HP:120 EP:102--> The small town of Bree stands before you. Many travellers pass through here going to and from the Shire. The road heads to the east, towards the main street of Bree. You see the town of Bree to the east. The Greenway continues northwest and south. The Great East Road continues west. The sun is setting in the west. The sky is brilliantly clear. The only obvious exits are east, south, north, northwest and west. Halladan the dunedain Mercenary (Angelic) Glannach the dunedain Apprentice Assassin (Moral) A pipe cart Dorgy, a hideous man A town guard [2] A big sign HP:120 EP:102--> Alias: y (STEAL all gold from) altered. HP:120 EP:103--> The guard mumbles something about strange people in the area. It'll hurt.~h He is carrying: A beautiful longsword of elven make (glowing) (wielded). A rusty knife. A goblin backpack (worn). A belt pouch (worn). A simple leather baldric (worn). HP:120 EP:103--> Halladan leaves east. Halladan enters. Halladan leaves east. You tell Halladan: hey, could you help me kill a thug in combe HP:120 EP:104--> Glannach looks at you. Dorgy drools on the floor most disgustingly. Glannach leaves east. Alias: y (STEAL sword from halladan) altered. HP:120 EP:105--> Dorgy says: Hh..h..hav.e.. you shee..een me..me pipes! The guard mumbles something about strange people in the area. Alias: j (STEAL pack from halladan) altered. HP:120 EP:105--> Guard says: We've had some trouble here recently, from Ferny's  band. Alias: r (STEAL little gold from halladan) altered. HP:120 EP:106--> The small town of Bree stands before you. Many travellers pass through here going to and from the Shire. The road heads to the east, towards the main street of Bree. You see the town of Bree to the east. The Greenway continues northwest and south. The Great East Road continues west. The sun is setting in the west. The sky is brilliantly clear. The only obvious exits are east, south, north, northwest and west. A pipe cart Dorgy, a hideous man A town guard [2] A big sign HP:120 EP:106--> Halladan tells you: sorry, I need to get off soomn so I need  to start  stocking up on gold Kerry enters. You tell Halladan: it's very easy, you could probaly kill him in one hit HP:120 EP:107--> Uerik enters. Uerik leaves east. Kerry leaves east. Kerry enters. Glannach enters. Kerry leaves west. Glannach leaves west. Dorgy leaves west, riding a market cart. The guard looks around warily. The guard mumbles something about strange people in the area. Halladan tells you: hold on, let me go to erebor and then I'll be back to  bree You tell Halladan: I'll give you 500 to help me You tell Halladan: ok A little wait HP:120 EP:120--> Halladan enters. Syx enters. Syx leaves south. It'll hurt.~h He is carrying: A beautiful longsword of elven make (glowing) (wielded). A rusty knife. A goblin backpack (worn). A belt pouch (worn). A simple leather baldric (worn). HP:120 EP:120--> Do: starting commands. HP:120 EP:120--> Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The Greenway continues northwest and west. The Great East Road continues southwest. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:120--> Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The Greenway continues west and southwest. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:120--> Do: Commands completed. Do: starting commands. HP:120 EP:120--> From atop Bree-hill, you can see the Brandywine River across the plains to the west and the Chetwood off to the north. The towns of Bree, Combe, and Archet are all partially visible. A scenic valley lies east. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:120--> You have come to a scenic valley in the hills of Chetwood. In the distance, you see a small farm nestled here among the hills. Here also is the entrance to the peaceful little town of Combe. The inhabitants of this town are mostly men and hobbits that prefer men's ways of living to that of their own kind. The main part of the town is deeper in the valley, somewhat east of here. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, town, south, northeast, farm, north and west. Aatoz's black horse [packed] (hitched) Ella's white stallion [packed] (hitched) Bill the pony (hitched) A long peeling of bark A town guard A hitching post HP:120 EP:120--> Do: Commands completed. HP:120 EP:120--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Earl Crumman stands here, leaning on the fence HP:120 EP:120--> You tell Halladan: ok do -some dirs- HP:120 EP:120--> There's no one here by that name. HP:120 EP:120--> You slip into the shadows and try to look like nothing. HP:120 EP:100--> Your trigger is already active. HP:120 EP:100--> HP:120 EP:99--> You tell Halladan: from bree sp HP:120 EP:98--> Halladan enters. Halladan falls to the ground. Triggered! doing: STEAL pack from halladan You STEAL a goblin backpack! HP:120 EP:76--> You're already noticeable from your last STEAL and back away shyly. HP:120 EP:71--> The light