tufts
on top of each stalk. Only a little green is left here. To the south there is
even less. To the north the grass still has some green to it.
Exits: North East South West.

* S C HP:Fine Move:Tired>c 'remove poison'
Grassland
The grass here once grew thickly, and is tall, but now the leaves have turned
brown at the top, and the stalks are releasing their seed, as they dry.
Further south and west the grass is even dryer, while north and east it is
still green, and growing.
Exits: North East South West.

* S C HP:Fine Move:Tired>Grassland
The grass here is about waist high, but it has dried out and turned a light
yellow color. The stalks are dry and brittle, conditions that are just right
for a grassfire. As you look along the horizon you notice a very large
tree standing all by itself to the east.
Exits: North East South West.


*****
I decide to try and remove poison and re-engage orc. Lesse how this goes...
*****
* S C HP:Fine Move:Tired>/
You muster all of your concentration...

-\|/-\|/-\n
|/n
-\|/-\|/-\|/-\The day has begun.
It starts to rain.
You feel bolder.
The venom runs into your veins!
Aye! 
You cannot concentrate any more...
******
Ah, Can't concentrate, I try again
******
* S C HP:Hurt Move:Tired>Grassland
The golden fields of swaying grass extend for miles in every direction from
here, only interrupted by one small copse of trees off to the north west. The
vast extent of the plains of the Enedwaith begins to weigh on your mind, but
for some reason your attention is continually drawn back to those trees.
Exits: North East South West.

* S C HP:Hurt Move:Tired>Grassland
Waist high grass is all around you waving in a gentle to and fro movement. To
the north and east the grass becomes somewhat taller and thicker. To the west,
a small stand of trees rises up out of the plains. South of here you see
nothing but empty grasslands stretching for miles.
Exits: North East South West.

* S C HP:Hurt Move:Tired>w
Inside the Small Copse of Trees
A cool quiet pervades this small copse of trees, giving the impression that
this simple place is far more significant than it looks. The area has a
certain aura about it. The trees, plants and flowers growing naturally here
are no different from all the others throughout Arda, yet their beauty
far exceeds that of any grove cared for by men or elves.
A clear spring babbles as cool water trickles out of the ground.
Exits: North East South West.

* S C HP:Hurt Move:Tired>w
Grassland
The green sea of grass to the south and west that is the Enedwaith stretches 
as far as the eye can see. There is a small island of trees standing to the
east. To the north and northwest the edge of a forest is barely apparent
on the horizon.
Exits: North East South West.

* S C HP:Hurt Move:Tired>c 'remove poison'
|You muster all of your concentration...

/-\|/-\|/-\|/-\|/-w
\w
|/-\|/w
-You have a sudden lapse of memory... 
Your spell backfired! 
You feel drained.
*****
Nope, not this time either...
*****
* S C HP:Hurt Mana:Burning Move:Tired>Grassland
Swaying to and fro, the grass around you shows the motion of the wind much
like the ripples on water. Gazing to the south, east and west the grasslands
continue as far as the eye can see. To the north and west is the edge of a  
dark and forbidding forest.
Exits: North East South West.

* S C HP:Hurt Mana:Burning Move:Tired>Dark Forest
This seems to be the south-eastern end of the forest. It's very dark and damp.
The trees are all old, with long branches filled with leaves. They block out
any light coming from the sun. Westwards the forest fades, and small, thorny
bushes cover the area. To the south the forest turns into a flat area, with
virtually nothing but dirt, sand and scattered grass. Beyond the eastern end
of the forest lies an area filled with long grass.
Exits: North East South West.
Lightning starts to show in the sky.

* S C HP:w
Hurt Mana:Burning Move:Tired>w
Brush
Dense, thorny bushes grow here. The bushes are low and they create a carpet of
thorns as their branches spread out all over the ground. These brushy areas 
fade southwards, and turn into a flat, wide area. To the west the thorny 
bushes become scattered, and a grassy plain appears. North and east from here 
lies a forest with large, old trees that block the sun.
A bright green holly bush is growing here.
Exits: North East South West.

* S C HP:Hurt Mana:Burning Move:Tired>n
Grassy Plain
The plains are very flat and they continue westwards. All over the plains long,
uniform grass grows. The grass is dense and thick which makes it hard to notice
small animals living in the grass. Some scattered trees grow into a light
forest northwards. To the south-east a large, old tree appears in the otherwise
flat  area. Southwards the grass becomes less and less dense, and the area is
nothing but flat land, consisting of dirt, sand and some grass scattered
around. 
Exits: North East South West.

