A well-executed kinslaying

Posted by
Dorf [legacy]
Uploaded
30 September 2006 00:00:00
Type
Player Kill

Azkur and friends get the jump on me, and my usual tricks fail me. A word to the wise: don't bother going for keyrings if Southern Gondor is contested!


The Two Towers - Friday, September 29, 2006, 6:11 PM
---------------------------------------------------- The wind picks up, as dark clouds block out the sky. A
 raindrop hits you. 

Gold: 294              Encumbrance: lightly encumbered  
You are carrying the following on your person:
 A keyring containing 2 keys (worn).
 A crystal rod (in hands).
 A rotting and moldy waterskin (worn).
 A dwarven war shield (worn).
 A troll pack (open) (worn).
 A finely-shaped pearl carapace (worn).
 A pair of mail pants (worn).
 A magnificent bronze deathmask (worn).
 A beautiful golden Eagle's feather (worn).
 A bloodstained cloak (worn).
 A sturdy leather baldric containing a sapphire sword (worn).
 A round bodhran.
 A fiddle case (closed).
 A mithril ring, inlaid with a majestic air gem.
 An engraved steel ring, inlaid with a glowing elfstone.
 A shimmering silver ring.
 A stunning gold ring.
 A carved war-horn.
 A translucent black gem.
 The Guildmaster's Handbook.
 A small armband worn by those instructed in battlefield first-aid 
(worn).
 A pipe belt [16 pipes, 5 pipe-weed] (worn).
 A songbook containing the songs of Dorf.
 The Tale of Beren and Luthien.
 An ancient, well-preserved book.
 Dorf's spellbook.
 Rank insignia.
 A medal (worn).
(-HP:228-EP:185-)SG 

draw sword
You whip a sapphire sword from a sturdy leather baldric with a whisk 
of menace!
You wield a sapphire sword.
(-HP:228-EP:185-)SG 

l
    Recently attacked by the Corsairs of Umbar, the small
town of Linhir is situated at the mouth of the Rivers
Gilrain and Serni. The local populace has swollen with
refugees, fleeing the siege of Minas Tirith. Tents have
been erected where houses once stood, and a rough wooden
fence keeps all non-Gondorians away.

    Strangers are not allowed in Linhir due to the recent
attack by the Corsairs of Umbar.

A ford over the river is to the south.
The Linhir docks are east.
The River Serni is southeast.
The River Gilrain is northeast and southwest.
The Lebennin Road continues northwest and west.
Black clouds torment the sky, as a drizzle begins.
    There is water to the southeast, east, southwest, south and
northeast.
    The only obvious exits are west, south, city and north.
 A fearsome ranger
 A signpost
 A hitching post
(-HP:228-EP:185-)SG 