ceases as you slowly remove the sword. You STEAL a beautiful longsword of elven make (glowing)! HP:120 EP:50--> Halladan regains consciousness. You'll need a free hand to STEAL something. HP:120 EP:50--> Lazro the hobbit Henchman (Impartial) HP: 120/120 END: 50/120 Exp: ******* Avg. Stats: 53 Strength: ** Agility: ** Charisma: ** Constitution: ** Coordination: ** Intelligence: ** Level 8 thief, 2d 6h 30m old. You are hiding. HP:120 EP:50--> goblin backpack : You wear a goblin backpack. HP:120 EP:49--> Halladan says: hey HP:120 EP:33--> You STEAL some gold coins! HP:120 EP:12--> Halladan looks at Earl. You put 15 gold in your pockets. You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Halladan the dunedain Mercenary (Angelic) Earl Crumman stands here, leaning on the fence HP:120 EP:12--> Halladan says: give me back my sword You tell Halladan: coming? HP:120 EP:10--> HP:120 EP:10--> Gold: 133 Encumbrance: lightly encumbered You are carrying the following on your person: A beautiful longsword of elven make (in hands). A goblin backpack (worn). *The cloak of shadows (worn). *A gold ring, inlaid with a beautiful gem (worn). *A leather archer's quiver [0 arrows] (worn). *A simple pipe (empty). HP:120 EP:10--> Halladan tells you: someone just took my sword and my pack You tell Halladan: come to bree HP:120 EP:9--> Gold: 133 Encumbrance: lightly encumbered You are carrying the following on your person: A beautiful longsword of elven make (in hands). A goblin backpack (worn). *The cloak of shadows (worn). *A gold ring, inlaid with a beautiful gem (worn). *A leather archer's quiver [0 arrows] (worn). *A simple pipe (empty). HP:120 EP:9--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Halladan the dunedain Mercenary (Angelic) Earl Crumman stands here, leaning on the fence HP:120 EP:8--> Halladan falls to the ground. Triggered! doing: STEAL pack from halladan You are too tired to even think about STEALing anything. HP:120 EP:8--> Trigger deactivated. HP:120 EP:8--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Halladan the dunedain Mercenary (Angelic) [unconscious] Earl Crumman stands here, leaning on the fence HP:120 EP:7--> Halladan regains consciousness. Autosave. You tell Halladan: come to bree sp HP:120 EP:7--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Halladan the dunedain Mercenary (Angelic) Earl Crumman stands here, leaning on the fence HP:120 EP:7--> Halladan looks at Earl. Halladan leaves the farm and heads into the valley. Your movement reveals you. You have come to a scenic valley in the hills of Chetwood. In the distance, you see a small farm nestled here among the hills. Here also is the entrance to the peaceful little town of Combe. The inhabitants of this town are mostly men and hobbits that prefer men's ways of living to that of their own kind. The main part of the town is deeper in the valley, somewhat east of here. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, town, south, northeast, farm, north and west. Aatoz's black horse [packed] (hitched) Ella's white stallion [packed] (hitched) Bill the pony (hitched) A long peeling of bark A town guard A hitching post HP:120 EP:5--> This is a small, narrow road leading northeast to the main part of Combe and west to the town entrance. The road is really no more than trampled earth. To the south is an old, forgotten pond. The only obvious exits are valley, south and northeast. HP:120 EP:5--> This is the town square of the little town of Combe. This place was often used for all sorts of celebrations in the past, but now the times are not those of happiness. Everything seems so gloomy nowadays. Merchants still use this area to try and sell their goods since this area still sees a lot of men and other sorts of adventurers every day. The ground here is cobbled with stone, which makes it much easier to travel on. To the northwest is the town doctor's office, where travelers go to heal their wounds. To the east is the general store, and south sits the Combe post office. To the south- east is Combe's famed Leaping Stallion Inn; where you can rent a room and have a good night's rest or visit their bar and have some of Combe's delicious ale. The only obvious exits are southeast, east, southwest, south, north and northwest. A merchant HP:120 EP:5--> This narrow, cobblestone path leads south to the main part of Combe, and north to a house in the distance. To the northeast is a small, run-down shed, and somewhere to the northwest is the Combe weapons shop. The northeast door is bashed open. The only obvious exits are south, northeast and north. An energetic boy having a good time HP:120 EP:5--> This is a narrow cobblestone road that runs north and south. To the west is the weapons store. In the distance to the north is a large house; and somewhere to the northeast is a small path leading to the nearby woods. The only obvious exits are south, north and west. HP:120 EP:5--> This is the Combe weapons