* S C HPn
:Hurt Mana:Burning Move:Tired>n
Grassy Plain
The knee-high, dense grass covers the whole area, from the north and 
eastwards. To the west there is a small stream running northwards, with a path
running by its eastern bank. Further south the area is all flat, and in the 
distance there is a beautiful lake. These plains continue north and eastwards,
and further north-east lies a forest.
Exits: North East South West.

* S C HP:Hurt Mana:Burning Move:Tired>n
Grassy Plain
The plains are covered with knee-high, dense grass. To the south and west these
grassy plains continue, while to the east the plains end up in some light 
woods. Over the trees, far to the east, lies some high mountains with their 
tops nearly invisible due to the mist. Northwards the plains are covered by
bushes, with slowly increasing density. 
Exits: North East South West.

* S C HP:Hurt Mana:Burning Move:Tired>Brush
These dense, thorny bushes end at the river to the west. The brush continuess 
right to the bank of the river. The ground here is covered with thin branches 
that have, probably poisoned, sharp thorns. Further to the west a road passes
the river with the help of an old, sturdy bridge. To the east the brush 
continue into some woods while to the south lies a grassy plain.
Exits: East South West.

* S C HP:Hurt Mana:Burning Move:Tired>c 'remove poison'
Alas, you cannot go that way...

* S C HP:Hurt Mana:Burning Move:Tired>
Alas, you cannot go that way...

* S C HP:Hurt Mana:Burning Move:Tired>|
You muster all of your concentration...

/-\|/-\|/-\|/-w
w
\|/-\|/-\|/-You mispronounced the magical words... 
Your spell backfired! 
You feel your life draining away.
*****
Three times is a charm and... OOPS, i just fucked myself!.. great. I guess I go swimming and try to get away
from orcsie...
*****
* S C HP:Hurt Mana:Frozen Move:Exhausted>
You need to swim to go there.

* S C HP:Hurt Mana:Frozen Move:Exhausted>
You need to swim to go there.

* S C HP:Hurt Mana:Frozen Move:Exhausted>w
s
You need to swim to go there.

* S C HP:Hurt Mana:Frozen Move:Exhausted>w
You are too exhausted.

* S C HP:Hurt Mana:Frozen Move:Fainting>
You need to swim to go there.

* S C HP:Hurt Mana:Frozen Move:Fainting>l
Brush
These dense, thorny bushes end at the river to the west. The brush continuess 
right to the bank of the river. The ground here is covered with thin branches 
that have, probably poisoned, sharp thorns. Further to the west a road passes
the river with the help of an old, sturdy bridge. To the east the brush 
continue into some woods while to the south lies a grassy plain.

* S C HP:Hurt Mana:Frozen Move:Fainting>w
You need to swim to go there.

* S C HP:Hurt Mana:Frozen Move:Fainting>n
Alas, you cannot go that way...

* S C HP:Hurt Mana:Frozen Move:Fainting>rest
l
You sit down and rest your tired bones.

* S C HP:Hurt Mana:Frozen Move:Fainting>Brush
These dense, thorny bushes end at the river to the west. The brush continuess 
right to the bank of the river. The ground here is covered with thin branches 
that have, probably poisoned, sharp thorns. Further to the west a road passes
the river with the help of an old, sturdy bridge. To the east the brush 
continue into some woods while to the south lies a grassy plain.

* S C HP:Hurt Mana:Frozen Move:Fainting>ex
East  - Light Forest
South - Grassy Plain
West  - River Glanduin

* S C HP:Hurt Mana:Frozen Move:Weak>l
Brush
These dense, thorny bushes end at the river to the west. The brush continuess 
right to the bank of the river. The ground here is covered with thin branches 
that have, probably poisoned, sharp thorns. Further to the west a road passes
the river with the help of an old, sturdy bridge. To the east the brush 
continue into some woods while to the south lies a grassy plain.

* S C HP:Hurt Mana:Frozen Move:Weak>l
Brush
These dense, thorny bushes end at the river to the west. The brush continuess 
right to the bank of the river. The ground here is covered with thin branches 
that have, probably poisoned, sharp thorns. Further to the west a road passes
the river with the help of an old, sturdy bridge. To the east the brush 
continue into some woods while to the south lies a grassy plain.