do dorf's "failproof" alias
Do: starting commands.
Large command count!  Forcing 'brief' mode.
(-HP:228-EP:185-)SG 
A road in the refugee camp(s and out)
(-HP:228-EP:185-)SG 
A road in the refugee camp(w, e, s and n)
(-HP:228-EP:185-)SG 
A crossroad in the refugee camp(w, e, s and n)
 Ravathir the Fallen, the dunedain Warlord (Shadowspawn of 
Mordor)
 Azkur the dwarf Deathmaster (Shadowspawn of Mordor)
(-HP:228-EP:185-)SG 
A road in the refugee camp(w, e, s and n)
 A refugee woman is sitting here
Azkur enters.
Ravathir enters.
(-HP:228-EP:185-)SG 
Before the Linhir city gates(enter and n)
 A guard of Linhir [2]
Azkur enters.
Ravathir enters.
(-HP:228-EP:185-)SG 
    A guard steps forward and informs you that all visitors
 to Linhir are
required to obtain a 'staying permit' if they wish to remain in the 
city
for longer than just a brief visit.  The guard instructs you to find 
the
government offices on the north side of the main square in the city, 
and
to request a permit there.  The guard also informs you that you will 
have
an escort until you obtain such a permit.  The guard waves you and 
your
escort through, with a final admonition not to tarry before obtaining 
a
permit, or you will be escorted out of the city.
At the town square inside the main gate of the city(se, w, e, 
guardhouse, s, n
 and out)
 A drunken sailor stumbles about
 A guard of Linhir
Guard of Linhir enters.
Azkur enters.
Guard of Linhir enters.
Ravathir enters.
Guard of Linhir enters.
(-HP:228-EP:185-)SG 
A fountain at the center of the town square(se, w, sw, e,
 s, ne, n and nw)
 An old gossiper [25 rumours]
Azkur enters.
Ravathir enters.
Guard of Linhir enters.
Guard of Linhir enters.
Guard of Linhir enters.
(-HP:228-EP:185-)SG 
The town square meets a wide street(se, w, e, nw and n)
Guard of Linhir enters.
Azkur enters.
Guard of Linhir enters.
Ravathir enters.
Guard of Linhir enters.
(-HP:228-EP:185-)SG 
A wide street runs between the docks and town square(se,
 sw, ne and nw)
Azkur enters.
Ravathir enters.
Guard of Linhir enters.
Guard of Linhir enters.
Guard of Linhir enters.
(-HP:228-EP:185-)SG 
A wide street runs between the docks and town square(se and
 nw)
 A lonely student wanders aimlessly
Guard of Linhir enters.
Azkur enters.
Guard of Linhir enters.
Ravathir enters.
Guard of Linhir enters.
(-HP:228-EP:185-)SG 
Inside the river gate of the city(guardhouse, e, sw, s, ne,
 nw and out)
 A guard of Linhir
Azkur enters.
Ravathir enters.
Guard of Linhir enters.
Guard of Linhir enters.
Guard of Linhir enters.
(-HP:228-EP:185-)SG 
The guard escorting you salutes as you leave the city.
Guard of Linhir leaves to other duties.
Outside the river gate at the port of Linhir(enter, e and office)
 A guard of Linhir [2]
Azkur enters.
Ravathir enters.
(-HP:228-EP:185-)SG 
A dock in the Linhir port(w, e and n)
Azkur enters.
Ravathir enters.
(-HP:228-EP:185-)SG 
A dock in the Linhir port(w, e and n)
Azkur enters.
Ravathir enters.
(-HP:228-EP:185-)SG 
A pier(river and s) [river]
 A well-crafted boat
 A swarthy pirate
Azkur enters.
Ravathir enters.
(-HP:228-EP:185-)SG 
Ravathir boards the boat!  What a damned pirate!
Board what?
(-HP:228-EP:185-)SG 
You fail to board the boat.
(-HP:228-EP:185-)SG 
You'll have to board it first.
(-HP:228-EP:185-)SG 
You can't go that way!
(-HP:228-EP:185-)SG 
You can't go that way!
(-HP:228-EP:185-)SG 
You can't go that way!
(-HP:228-EP:185-)SG 
You can't go that way!
(-HP:228-EP:185-)SG 
You can't go that way!
(-HP:228-EP:185-)SG 
You can't go that way!
(-HP:228-EP:185-)SG 
You can't go that way!
(-HP:228-EP:185-)SG 
You are attacked by Azkur!
Without warning, Azkur stabs you from behind!
Azkur carves some letters into you.
A dock in the Linhir port(w, e and n)
Azkur enters.
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You notice Azkur sizing you up.
You miss Azkur.
Azkur misses you.
A dock in the Linhir port(w, e, s and n)
 A gruff-looking man
Azkur enters.
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
A dock in the Linhir port(w, e and s)
Azkur enters.
(-HP:160-EP:185-)SG 
On the deck of a large ship(w, s and n)
 A burly sailor [2]
Azkur enters.
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 

l
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You miss Azkur.
Azkur misses you.
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
You can't go that way!
(-HP:160-EP:185-)SG 
A burly sailor blocks your path, growling: We don't allow
 your kind
     aboard our ship.
(-HP:160-EP:185-)SG 
Do: Commands completed.
(-HP:160-EP:185-)SG 
Verbose mode.
(-HP:160-EP:185-)SG 
     You stand on the weather deck of a large ship.  The
 deck is built of
an oddly dark and weathered wood, while bright white sails hang from 
the
mast in sharp contrast.  You can not put your finger on any good 
reason
for it, but you get an oddly disturbing feeling about this ship.  The 
bow
of the ship is to the north.  The main mast and the helm are aft, to 
the
south.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, south and north.
 Azkur the dwarf Deathmaster (Shadowspawn of Mordor)
 A burly sailor [2]
(-HP:160-EP:185-)SG 
You notice Azkur sizing you up.
You miss Azkur.
Azkur suddenly looks very dark and mangles 
you into a bloody piece of gore!
You notice Azkur sizing you up.
s
A burly sailor blocks your path, growling: We don't allow your 
kind
     aboard our ship.
(-HP:139-EP:186-)SG 
You almost chuckle at Azkur's pathetically weak headbutt.
l
You miss Azkur.
Azkur misses you.
Azkur looks at you.
    You stand on the weather deck of a large ship.  The deck is built 
of
an oddly dark and weathered wood, while bright white sails hang from 
the
mast in sharp contrast.  You can not put your finger on any good 
reason
for it, but you get an oddly disturbing feeling about this ship.  The 
bow
of the ship is to the north.  The main mast and the helm are aft, to 
the
south.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, south and north.
 Azkur the dwarf Deathmaster (Shadowspawn of Mordor)
 A burly sailor [2]
(-HP:129-EP:186-)SG 

w
    You stand on a massive dock in the port of Linhir.  The dock 
is
sturdily constructed of great wooden beams that are sealed with a 
thick
layer of black tar.  Large crates are stacked at irregular intervals 