and armour shop. Here you may buy all sorts of equipment for battle. The walls are covered with many ornate weapons. They come from all over Arda, since with these times, there have been many adventurers stopping by. There is a small sign here, it would be wise to look at it. The only obvious exit is east. Dart the dunedain Gladiator (Moral) A trash can David the shopkeeper HP:120 EP:5--> a beautiful longsword of elven make : That exceeds my budget. You get 100 gold. You remove a goblin backpack. David dumps the contents and pays you for them as well. That item is worthless! a goblin backpack : That exceeds my budget. You get 100 gold. David tells you: Thanks for your business! Please come again. HP:120 EP:5--> This is the Combe weapons and armour shop. Here you may buy all sorts of equipment for battle. The walls are covered with many ornate weapons. They come from all over Arda, since with these times, there have been many adventurers stopping by. There is a small sign here, it would be wise to look at it. The only obvious exit is east. A torch Dart the dunedain Gladiator (Moral) A trash can David the shopkeeper HP:120 EP:5--> This is a narrow cobblestone road that runs north and south. To the west is the weapons store. In the distance to the north is a large house; and somewhere to the northeast is a small path leading to the nearby woods. The only obvious exits are south, north and west. HP:120 EP:5--> This narrow, cobblestone path leads south to the main part of Combe, and north to a house in the distance. To the northeast is a small, run-down shed, and somewhere to the northwest is the Combe weapons shop. The northeast door is bashed open. The only obvious exits are south, northeast and north. An energetic boy having a good time HP:120 EP:5--> This is the town square of the little town of Combe. This place was often used for all sorts of celebrations in the past, but now the times are not those of happiness. Everything seems so gloomy nowadays. Merchants still use this area to try and sell their goods since this area still sees a lot of men and other sorts of adventurers every day. The ground here is cobbled with stone, which makes it much easier to travel on. To the northwest is the town doctor's office, where travelers go to heal their wounds. To the east is the general store, and south sits the Combe post office. To the south- east is Combe's famed Leaping Stallion Inn; where you can rent a room and have a good night's rest or visit their bar and have some of Combe's delicious ale. The only obvious exits are southeast, east, southwest, south, north and northwest. A merchant HP:120 EP:5--> This is a small, narrow road leading northeast to the main part of Combe and west to the town entrance. The road is really no more than trampled earth. To the south is an old, forgotten pond. The only obvious exits are valley, south and northeast. HP:120 EP:5--> You have come to a scenic valley in the hills of Chetwood. In the distance, you see a small farm nestled here among the hills. Here also is the entrance to the peaceful little town of Combe. The inhabitants of this town are mostly men and hobbits that prefer men's ways of living to that of their own kind. The main part of the town is deeper in the valley, somewhat east of here. The sky is black and the sta rs shine down brightly. The sky is brilliantly clear. The only obvious exits are east, town, south, northeast, farm, north and west. Aatoz's black horse [packed] (hitched) Ella's white stallion [packed] (hitched) Bill the pony (hitched) A long peeling of bark A town guard A hitching post HP:120 EP:5--> Do: starting commands. HP:120 EP:5--> From atop Bree-hill, you can see the Brandywine River across the plains to the west and the Chetwood off to the north. The towns of Bree, Combe, and Archet are all partially visible. A scenic valley lies east. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:5--> Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The Greenway continues west and southwest. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:5--> Do: Commands completed. HP:120 EP:5--> Do: starting commands. HP:120 EP:5--> Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The Greenway continues northwest and west. The Great East Road continues southwest. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:5--> The small town of Bree stands before you. Many travellers pass through here going to and from the Shire. The road heads to the east, towards the main street of Bree. You see the town of Bree to the east. The Greenway continues northwest and south. The Great East Road continues west. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north, northwest and west. Halladan the dunedain Mercenary (Angelic) A town guard [2] A big sign HP:120 EP:5--> Do: Commands completed. HP:120 EP:5--> It'll hurt.