* S C HP:Hurt Mana:Frozen Move:Weak>sc
stand
n
133/222 hit, -3/79 mana, and 7/117 moves.

* S C HP:Hurt Mana:Frozen Move:Weak>w
You stop resting, and stand up.

* S C HP:Hurt Mana:Frozen Move:Weak>
Alas, you cannot go that way...

* S C HP:Hurt Mana:Frozen Move:Weak>s
You need to swim to go there.

******
Cut some spamming out...
******
nar need help e of tbad now.
Alvedon narrates 'Whats there?'
tell alvedon orc venomed me
Alvedon tells you 'nods'
******
Mission accomplished! At TBAD a little hurt but not too bad... Lesse if some good ppl will help me...
******
* S C HP:Hurt Mana:Cold Move:Fainting>n
Outside the South Gate of Tharbad
 Before you stands a huge wooden gate with great spars of iron traversing
it. 
You have come before the southern gate of the City of Thieves, Tharbad.
Who knows what adventures will befall you once inside this famous city.
The corpse of a pack horse is lying here.
The corpse of the guard is lying here.
A little boy is here, running around.
Exits: North South.

* S C HP:Hurt Mana:Cold Move:Fainting>n
The gate seems to be closed.

* S C HP:Hurt Mana:Cold Move:Fainting>pick gate

The venom runs into your veins!

* S C HP:Wounded Mana:Cold Move:Weak>-
Using your lockpicks, you try to pick the lock...

\|/-open gate
n
\|e
/e
-\|A little boy leaves south.

/-The lock finally yields to your skill.

* S C HP:Wounded Mana:Cold Move:Weak>
Ok.

* S C HP:Wounded Mana:Cold Move:Weak>Inside the South Gate of Tharbad
A huge wooden gate looms up before you as you enter the Southern gate of the
city. To the west you can see a small hut which must be the guard post.
On the wall beside you, you notice a small placard with some writing on it.
Main Street continues to the east of here hugging the citywall as it goes.
A Guard is here looking suspiciously at everyone passing.
A Guard is here looking suspiciously at everyone passing.
A Guard is here looking suspiciously at everyone passing.
A Guard is here looking suspiciously at everyone passing.
A domesticated pony, beast of burden to many, stands here.
A Guard is here looking suspiciously at everyone passing.
A Guard is here looking suspiciously at everyone passing.
A little boy is here, running around.
Exits: East South.

* S C HP:Wounded Mana:Cold Move:Weak>Main Street
You walk along a large paved street, among the hustle and bustle of everyday
life you catch glimpses of black clad bodies darting around in and out of
buildings and around the crowds. From here you can see the Southern Gate
rising above the heads of passers by to the west and the street continues to
the east.
A vicious little bandit advances towards you.
Exits: East West.

* S C HP:Wounded Mana:Cold Move:Weak>The Cross
You arrive at a crossroad. In the centre are the City's Gallows, where the
seedier elements of town meet their end. Main Street continues north. To the
south you can see a small marketplace, and there is a small alleyway to the
east.
Exits: North East West.
You suddenly notice the thief.

*****
Cut some spam out. BOOM, at tbad innkeeper. Lets enjoy the conclusion of my plight
*****
* S C HP:Wounded Mana:Cold Move:Fainting>Tharbad's Reception
This is the reception in Tharbad. The desk is a mess, with papers and things
scattered all over it. It has two drawers, one is locked and barred. A single
window in the northern wall lets in enough light to see what you're doing, but
the corners of the room are still very dark. A small door leads into a room
just south of here and a narrow stair leads to the bottom floor of this
building.
A mercenary-guard is on sentry here.
The shady innkeeper is here looking you over with shifty eyes.
Exits: South Down.

* S C HP:Wounded Mana:Cold Move:Fainting>
Saving Dragor.

* S C HP:Wounded Mana:Cold Move:Fainting>say need a heal at tbad NOW.
sc
Ok.

* S C HP:Wounded Mana:Cold Move:Fainting>89/222 hit, 18/79 mana, and 4/117 moves.

* S C HP:Wounded Mana:Cold Move:Fainting>where
Players in your zone
--------------------
Dragor               - Tharbad's Reception

* S C HP:Wounded Mana:Cold Move:Weak>stand
You are already standing.

* S C HP:Wounded Mana:Cold Move:Weak>c 'cure l'
/You muster all of your concentration...