along the dock.  Sailors and seamen bustle about in a chaotic crowd 
of
tanned bodies and extravagantly colored clothing.  Surrounding the 
dock,
the waters of the River Gilrain are dotted with ships of all shapes 
and
sizes.  The frenzy of activity is astounding.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east and south.
Azkur enters.
(-HP:129-EP:186-)SG 
You miss Azkur.
Azkur misses you.
w
    You stand on a massive dock in the port of Linhir.  The dock 
is
sturdily constructed of great wooden beams that are sealed with a 
thick
layer of black tar.  Large crates are stacked at irregular intervals 

along the dock.  Sailors and seamen bustle about in a chaotic crowd 
of
tanned bodies and extravagantly colored clothing.  Surrounding the 
dock,
the waters of the River Gilrain are dotted with ships of all shapes 
and
sizes.  The frenzy of activity is astounding.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south and north.
 A gruff-looking man
Azkur enters.
(-HP:129-EP:186-)SG 

w
You notice Azkur sizing you up.
w
    You stand on a massive dock in the port of Linhir.  The dock 
is
sturdily constructed of great wooden beams that are sealed with a 
thick
layer of black tar.  Large crates are stacked at irregular intervals 

along the dock.  Sailors and seamen bustle about in a chaotic crowd 
of
tanned bodies and extravagantly colored clothing.  Surrounding the 
dock,
the waters of the River Gilrain are dotted with ships of all shapes 
and
sizes.  The frenzy of activity is astounding.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east and north.
Azkur enters.
(-HP:129-EP:186-)SG 
     You stand on a massive dock in the port of Linhir.  The
 dock is
sturdily constructed of great wooden beams that are sealed with a 
thick
layer of black tar.  Large crates are stacked at irregular intervals 

along the dock.  Sailors and seamen bustle about in a chaotic crowd 
of
tanned bodies and extravagantly colored clothing.  Surrounding the 
dock,
the waters of the River Gilrain are dotted with ships of all shapes 
and
sizes.  The frenzy of activity is astounding.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east and north.
Azkur enters.
(-HP:129-EP:186-)SG 

w
    You stand outside the river gate of Linhir at the entrance to one 
of
the largest river ports in all of Gondor.  The waters of the Gilrain 
are
dotted with ships of every shape and size.  You have heard rumours 
that
the city was recently attacked by corsairs, but that its defenses 
were
enough to repulse the attack.  The thick wooden gate looks very 
strongly
built.  A tall stone wall rises to either side of the gate and runs 
down
the shoreline in both directions, protecting the city from 
waterborne
assault.  The wall renders a multitude of private docks 
unreachable.
This main dock, though, stands open and inviting to all.  At the foot 
of
the dock is a small wooden building where the harbour master carries 
out
his duties.
Black clouds torment the sky, as a drizzle begins.
The office door is closed.
    The only obvious exits are enter, east and office.
 A guard of Linhir [2]
Azkur enters.
(-HP:129-EP:186-)
w
SG You stab Azkur in the 
abdomen.
Azkur misses you.
Guard of Linhir glares about.
You can't go that way!
(-HP:129-EP:186-)SG 

enter
    A guard steps forward and informs you that all visitors to Linhir 
are
required to obtain a 'staying permit' if they wish to remain in the 
city
for longer than just a brief visit.  The guard instructs you to find 
the
government offices on the north side of the main square in the city, 
and
to request a permit there.  The guard also informs you that you will 
have
an escort until you obtain such a permit.  The guard waves you and 
your
escort through, with a final admonition not to tarry before obtaining 
a
permit, or you will be escorted out of the city.
    You stand just inside the river gate of Linhir.  The city wall is 

high and formidable; it runs to the northeast and southwest, 
embracing
the city like huge arms.  Entrances to the battlements atop the city 
wall
are to the south and east.  Two roads intersect here, the widest 
running
northwest and the other running northeast and southwest parallel to 
the
wall.  Through the gate you can see the city docks.  A guardhouse 
stands
against the wall just inside the gate.
Black clouds torment the sky, as a drizzle begins.
The guardhouse door is open.
    The only obvious exits are guardhouse, east, southwest, 
south,
northeast, northwest and out.
 A guard of Linhir
Guard of Linhir enters.
Azkur enters.
Guard of Linhir enters.
(-HP:129-EP:186-)SG 

nw
    This wide, well-maintained street runs northwest and southeast 
from
Linhir's town square to its docks.  The street is paved with marble, 
a
clear sign of Linhir's wealth.  The road climbs gently upward as it 
runs
northwest, following the terrain up as it gets farther from the 
river.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are southeast and northwest.
 A lonely student wanders aimlessly
Azkur enters.
Guard of Linhir enters.
Guard of Linhir enters.
(-HP:129-EP:186-)SG 