~h He is carrying: A rusty knife. A belt pouch (worn). A simple leather baldric (worn). HP:120 EP:6--> You gasp in astonishment! HP:120 EP:6--> Outlaw enters, leading Outlaw's pony [packed]. Halladan says: what? You say all ghost like: did earl take it? HP:120 EP:6--> Outlaw leaves east, leading Outlaw's pony [packed]. The small town of Bree stands before you. Many travellers pass through here going to and from the Shire. The road heads to the east, towards the main street of Bree. You see the town of Bree to the east. The Greenway continues northwest and south. The Great East Road continues west. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north, northwest and west. Halladan the dunedain Mercenary (Angelic) A town guard [2] A big sign HP:120 EP:6--> Halladan says: yes The guard mumbles something about strange people in the area. Halladan growls. Emerys enters, riding Emerys' striped quagga. You say all ghost like: come with me, lets kill him HP:120 EP:7--> Emerys leaves east, riding Emerys' striped quagga. Halladan says: ok You are already in a party. HP:120 EP:7--> Halladan leaves north. Do: starting commands. HP:120 EP:8--> Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The Greenway continues northwest and west. The Great East Road continues southwest. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:8--> Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The Greenway continues west and southwest. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:8--> Do: Commands completed. HP:120 EP:8--> Do: starting commands. HP:120 EP:8--> From atop Bree-hill, you can see the Brandywine River across the plains to the west and the Chetwood off to the north. The towns of Bree, Combe, and Archet are all partially visible. A scenic valley lies east. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, south, north and west. HP:120 EP:8--> You have come to a scenic valley in the hills of Chetwood. In the distance, you see a small farm nestled here among the hills. Here also is the entrance to the peaceful little town of Combe. The inhabitants of this town are mostly men and hobbits that prefer men's ways of living to that of their own kind. The main part of the town is deeper in the valley, somewhat east of here. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, town, south, northeast, farm, north and west. Halladan the dunedain Mercenary (Angelic) Aatoz's black horse [packed] (hitched) Ella's white stallion [packed] (hitched) Bill the pony (hitched) A long peeling of bark A town guard A hitching post HP:120 EP:8--> Do: Commands completed. HP:120 EP:8--> Halladan leaves for the farm. You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Halladan the dunedain Mercenary (Angelic) Earl Crumman stands here, leaning on the fence HP:120 EP:8--> You kick Earl hard. HP:120 EP:8--> You say all ghost like: why did you take his stuff! HP:120 EP:8--> HP:120 EP:9--> You say all ghost like: speak! HP:120 EP:9--> You kick Earl hard. HP:120 EP:9--> Halladan wields his knife. You beat Earl to a bloody pulp! HP:120 EP:9--> You say all ghost like: lets kill him HP:120 EP:9--> You let loose with an ear-piercing battle cry. HP:120 EP:10--> You say all ghost like: die! HP:120 EP:10--> You attack Earl. HP:120 EP:10--> You scratch Earl. Earl misses you. Earl is in good shape. HP:120 EP:10--> You hit Earl. Earl misses you. Halladan attacks Earl. Earl is in good shape. HP:120 EP:10--> Halladan hits Earl. You graze Earl. Earl misses Halladan. Halladan hits Earl hard. You graze Earl. Earl misses Halladan. Earl says: Take that! Halladan hits Earl. You miss Earl. Earl misses Halladan. Halladan hits Earl. You graze Earl. Earl misses Halladan. Halladan hits Earl. You graze Earl. Earl misses Halladan. You say all ghost like: die, you thief! HP:120 EP:11--> Halladan hits Earl. You graze Earl. Earl grazes Halladan. Earl easily dodges your blow. Earl is in average shape. HP:120 EP:11--> Halladan grazes Earl. You graze Earl. Earl misses Halladan. You kick Earl hard. HP:120 EP:11--> Halladan scratches Earl. You scratch Earl. Earl misses Halladan. Earl says: You're really gonna get it now! You haul off and belt Earl in the face! HP:120 EP:11--> Halladan hits Earl. You graze Earl. Earl misses Halladan. Halladan misses Earl. You graze Earl. Earl misses Halladan. You beat Earl to a bloody pulp! HP:120 EP:11--> Halladan misses Earl. You graze Earl. Earl misses Halladan. Halladan hits Earl. You graze Earl. Earl misses Halladan. Halladan hits Earl. You miss Earl. Earl misses Halladan. Halladan hits Earl. You graze Earl. Earl misses Halladan. Halladan misses Earl. You miss Earl. Earl grazes Halladan. Halladan grazes Earl. You graze Earl. Earl misses Halladan. Earl doesn't look so great. HP:120 EP:12--> Halladan hits Earl. You hit Earl. Earl misses Halladan. Halladan grazes Earl. You graze Earl. Earl misses Halladan. Earl shouts: Help! Halladan grazes Earl. You graze Earl. Earl misses Halladan. Halladan hits Earl. You miss Earl. Earl misses Halladan. Halladan misses Earl. You miss Earl. Earl misses