-\|/c 'cure l'
-\|Your scratches and bruises disappear.

* S C HP:Wounded Mana:Icy Move:Weak>Alas, not enough mana flows through you...

* S C HP:Wounded Mana:Icy Move:Weak>rest
You sit down and rest your tired bones.

* S C HP:Wounded Mana:Icy Move:Weak>where
Players in your zone
--------------------
Dragor               - Tharbad's Reception

* S C HP:Wounded Mana:Icy Move:Weak>
The venom reaches the vital organs!
That really HURT!
*****
Uh oh, the end is near.
*****
* S C HP:Bad Mana:Icy Move:Weak>tell alvedon can you get to tbad?
Ok.

* S C HP:Bad Mana:Icy Move:Weak>sc
49/212 hit, 3/77 mana, and 14/114 moves.

* S C HP:Bad Mana:Icy Move:Weak>sc
49/212 hit, 3/77 mana, and 15/114 moves.

* S C HP:Bad Mana:Icy Move:Slow>sc
49/212 hit, 3/77 mana, and 16/114 moves.

* S C HP:Bad Mana:Icy Move:Slow>rest
You are already resting.

* S C HP:Bad Mana:Icy Move:Slow>
Alvedon tells you 'nopp'
*****
Okay, my new plan is to get someone to guard corpse while i die of venom.
*****
* S C HP:Bad Mana:Icy Move:Slow>tell alvedon i just about dead of venom in inn.
Ok.

* S C HP:Bad Mana:Icy Move:Slow>nar anyone near tbad?
sc
Ok.

* S C HP:Bad Mana:Icy Move:Slow>stat
51/212 hit, 6/77 mana, and 20/114 moves.

* S C HP:Bad Mana:Icy Move:Slow>OB: 74%, DB: -1%, PB: 94%, Armour: 9%. Wimpy: 70. Mood: wimpy.
Needed: 337,887 xp, 0 tp. Wp: 1. Lauren: 20. Alert: normal.
Affected by:
- poison (type venom).
- noquit
- armour
- novoid

* S C HP:Bad Mana:Icy Move:Slow>in
You are carrying:
a fetid green vial
a large skin
an apple tart
a stone
a fetid green vial
a dark coloured flask

* S C HP:Bad Mana:Icy Move:Slow>eat tart
You eat the tart.

* S C HP:Bad Mana:Icy Move:Slow>

Alvedon tells you 'can't make it in time anyway'

* S C HP:Bad Mana:Icy Move:Slow>* S C HP:Bad Mana:Icy Move:Slow>where
Players in your zone
--------------------
Dragor               - Tharbad's Reception

* S C HP:Wounded Mana:Cold Move:Slow>sc
53/212 hit, 8/77 mana, and 25/114 moves.

* S C HP:Wounded Mana:Cold Move:Slow>sc
53/212 hit, 8/77 mana, and 26/114 moves.

* S C HP:Wounded Mana:Cold Move:Slow>rest
You are already resting.

* S C HP:Wounded Mana:Cold Move:Slow>rest
You are already resting.

* S C HP:Wounded Mana:Cold Move:Slow>where
Players in your zone
--------------------
Dragor               - Tharbad's Reception

* S C HP:Wounded Mana:Cold Move:Tired>nar anyone?
Ok.

* S C HP:Wounded Mana:Cold Move:Slow>sc
55/212 hit, 10/77 mana, and 30/114 moves.

* S C HP:Wounded Mana:Cold Move:Tired>sc
55/212 hit, 10/77 mana, and 31/114 moves.

* S C HP:Wounded Mana:Cold Move:Tired>sc
56/212 hit, 11/77 mana, and 31/114 moves.

* S C HP:Wounded Mana:Cold Move:Tired>
Däyel tells you 'im inside'
*****
Hooray, he asked me to guard stuff while he dted a few nights before. Mebbe he will guard me?
*****
* S C HP:Wounded Mana:Cold Move:Tired>rest
You are already resting.

* S C HP:Wounded Mana:Cold Move:Tired>tell dayel i need cure quick
Ok.

* S C HP:Wounded Mana:Cold Move:Tired>tell dayel i venomed. need a cure.
where
Ok.