nw
You miss Azkur.
Azkur suddenly looks very dark and mangles 
you into a bloody piece of gore!
Guard of Linhir misses Azkur.
Guard of Linhir misses Azkur.
nw
    This wide, well-maintained street runs northwest and southeast 
from
Linhir's town square to its docks.  The street is paved with marble, 
a
clear sign of Linhir's wealth.  The road climbs gently upward as it 
runs
northwest, following the terrain up as it gets farther from the 
river.
A secondary road intersects the main street here, winding northeast 
and
southwest parallel to the river.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are southeast, southwest, northeast 
and
northwest.
Guard of Linhir enters.
Azkur enters.
Guard of Linhir enters.
(-HP:103-EP:186-)SG 

nw
    You stand in Linhir's town square.  A beautifully sculpted 
granite
fountain towers high into the air at the center of the open space.  
The
square is paved with marble--Linhir must be a very wealthy city.  
People
walk through the square, shopping and going about their daily 
business.
A schoolhouse sits well off the square to the east.  A wide street 
leaves
the square to the southeast.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are southeast, west, east, northwest 
and
north.
Azkur enters.
Guard of Linhir enters.
Guard of Linhir enters.
(-HP:103-EP:186-)SG 
     You are at the center of a large square in the middle
 of Linhir.
A beautifully sculpted granite fountain towers high into the air 
here.
The square is paved with marble -- Linhir must be a very wealthy 
city,
or at least it was before the war began.  You would almost think that 

the rumors of a recent corsair attack were false, but the careful 

scrutiny of the guard patrolling by the gate convinces you 
otherwise.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are southeast, west, southwest, east, 
south,
northeast, north and northwest.
 An old gossiper [25 rumours]
Guard of Linhir enters.
Azkur enters.
Guard of Linhir enters.
(-HP:103-EP:186-)SG 

wn
What?
(-HP:103-EP:186-)SG 

nw
You miss Azkur.
Azkur slices you causing a chunk of 
flesh to hit you in the face.
Guard of Linhir misses Azkur.
Guard of Linhir misses Azkur.
    You stand just inside the huge main gate of Linhir, the only one 
open
to ground traffic in these times of trouble.  The city wall is high 
and
formidable; it runs to the northeast and southwest, embracing the 
city
like huge arms.  Entrances to the battlements atop the city wall are 
to
the north and west.  The town square spreads to the southeast, with a 

beautiful fountain in its center.  Through the gate is a disorganized 
and
crowded refugee camp.  A guardhouse is built against the wall just 
inside
the gate.
Black clouds torment the sky, as a drizzle begins.
The guardhouse door is open.
    The only obvious exits are southeast, west, east, guardhouse, 
south,
north and out.
 A drunken sailor stumbles about
 A guard of Linhir
Azkur enters.
Guard of Linhir enters.
Guard of Linhir enters.
(-HP:93-EP:186-)SG 

out
The guard escorting you salutes as you leave the city.
Guard of Linhir leaves to other duties.
    You stand before the great gates of Linhir.  You have heard 
several
rumors in the surrounding lands:  that the city was recently attacked 
by
a war party of corsairs from Umbar, accompanied by Haradrim, but that 
the
city's defenses were enough to repulse the attack; that there is 
concern
another attack will come soon; even that the Heir of Isildur passed 
by
with an army of spirits a few days past!  Shaking your head, you 
return
to what your eyes can see for itself.  The thick wooden gates are 
built
strong with expert craftsmanship.  Tall stone walls rise to either 
side
of the gates; they appear to surround the entire city, or at least 
what
you can see of it from here.  Rooftops are visible above the high 
walls,
the only visible evidence of the city inside.  An archer stoop is 
built
over the gates--no doubt you are being watched from above at this 
very
moment.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are enter and north.
 A guard of Linhir [2]
Azkur enters.
(-HP:93-EP:186-)SG 

n
    You can hardly call this a road.  It is distinguished only by 
the
strip of grass that has been trampled down by the passage of many 
feet.
To the south you see the walls of Linhir.  In all other directions 
are
tents of the refugee camp.  You feel a cool wind coming from the 
sea,
soothing your face.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south and north.
 A refugee woman is sitting here
Azkur enters.
(-HP:93-EP:186-)SG 

n
    Several roads come together here, causing a lot of commotion, and 
the
grass is so trampled that it is almost completely dead.  To the north 
you
see the plains of Dor-en-Ernil.  To the south are the gate and walls 
of
Linhir.
n
  To the east and west are the dead ends of the transverse road.
Some tents have been put up at each end.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south and north.
 A soldier from Linhir patrols the camp
 A little boy is playing here
Azkur enters.
(-HP:93-EP:186-)SG 

n
    You can hardly call this a road.  It is distinguished only by 
the
strip of grass that has been trampled down by the passage of many 
feet.
To the south you see the walls of Linhir.  In all other directions 
are
tents of the refugee camp.  You feel a cool wind coming from the 
sea,
soothing your face.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south and north.
Azkur enters.
(-HP:93-EP:186-)SG 