Halladan. Halladan misses Earl. You graze Earl. Earl misses Halladan. Halladan grazes Earl. You miss Earl. Earl misses Halladan. Halladan hits Earl. You miss Earl. Earl misses Halladan. Halladan grazes Earl. You graze Earl. Earl misses Halladan. Earl is near death. HP:120 EP:13--> Halladan grazes Earl. You hit Earl. Earl misses Halladan. Earl is near death. HP:120 EP:13--> Halladan hits Earl. You miss Earl. Earl misses Halladan. Halladan misses Earl. You miss Earl. Earl misses Halladan. You say all ghost like: die earl! HP:120 EP:13--> Earl is near death. HP:120 EP:13--> Halladan hits Earl. You miss Earl. Earl misses Halladan. Halladan hits Earl. You scratch Earl. Earl falls to the ground. Earl is bleeding to death and needs to be bandaged! Halladan puts Earl out of his misery. You let loose with an ear-piercing battle cry. HP:120 EP:14--> You decide to put Earl out of his misery. HP:120 EP:14--> Earl has died. Halladan gets some gold coins from corpse of Earl. You say all ghost like: you can have the gold HP:120 EP:14--> % Kelos: did that bash party ever happen? You spit on corpse. HP:120 EP:14--> Halladan says: he didn't have my stuff HP:120 EP:15--> You hmm. HP:120 EP:15--> You say all ghost like: he must have sold it HP:120 EP:15--> Halladan says: oh wel You say all ghost like: i hate earl HP:120 EP:16--> % Aragon: bash party for what? You kick corpse. HP:120 EP:16--> Halladan says: I have somemoney in the bank You sigh. HP:120 EP:16--> You say all ghost like: Ok, I'm sorry about what happened HP:120 EP:17--> You say all ghost like: stupid earl HP:120 EP:17--> Halladan says: that's ok  You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Corpse of Earl Halladan the dunedain Mercenary (Angelic) HP:120 EP:17--> Halladan says: I am going to look in the house % Kelos: Dalkar was starting one up for Otr Halladan falls to the ground. You nod while running around in circles. HP:120 EP:18--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Corpse of Earl Halladan the dunedain Mercenary (Angelic) [unconscious] HP:120 EP:18--> You gasp in astonishment! HP:120 EP:18--> Halladan regains consciousness. You say all ghost like: what happened? HP:120 EP:19--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Corpse of Earl Halladan the dunedain Mercenary (Angelic) HP:120 EP:19--> Halladan says: ok, maybe not % Aragon: lol i have no idea You emote: Lazro goes over to the corpse and beheads it. HP:120 EP:19--> Halladan says: I got kicked in the head You hmm. HP:120 EP:20--> You sigh. HP:120 EP:20--> Gold: 333 Encumbrance: unencumbered You are carrying the following on your person: *The cloak of shadows (worn). *A gold ring, inlaid with a beautiful gem (worn). *A leather archer's quiver [0 arrows] (worn). *A simple pipe (empty). HP:120 EP:20--> You hmm. HP:120 EP:21--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. The somewhat decayed remains of Earl Halladan the dunedain Mercenary (Angelic) HP:120 EP:21--> % Jasumin: Why would anyone want to kill poor Otr? * Halladan the dunedain Mercenary (Angelic) : Halladan is somewhat mightier than you. HP:120 EP:21--> The corpse completely rots away. Jasumin the dunedain Butcher (Moral) On for: 18m 5s Gender: male Age: 192d 6h 54m 54s Can be mailed: Jasumin@MinasCitadel Info: Automatic Response: Quit whining. (This is a recording.) HP:120 EP:21--> You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Halladan the dunedain Mercenary (Angelic) HP:120 EP:22--> % Paraiko: he smells You say all ghost like: well, sorry HP:120 EP:22--> % Tsukasa: who's that?  You are just outside the yard of an old decaying farmhouse. A broken fence lines the limits of the yard, which has long since been taken over by weeds. In the distance, you can see the house, its paint peeling, and windows either broken or boarded up. The only obvious exits are valley and house. Halladan the dunedain Mercenary (Angelic) HP:120 EP:22--> Halladan says: are you able to get in? You say all ghost like: maybe i can HP:120 EP:22--> % Jasumin: You hang out with smelly pirates all day You emote: Lazro walks into the house. HP:120 EP:23--> You have come to a scenic valley in the hills of Chetwood. In the distance, you see a small farm nestled here among the hills. Here also is the entrance to the peaceful little town of Combe. The inhabitants of this town are mostly men and hobbits that prefer men's ways of living to that of their own kind. The main part of the town is deeper in the valley, somewhat east of here. The sky is black and the stars shine down brightly. The sky is brilliantly clear. The only obvious exits are east, town, south, northeast, farm, north and west. Aatoz's black horse [packed] (hitched) Ella's white stallion [packed] (hitched) Bill the pony (hitched) A long peeling of bark A town guard A hitching post You slip into the next room. HP:120 EP:8--> Then I ask him to come in, he trys about 10 times but was smart enough to stop when his hp came to 10 :P