* S C HP:Wounded Mana:Cold Move:Tired>Players in your zone
--------------------
Dragor               - Tharbad's Reception

* S C HP:Wounded Mana:Cold Move:Tired>whois dayel
Däyel the Ranger of Mirkwood is a level twenty-nine Silvan Scout.
Is playing from *.net.
Däyel tells you 'dont have cure'

* S C HP:Wounded Mana:Cold Move:Tired>
The venom reaches the vital organs!
That really HURT!
You wish that your wounds would stop BLEEDING so much!

* S C HP:Awful Mana:Cold Move:Tired>tell dayel hrm. well can you come inn.
Ok.

* S C HP:Awful Mana:Cold Move:Tired>
Däyel tells you 'no'

* S C HP:Awful Mana:Cold Move:Tired>tell dayel i need antidote if you have that.
Ok.

* S C HP:Awful Mana:Cold Move:Tired>where
Players in your zone
--------------------
Dragor               - Tharbad's Reception

* S C HP:Awful Mana:Cold Move:Tired>sc
13/212 hit, 16/77 mana, and 49/114 moves.
*****
Notice HPS...
*****
* S C HP:Awful Mana:Cold>stand

Däyel tells you 'i cant leave sewers'
******
Hrm, now I remember tbad guards were hunting him when we were looking for Oscarmeyer.. I wonder where he is now..
******
* S C HP:Awful Mana:Cold>
You stop resting, and stand up.

* S C HP:Awful Mana:Cold>c 'remove poison'
/You muster all of your concentration...
*****
One last ditch effort
*****
-\|/-\|/-\|/-\|/-\|/*a Man* has arrived from below.
A pack horse has arrived from below.

*****
Crap..
*****
-\|The shady innkeeper pierces *a Man*'s right arm extremely hard.

/The shady innkeeper swiftly dodges *a Man*'s attempt to slash him.

-*a Man* begins some strange incantations...

\You mispronounced the magical words... 
Your spell backfired! 
You feel your life draining away.

*****
Crap..
*****
* S C HP:Awful Mana:Frozen Move:Tired>
The mercenary-guard strongly cleaves *a Man*'s left arm.
The shady innkeeper pierces *a Man*'s body extremely hard and shatters it.

* S C HP:Awful Mana:Frozen Move:Tired>say ass

*a Man* panics, and attempts to flee.
*a Man* leaves down.

* S C HP:Awful Mana:Frozen Move:Tired>
Ok.

* S C HP:Awful Mana:Frozen Move:Tired>
Eminem narrates '2 orcs black forest'

* S C HP:Awful Mana:Frozen Move:Tired>
You suddenly notice *Oscarmeyer the Black Númenórean*.
You feel less protected.
Suddenly *Oscarmeyer the Black Númenórean* stabs you in the back, you die.

You are dead! Sorry...
*****
Crap.
*****

o S C HP:Awful Mana:Frozen Move:Tired>
l
Gabriel tells you 'who hunting u there?'
* S C HP:Awful Mana:Frozen Move:Tired>Halls of Mandos
You stand in the Halls of Mandos which are larger than any mortal can grasp.
All mortal spirits are summoned here after their death yet the Halls never 
fill since they expand with time. The cavern walls are clad with tapestries 
woven by Vairë the Weaver which depict every event of the past and of the
future. A bowl containing a few drops of the pale dew of Telperion is the only
light source. The throne of Mandos can be seen in the largest cavern.

***NOTE TO NEW PLAYERS***
Please type 'HELP NEWBIE' for an introduction to MUME's most important aspects.
'HELP BASICS' if you have never played a MUD before; 'HELP ADVANCED' if you
have played other MUDs but this is your first visit to MUME. 'HELP NEW' gives
a list of other suggested readings.
When you're done, type 'read next' to begin reading the board here. Keep typing
'read next' until there are no more messages.

A large piece of cheese has been placed here.
A loaf of bread has been left here.
A large bulletin board is mounted on a wall here.
A large fountain, made from grey stone, pours water from its centre.

*****
My inexperience with PKing and the MUD, combined with my god damn rotten luck, equals
a free kill for OscarMeyer. =p In about another 5 - 10 seconds venom would have killed
me anyways. Now I lose even more xp and the rest of my wps to a pk at TBAD Inn. Sigh.
Top of Page Down to last comment


Oscarmeyer2000-12-23 22:14:35
Now someone please point out ANYONE else who has ever landed a stab at shady?
Isoldir2001-04-13 07:28:22
nice stab there oscar
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