n
    You can hardly call this a road:  it is distinguished only by 
the
strip of grass that has been trampled down by many feet.  Looking to 
the
south, you can see the walls of Linhir and the tents of the refugee 
camp.
In no other direction do you see any stone construction; it is all 
very
temporary.  You feel a cool wind coming from the sea, soothing your 
face.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are south and out.
Azkur enters.
(-HP:93-EP:186-)SG 
You can't go that way!
(-HP:93-EP:186-)SG 
You miss Azkur.
out
    Recently attacked by the Corsairs of Umbar, the small
town of Linhir is situated at the mouth of the Rivers
Gilrain and Serni. The local populace has swollen with
refugees, fleeing the siege of Minas Tirith. Tents have
been erected where houses once stood, and a rough wooden
fence keeps all non-Gondorians away.

    Strangers are not allowed in Linhir due to the recent
attack by the Corsairs of Umbar.

A ford over the river is to the south.
The Linhir docks are east.
The River Serni is southeast.
The River Gilrain is northeast and southwest.
The Lebennin Road continues northwest and west.
Black clouds torment the sky, as a drizzle begins.
    There is water to the southeast, east, southwest, south and
northeast.
    The only obvious exits are west, south, city and north.
 A fearsome ranger
 A signpost
 A hitching post
Azkur enters.
(-HP:93-EP:186-)SG 
You chuckle as Azkur feebly attempts to headbutt you.
You miss Azkur.
Azkur slices you causing a chunk of 
flesh to hit you in the face.
You notice Azkur sizing you up.
You miss Azkur.
Azkur misses you.
You miss Azkur.
Azkur misses you.
You chuckle as Azkur feebly attempts to headbutt you.
Athrun enters.
Kittie enters.
Darkhour enters.
Athrun leaves city.
Darkhour leaves city.
Kittie leaves city.
You notice Azkur sizing you up.
You miss Azkur.
Azkur misses you.
Athrun enters.
Kittie enters.
Darkhour enters.
Athrun chats with his party.
do run away, oh shit run away
Do: starting commands.
(-HP:86-EP:187-)SG 
     The river widens out and becomes shallow here, making
 this a
natural ford site safe for voyagers to cross by foot, boat or 
wain
to the other side. The muddy river bank slopes gently into the 
shallow waters before re-emerging on the opposite side.
The Linhir docks are northeast.
The town of Linhir is to the north.
The River Serni is east.
The River Gilrain is west.
The Lebennin Road continues northwest and southeast.
Black clouds torment the sky, as a drizzle begins.
    There is water to the west, east and northeast.
    The only obvious exits are southeast, south, north and 
northwest.
Athrun enters.
Darkhour enters.
Kittie enters.
Azkur enters.
(-HP:86-EP:187-)SG 
     The flat, lush land that gently slopes from the White 
Mountains down to the Bay of Belfalas is known for its farming. 
The land has been naturally irrigated by the many rivers of 
Gondor, providing an adequate water supply for crops.
A ford over the river is to the north.
The town of Linhir is to the north.
The River Serni is northeast.
The Lebennin Road continues east.
The River Gilrain is northwest.
Black clouds torment the sky, as a drizzle begins.
    There is water to the northeast, north and northwest.
    The only obvious exits are west, east, south and north.
Azkur enters.
Athrun enters.
Kittie enters.
Darkhour enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
A ford over the river is to the northwest.
The River Serni is north and northeast.
The Lebennin Road continues east.
Black clouds torment the sky, as a drizzle begins.
    There is water to the northeast, north and northwest.
    The only obvious exits are west, east, south and northwest.
Athrun enters.
Darkhour enters.
Kittie enters.
Azkur enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The River Serni is north.
The Lebennin Road continues west and east.
Black clouds torment the sky, as a drizzle begins.
    There is water to the northeast, north and northwest.
    The only obvious exits are west, east and south.
Azkur enters.
Athrun enters.
Kittie enters.
Darkhour enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The River Serni is northwest and north.
The Lebennin Road continues west and east.
Black clouds torment the sky, as a drizzle begins.
    There is water to the north and northwest.
    The only obvious exits are west, east and south.
Athrun enters.
Darkhour enters.
Kittie enters.
Azkur enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The River Serni is northwest.
The Lebennin Road continues west and east.
Black clouds torment the sky, as a drizzle begins.
    There is water to the northwest.
    The only obvious exits are west, east, south and north.
Azkur enters.
Athrun enters.
Kittie enters.
Darkhour enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The Lebennin Road continues northeast and west.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south, northeast and 
north.
Athrun enters.
Darkhour enters.
Kittie enters.
Azkur enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The River Serni is northwest.
The Lebennin Road continues east and southwest.
Black clouds torment the sky, as a drizzle begins.
    There is water to the northwest.
    The only obvious exits are west, east, southwest, south and 
north.
 A traveling lad
Azkur enters.
Athrun enters.
Kittie enters.
Darkhour enters.
(-HP:86-EP:187-)SG 
You miss Azkur.
Azkur misses you.
    Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The Lebennin Road continues west and east.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south and north.
Athrun enters.
Darkhour enters.
Kittie enters.
Azkur enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The Lebennin Road continues northeast and west.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south, northeast and 
north.
Azkur enters.
Athrun enters.
Kittie enters.
Darkhour enters.
(-HP:86-EP:187-)SG 
     Moving through the fiefdom of Lebennin, this wide dirt
road has been well maintained with a border of stones. Two
long ruts run down either side of the road, created by heavy
travel from the city of Pelargir to the village of Ethring.
The Lebennin Road continues east and southwest.
The small village of Lendin can be seen to the north.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, southwest, south and 
north.
Athrun enters.
Darkhour enters.
Kittie enters.
Azkur enters.
(-HP:86-EP:187-)SG 
     To the north of the Lebennin road lies the village of
 Lendin,
a loose cluster of wooden houses and farms. Overlooked by the
Corsairs because of the physical distance between the village 
and the sea, the small village remains almost untouched during
these times of troubles. A path to the north leads over a small
hill, before entering into the village proper.
The Lebennin Road continues south and southeast.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, east, south and north.
Azkur enters.
Athrun enters.
Kittie enters.
Darkhour enters.
(-HP:86-EP:187-)SG 
     You stand at the base of a small hill.  Your gaze lands
 upon a small
village.  You notice a few small farms, maintained by the village 
locals.
Upon the side of the hill are some large trees, as well as a 
small
cobblestone path, winding its way up the hill to the entrance to 
the
village.  There is a farm close by to the east.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are east, south and north.
Athrun enters.
Darkhour enters.
Kittie enters.
Azkur enters.
(-HP:86-EP:187-)SG 
Do: Commands completed.
(-HP:86-EP:187-)SG 
Darkhour starts casting a spell.
You are attacked by Kittie!
Athrun leaves south.
Kittie leaves south.
Darkhour leaves south.
do uh... yeah...
You miss Azkur.
Azkur misses you.
What?
(-HP:86-EP:187-)SG 
You notice Azkur sizing you up.
You miss Azkur.
Azkur slices you causing a chunk of 
flesh to hit you in the face.
Azkur drops a mysterious amber vial from a long black cowled 
cloak.
Azkur opens a mysterious amber vial.
Azkur drinks some liquid from a mysterious amber vial.
do well, try that again...
Do: starting commands.
(-HP:75-EP:187-)SG 
     The path leading up the hill now widens into the main
 road into
town.  Bushes give some definition to the sides of the road.  A 
few
farms can be seen past the bushes.  A strong gust of wind blows 
over
you as you stand atop this hill.  Gazing further along the road 
you
see the village square, the main part of town.  To the south lies 
the
path which leads all the way down the hill.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are south and north.
 A local villager
Azkur enters.
(-HP:75-EP:187-)SG 
     Traveling along the road, you find yourself close to the
 center
of the village.  A few houses are scattered alongside the only 
road
through town.  Breaks in the bushes allow passage to the houses.  
One
house in particular seems to have been abandoned.  To the east, 
there
is a dark alley.
Black clouds torment the sky, as a drizzle begins.
The northeast door is closed.
    The only obvious exits are east, northeast, south and north.
Azkur enters.
(-HP:75-EP:187-)SG 
     Shadows and darkness surround you in this run-down part
 of town.
Scratching sounds can be heard from further on.  You guess that 
it's
the rats and shrug it off.  Empty crates and broken bottles 
clutter
the ground before you.  Looks like someone was having too much fun 
the
other night.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west and east.
 A drunken ruffian [2]
Ruffian attacks you.
Ruffian attacks you.
Azkur enters.
(-HP:75-EP:187-)SG 
     Apprehensively, you walk deeper into the alley and set
 your eyes
upon a beggar's home.  You figure that term's used loosely, since 
there
are just a few blankets stashed in the corner.  The bare wooden 
walls
have been built rather closely together, giving little room.  How
horrible it would be to live here!  A cold breeze sends chills 
down
your spine. You sigh as you think of your home. The alley ends in a 
dead
end, forcing you to reconsider your path.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exit is west.
 An old beggar
Azkur enters.
(-HP:75-EP:187-)SG 
Ok.
(-HP:75-EP:187-)SG 
The beggar beckons you closer and starts to tell his story:

      One day, a few years back, a bunch of soldiers came to this 
village.
      These soldiers recruited all the men in the town to leave the 
village
      behind and fight in the war against the Enemy.  However, some 
were
      not so cooperative.  The few you see around this town are 
cowards
      refusing to go.  It makes me sick to think about all the brave 
men
      who have left their families back here, and then to see the 
drunks
      stay home while the others sacrifice for the good of the land.  
Why, I
      would have gone, yet they would not accept me.  I'm not as 
weak
      as you might think!  Well, I just had to let you know about 
all
      the men in this village.  Those who you see here are the 
cowards,
      all the rest have gone off to war like true brave men.

The beggar thanks you for listening to his story and smiles.

Beggar says:  Oh, and since I can't help in the war, maybe you can 
use this.
Beggar gives you a rusty key.
(-HP:75-EP:187-)SG 
     Shadows and darkness surround you in this run-down part
 of town.
Scratching sounds can be heard from further on.  You guess that 
it's
the rats and shrug it off.  Empty crates and broken bottles 
clutter
the ground before you.  Looks like someone was having too much fun 
the
other night.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west and east.
 A drunken ruffian [2]
Azkur enters.
(-HP:75-EP:187-)SG 
     Traveling along the road, you find yourself close to the
 center
of the village.  A few houses are scattered alongside the only 
road
through town.  Breaks in the bushes allow passage to the houses.  
One
house in particular seems to have been abandoned.  To the east, 
there
is a dark alley.
Black clouds torment the sky, as a drizzle begins.
The northeast door is closed.
    The only obvious exits are east, northeast, south and north.
Azkur enters.
(-HP:75-EP:187-)SG 
You open the northeast door.
    You open the front door of this house and gingerly step into 
it.  Floorboards creak loudly as you inspect this small home.  A 
small fireplace sits at one end, cold and empty, filled with 
ashes.
A few chairs, covered in dust sit next to it.  The walls are bare, 

just strong enough to hold up the roof, which isn't quite enough 
to keep out all the rain.  The cold, bare floor yearns for a rug, 

but none is to be found.
The west door is closed.
The southwest door is open.
    The only obvious exits are west, southwest and north.
Azkur enters.
You close the southwest door.
(-HP:75-EP:187-)SG 
You open the west door.
    You enter a small, simple bedroom. The white walls are
clean and fresh and appear to have been cleaned recently. An
old, tattered rug lies in one corner of the room, with a
small table nearby. The room appears to have been designed
without a window, and you begin to feel slightly
claustrophobic.
The east door is open.
    The only obvious exit is east.
Azkur enters.
You close the east door.
(-HP:75-EP:187-)SG 
     You slide the rug aside to find out what's bulging under
 it
and find a trap door with a large padlock on it.
(-HP:75-EP:187-)SG 
You pull out all of your keys and try them one by one...
a rusty key : You unlock the down door.
(-HP:75-EP:187-)SG 
You open the down door.
    You can barely see in this dark and dusty cellar.  Cobwebs 
cover
every square inch of the room.  You warily move forward, discovering 
a
small, open crate.  The dust stirred by your entrance makes you 
lapse
into a horrible coughing fit.  Still, you decide to remain and 
satisfy
the curiosity which led you into this house.
The up door is open.
    The only obvious exit is up.
Azkur enters.
You close the up door.
(-HP:75-EP:187-)SG 
You are too busy to make an attack!
Azkur misses you.
You pull out your keys and try them one by one...
a rusty key : You lock the up door.  Azkur must be such a noob to get 
locked up!  Oh, wait... crap!
(-HP:75-EP:187-)SG 
Ok.
(-HP:75-EP:187-)SG 
Put what into what?
(-HP:75-EP:187-)SG 
Ok.
(-HP:75-EP:187-)SG 
Do: Commands completed.
(-HP:75-EP:187-)SG 
Azkur grapples with you, his cranium colliding with your
 face.
You are too busy to make an attack!
Azkur misses you.
The scouts report seeing five enemies in the Southern Gondor 
region.
You notice Azkur sizing you up.
You are too busy to make an attack!
Azkur misses you.
headbutt
You are too busy to make an attack!
(-HP:62-EP:188-)SG 
You notice Azkur sizing you up.
do get the hell out, maybe, dumbass?
Do: starting commands.
(-HP:62-EP:188-)SG 
Ok.
(-HP:62-EP:188-)SG 
You are too busy to do that now!
(-HP:62-EP:188-)SG 
There is no letter here to get.
(-HP:62-EP:188-)SG 
The door is locked.
(-HP:62-EP:188-)SG 
You can't go that way!
(-HP:62-EP:188-)SG 
You can't go that way!
(-HP:62-EP:188-)SG 
You can't go that way!
(-HP:62-EP:188-)SG 
You can't go that way!
(-HP:62-EP:188-)SG 
You can't go that way!
(-HP:62-EP:188-)SG 
I do not see woman here.
(-HP:62-EP:188-)SG 
Do: Commands completed.
(-HP:62-EP:188-)SG 
You are too busy to make an attack!
Azkur slices you causing a chunk of 
flesh to hit you in the face.
You are too busy to make an attack!
Azkur beats you to a bloody 
pulp.
unlock up door
You pull out all of your keys and try them one by one...
a rusty key : You unlock the up door.
(-HP:35-EP:188-)SG 
You are too busy to make an attack!
Azkur brushes you rudely.
You notice Azkur sizing you up.
You are too busy to make an attack!
Azkur misses you.
do when all else fails, try try again?
Do: starting commands.
(-HP:33-EP:188-)SG 
Put what into what?
(-HP:33-EP:188-)SG 
You are too busy to do that now!
(-HP:33-EP:188-)SG 
There is no letter here to get.
(-HP:33-EP:188-)SG 
You open the up door.
    You enter a small, simple bedroom. The white walls are
clean and fresh and appear to have been cleaned recently. An
old, tattered rug lies in one corner of the room, with a
small table nearby. The room appears to have been designed
without a window, and you begin to feel slightly
claustrophobic.
The east door is closed.
The down door is open.
    The only obvious exits are east and down.
Azkur enters.
You close the down door.
(-HP:33-EP:188-)SG 
You open the east door.
    You open the front door of this house and gingerly step into 
it.  Floorboards creak loudly as you inspect this small home.  A 
small fireplace sits at one end, cold and empty, filled with 
ashes.
A few chairs, covered in dust sit next to it.  The walls are bare, 

just strong enough to hold up the roof, which isn't quite enough 
to keep out all the rain.  The cold, bare floor yearns for a rug, 

but none is to be found.
The west door is open.
The southwest door is closed.
    The only obvious exits are west, southwest and north.
Azkur enters.
You close the west door.
(-HP:33-EP:188-)SG 
You open the southwest door.
    Traveling along the road, you find yourself close to the 
center
of the village.  A few houses are scattered alongside the only 
road
through town.  Breaks in the bushes allow passage to the houses.  
One
house in particular seems to have been abandoned.  To the east, 
there
is a dark alley.
Black clouds torment the sky, as a drizzle begins.
The northeast door is open.
    The only obvious exits are east, northeast, south and north.
Azkur enters.
You close the northeast door.
(-HP:33-EP:188-)SG 
     This must be the center of town.  The road widens a bit
 here,
giving room for a small fountain and the benches which surround 
it.
Some large trees cover the edge of the road, swaying gently in 
the
breeze.  You spot larger buildings to the north, and a few smaller 

ones to the south.  In front of you is a large building with a sign 

on it.
Black clouds torment the sky, as a drizzle begins.
    The only obvious exits are west, south and north.
Azkur enters.
(-HP:33-EP:188-)SG 
     You've reached the end of the road.  From here you can
see the local inn to the east and another house to the west.
To the north the road gets considerably narrower, forming a
path winding down the steep hill.  The path seems to be
rarely used, and you wonder if it's safe to go down. 
Black clouds torment the sky, as a drizzle begins.
The west door is closed.
    The only obvious exits are west, east, south and north.
 A large, scraggly black dog
Azkur enters.
(-HP:33-EP:188-)SG 
You open the west door.
    You step inside this house and feel the warmth and 
hospitality.
The cheery light of a fireplace fire flickers across a sofa and a
cushioned chair to give this room a cozy atmosphere. Upon the 
mantle
is a pair of lit candlesticks. A rug sits at the fireside, 
protecting
feet from the cold floor.
The east door is open.
    The only obvious exits are up, east and north.
 An old woman
Azkur enters.
You close the east door.
(-HP:33-EP:188-)SG 
You do not have a letter.
(-HP:33-EP:188-)SG 
Do: Commands completed.
(-HP:33-EP:188-)SG 
You are too busy to make an attack!
Azkur misses you.
You are too busy to make an attack!
Azkur suddenly looks very dark and mangles 
you into a bloody piece of gore!
grin
You are too busy to make an attack!
Azkur cuts you causing major 
damage.
You grin.
(-HP:-5-EP:188-)SG 
You fall to the ground.
You are bleeding to death.
Azkur puts you out of your misery.
Azkur puts you out of your misery.
^ (OOC) Azkur: legend dorf

You sob to yourself as you fall to the ground, feeling your
life energy drain away.

You have died.

You have a strange feeling... did Azkur legend you before you died?  
That's just arrogant!
You can see your own lifeless body from above.

Someone grips his weapon with one hand.
Someone removes the Black Sword.
Someone puts the Black Sword into a sheath for the Black Sword.
Someone wears a sturdy leather baldric.
Someone wears a beautiful golden Eagle's feather.
Someone wears a finely-shaped pearl carapace.
Someone wears a keyring.
Someone gets a bloodstained cloak, a sapphire sword, a rotting and 
moldy
     waterskin and a magnificent bronze deathmask from corpse of Dorf 
into
     an easterling pack.
Someone gets a troll pack, a pair of mail pants and some gold coins 
from
     corpse of Dorf.