GUILDWAR: Your guilds are in a state of Mutual Warfare. This crime is not reportable. You attack Nalthic. HP:194 EP:164> You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute misses Nalthic. Nalthic opens the east door. Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST To the west of the city lies the more prosperous of Laketown's merchants, those who deal in the importation and exportation of goods from Thranduil's, Erebor, and Dale. The storefronts to the west are simple but elegant, excellently upkept but with little frills. Their main clientele are barge-merchants and travelling wains, who make their money by moving their goods about upper East Arda, either by river or by road. The Market-Pool lies to the northeast. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The west door is open. The only obvious exits are east, northeast, south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic closes the west door. Nalthic leaves south. Murray leaves south. Mute leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH You are standing at the intersection of Merchant's Lane, which runs north-south, and Lake's Deep, which runs west-east. To the southwest, you can see Town Hall, where all who defy the law are brought to justice. To the northeast lies the waterfront, and peering down the street to the west you can make out the Great Gates of Esgaroth. The road south appears to lead out to the quays, whereas the streets north and east lead further into the city. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, northeast, south, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the northeast. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, northeast, south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A beaten urchin lurks in the shadows A streetlamp Mute enters. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the north. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is open. The only obvious exits are east, northeast, south, northwest, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the northwest. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, south, northwest, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic leaves north. Murray leaves north. Mute leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the northwest. The only obvious exits are southwest, east, south, northeast, north, southeast and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) You tap Nalthic lightly with the tip of the blade. Murray misses Nalthic. Mute cracks Nalthic's head with the flat of the blade! Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST The smell of fish lingers to the east side of the city, growing stronger to the southeast corner of the city where the fishermen bring in their daily catch to be cleaned. The dirty wooden boards beneath your feet echo hollowly as you move about, reminding you that only their meager thickness stands between you and the cold waters of Long Lake. You can see the Market-Pool to the northwest. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The east door is closed. The only obvious exits are east, south, northwest, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the northwest. The only obvious exits are southwest, east, south, northeast, north, southeast and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the north. The only obvious exits are southwest, east, south, southeast and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A gossipy fisherman [28 rumours, 28 new] Mute enters. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute misses Nalthic. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the northwest. The only obvious exits are southwest, east, south, northeast, north, southeast and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the north. The only obvious exits are southwest, east, south, southeast and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A gossipy fisherman [28 rumours, 28 new] Mute enters. Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the northeast. The only obvious exits are southwest, east, south, north, northwest, southeast and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A craftsman paints shields on the waterfront Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST To the west of the city lies the more prosperous of Laketown's merchants, those who deal in the importation and exportation of goods from Thranduil's, Erebor, and Dale. The storefronts to the west are simple but elegant, excellently upkept but with little frills. Their main clientele are barge-merchants and travelling wains, who make their money by moving their goods about upper East Arda, either by river or by road. The Market-Pool lies to the northeast. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The west door is closed. The only obvious exits are east, northeast, south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic opens the west door. Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST The smell of fish seems to grow twenty times stronger as you step into this small specialty shop. Unlike most of the other shops in Laketown, this one was not looted by panicked citizens searching for anything to keep back the orcish intruders. Fishing spears, poles, and nets lie upon worn shelves, and a wooden sign hangs in front of the counter. The east door is open. The only obvious exit is east. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A trash can Gallux the fisherman's merchant Nalthic closes the east door. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute staggers and grazes Nalthic, leaving a line of blood from a shallow cut. Nalthic opens the east door. Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST To the west of the city lies the more prosperous of Laketown's merchants, those who deal in the importation and exportation of goods from Thranduil's, Erebor, and Dale. The storefronts to the west are simple but elegant, excellently upkept but with little frills. Their main clientele are barge-merchants and travelling wains, who make their money by moving their goods about upper East Arda, either by river or by road. The Market-Pool lies to the northeast. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The west door is open. The only obvious exits are east, northeast, south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic closes the west door. Nalthic leaves south. Murray leaves south. Mute leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH You are standing at the intersection of Merchant's Lane, which runs north-south, and Lake's Deep, which runs west-east. To the southwest, you can see Town Hall, where all who defy the law are brought to justice. To the northeast lies the waterfront, and peering down the street to the west you can make out the Great Gates of Esgaroth. The road south appears to lead out to the quays, whereas the streets north and east lead further into the city. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, northeast, south, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The town hall is to the south. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, south and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST To the west stand the Great Gates of Esgaroth, barring the entrance from the Great Bridge into the city. The gates are higher than two men, and are made out of stout wood, banded together with iron. While the gates are balanced upon sturdy hinges of iron, it would take several people operating the two mechanical winches to either side to open or close the gates. You can hear furious beating and scrabbling upon the gates as the Orcs attempt to force their way into the valiant city. Two archer's posts have been built on either side of the gates, and from them the archers of Esgaroth can be positioned to rain fire and death upon the enemy. Two ladders lead up into the posts. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the southwest and northwest. The only obvious exits are east, south and north. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute cracks Nalthic's head with the flat of the blade! You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute cracks Nalthic's head with the flat of the blade! You extend the blade towards Nalthic but fail to make contact. Murray buries the sword into Nalthic. Mute misses Nalthic. Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The town hall is to the south. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, south and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic opens the south door. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST You are standing at the intersection of Merchant's Lane, which runs north-south, and Lake's Deep, which runs west-east. To the southwest, you can see Town Hall, where all who defy the law are brought to justice. To the northeast lies the waterfront, and peering down the street to the west you can make out the Great Gates of Esgaroth. The road south appears to lead out to the quays, whereas the streets north and east lead further into the city. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, northeast, south, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp You extend the blade towards Nalthic but fail to make contact. Murray tears Nalthic apart with gruesome efficiency. Mute misses Nalthic. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute misses Nalthic. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute misses Nalthic. HP:195 EP:165> Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the northeast. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, northeast, south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A beaten urchin lurks in the shadows A streetlamp Mute enters. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the north. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is open. The only obvious exits are east, northeast, south, northwest, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves north. Murray leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the north. The only obvious exits are southwest, east, south, southeast and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A gossipy fisherman [28 rumours, 28 new] Mute enters. You jab Nalthic, evoking a slight yelp of pain. Murray misses Nalthic. Mute misses Nalthic. Party say from Murray: we can't hit! Nalthic leaves south. Murray leaves south. Mute leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the north. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is open. The only obvious exits are east, northeast, south, northwest, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the northwest. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, south, northwest, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic leaves north. Murray leaves north. Mute leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the northwest. The only obvious exits are southwest, east, south, northeast, north, southeast and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) You extend the blade towards Nalthic but fail to make contact. Murray mangles Nalthic with extreme precision. Mute misses Nalthic. Nalthic leaves south. Murray leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the northwest. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, south, northwest, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST You are standing at the intersection of Fisherman's Row and Lake's Deep. The smell of fish is very strong in this section of town, and it is here where most of the fishing folk perform their business. To the northwest, you can see the waterfront, and the quays of Laketown can be glimpsed to the south and east. The streets lead to cleaner smelling areas of the city to the north and west. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, south, northwest, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, south and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. shape Nalthic leaves south. Murray leaves south. Mute leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH FAUGH! What a stench! The smell of fish guts, both old and new reek through the building. Upon tables, in crates, and in small buckets of water lie fish parts, mostly the unwanted heads and fins of today's catch. You wonder idly if fish parts are going to be Esgaroth's secret weapon against the orcs... It's certainly potent enough to make you want to lose your lunch! The only obvious exits are north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) An old fisherman guts fish Nalthic is near death. HP:196 EP:166> You sunder Nalthic's defenses and find a chance for a quick blow. Murray misses Nalthic. Mute misses Nalthic. Nalthic leaves north. Murray leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, south and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. ND ND ND ND ND ND ND ND ND ND ND ND k You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute cracks Nalthic's head with the flat of the blade! Nalthic says in Westron: shit You attack Nalthic. HP:196 EP:166> Nalthic grips his weapon with one hand. Nalthic removes a 'man-catcher' pole-arm. Nalthic gets a silver flask from a black riding cloak. Nalthic opens a silver flask. Nalthic drinks from a silver flask. Nalthic closes a silver flask. Nalthic puts a silver flask into a black riding cloak. Nalthic grips his weapon with two hands. Nalthic wields his man-catcher. Nalthic grips his weapon with one hand. Nalthic removes a 'man-catcher' pole-arm. Nalthic gets a silver flask from a black riding cloak. Nalthic opens a silver flask. Nalthic drinks from a silver flask. Nalthic closes a silver flask. Nalthic puts a silver flask into a black riding cloak. Nalthic grips his weapon with two hands. Nalthic wields his man-catcher. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute misses Nalthic. Mute feints to Nalthic's right and lands a surprise blow! Mute cracks Nalthic's head with the flat of the blade! Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST You are standing at the intersection of Fisherman's Row and Lake's Deep. The smell of fish is very strong in this section of town, and it is here where most of the fishing folk perform their business. To the northwest, you can see the waterfront, and the quays of Laketown can be glimpsed to the south and east. The streets lead to cleaner smelling areas of the city to the north and west. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, south, northwest, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the northwest. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is closed. The only obvious exits are east, south, northwest, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Held up by wooden supports sunk deep into the lake and coated with pitch, the grey boards run north-south to form a level, but narrow street. Pitch has been poured between the boards, to prevent small gold coins and other valuables from slipping through the cracks and falling into the lake. Heat and cold have caused the pitch to crack in places, necessitating patches of tar to be placed here and there along the street. The Market-Pool is to the north. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The south door is open. The only obvious exits are east, northeast, south, northwest, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves north. Murray leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the north. The only obvious exits are southwest, east, south, southeast and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A gossipy fisherman [28 rumours, 28 new] Mute enters. You thrust the blade deep into Nalthic. Murray misses Nalthic. Mute misses Nalthic. Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Three wooden steps descend off the streets of Laketown, forming concentric boxes within themselves as they frame the Market-Pool of Esgaroth. Branching off from the main steps are many sets of mini- steps, which continue eight or nine steps down to the water. As you look about the Market-Pool, you occasionally see a merchant barge docked to one of the stairs, providing easy access to the storage holds. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the northeast. The only obvious exits are southwest, east, south, north, northwest, southeast and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A craftsman paints shields on the waterfront Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST To the west of the city lies the more prosperous of Laketown's merchants, those who deal in the importation and exportation of goods from Thranduil's, Erebor, and Dale. The storefronts to the west are simple but elegant, excellently upkept but with little frills. Their main clientele are barge-merchants and travelling wains, who make their money by moving their goods about upper East Arda, either by river or by road. The Market-Pool lies to the northeast. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The west door is closed. The only obvious exits are east, northeast, south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic opens the west door. Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST The smell of fish seems to grow twenty times stronger as you step into this small specialty shop. Unlike most of the other shops in Laketown, this one was not looted by panicked citizens searching for anything to keep back the orcish intruders. Fishing spears, poles, and nets lie upon worn shelves, and a wooden sign hangs in front of the counter. The east door is open. The only obvious exit is east. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A trash can Gallux the fisherman's merchant Nalthic closes the east door. You pounce on Nalthic and plunge the blade through him. Murray misses Nalthic. Mute staggers and grazes Nalthic, leaving a line of blood from a shallow cut. Nalthic opens the east door. Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST To the west of the city lies the more prosperous of Laketown's merchants, those who deal in the importation and exportation of goods from Thranduil's, Erebor, and Dale. The storefronts to the west are simple but elegant, excellently upkept but with little frills. Their main clientele are barge-merchants and travelling wains, who make their money by moving their goods about upper East Arda, either by river or by road. The Market-Pool lies to the northeast. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The west door is open. The only obvious exits are east, northeast, south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. Nalthic closes the west door. [ Durmanhoth ] Dvalin: Rowen -> Northeast Rhovanion at  Woodsman's cabin. Nalthic leaves south. Murray leaves south. Mute leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH You are standing at the intersection of Merchant's Lane, which runs north-south, and Lake's Deep, which runs west-east. To the southwest, you can see Town Hall, where all who defy the law are brought to justice. To the northeast lies the waterfront, and peering down the street to the west you can make out the Great Gates of Esgaroth. The road south appears to lead out to the quays, whereas the streets north and east lead further into the city. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, northeast, south, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Nalthic leaves south. Murray leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH To the west of the city lies the more prosperous of Laketown's merchants, those who deal in the importation and exportation of goods from Thranduil's, Erebor, and Dale. The storefronts to the west are simple but elegant, excellently upkept but with little frills. Their main clientele are barge-merchants and travelling wains, who make their money by moving their goods about upper East Arda, either by river or by road. The Town Hall lies to the west. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The west door is open. The only obvious exits are south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Mute enters. [ Durmanhoth ] Dvalin: In the room -> a dark treasure room. You extend the blade towards Nalthic but fail to make contact. Murray tears Nalthic apart with gruesome efficiency. Mute cracks Nalthic's head with the flat of the blade! [ Durmanhoth ] Dvalin: Nalthic -> Northeast Rhovanion  at Esgaroth. [ Durmanhoth ] Dvalin: In the room -> Merchant's Lane. You extend the blade towards Nalthic but fail to make contact. Murray tears Nalthic apart with gruesome efficiency. Mute cracks Nalthic's head with the flat of the blade! Nalthic leaves south. Murray leaves south. Mute leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH The water laps up against the wooden quays, which surround the city of Laketown. The old wooden boards used to create the pier have turned a dark grey, from being exposed constantly to the raw elements. Pitch has been poured over the wooden supports which hold up the city, keeping the wood from rotting away. As you look out, away from the city, the dark blue waters of Long Lake ripple and murmur as they flow under the pier. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A young fishing lad rubs his hands together Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Mute enters. [ Durmanhoth ] Dvalin: Stobhach -> Northeast Rhovanion at  Esgaroth. [ Durmanhoth ] Dvalin: In the room -> the entrance to the Town Hall. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST The wooden boards beneath your feet end abruptly as the quays give way to the cold waters of Long Lake. The waves murmur as they wash up against the long wooden supports buried deep into the lake, occasionally spraying the grey boards of the quays with a fine mist of freshwater. The city of Esgaroth casts a dark shadow upon the surface of the lake, which ripples and moves as the waters flow forever onwards. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A wandering girl looks for someone... A sly cat slinks in the shadows A young fishing lad rubs his hands together Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST You have reached the end of Laketown, where the wooden boards form the quays that mark the end of the city proper. Here, fishermen land and launch their skiffs into the lake, using the very surface beneath your feet as their hunting ground. The greenish-blue waters of Long Lake stretch out in all directions about the city, filled with all manner of aquatic life. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is closed. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Mute enters. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute cracks Nalthic's head with the flat of the blade! Burly wagoneer enters. Nalthic opens the north door. Nalthic leaves north. Murray leaves north. Mute leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Dirty laundry and uncleaned messes mar this otherwise plain home. In the center of the room sits a new cradle, undoubtedly the source of all of this mess. Dirty diapers stink in one corner, while dried food stains cling to the table top. The covers on the plain bed in the corner are messed, making you wonder if the occupant got any sleep at all. The south door is open. The only obvious exit is south. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A young wife tends to her family A mother in law turns up her nose A wailing baby cries here Nalthic closes the south door. Nalthic opens the south door. Nalthic leaves south. Murray leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH You have reached the end of Laketown, where the wooden boards form the quays that mark the end of the city proper. Here, fishermen land and launch their skiffs into the lake, using the very surface beneath your feet as their hunting ground. The greenish-blue waters of Long Lake stretch out in all directions about the city, filled with all manner of aquatic life. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A burly wagoneer stares at the water Mute enters. Nalthic closes the north door. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST The wooden boards beneath your feet end abruptly as the quays give way to the cold waters of Long Lake. The waves murmur as they wash up against the long wooden supports buried deep into the lake, occasionally spraying the grey boards of the quays with a fine mist of freshwater. The city of Esgaroth casts a dark shadow upon the surface of the lake, which ripples and moves as the waters flow forever onwards. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Nalthic leaves north. Murray leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Mud has been tracked all over the floor of this simple boatman's home, caking the brown dirt floor with a smear of red. The footprints seem to drift from the floor, to the simple table to the east of the home, then to the bed in the back of the room. Whomever left the footprints must have been exhausted, for it looks like they jumped into bed without removing their still muddy boots! The south door is open. The only obvious exit is south. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A young woman looks worried A young boy guards the house Mute enters. Your hack at Nalthic draws out a thin line of blood. Murray mangles Nalthic with extreme precision. Mute sinks the blade into Nalthic with the blood curdling shout of a pirate! Nalthic leaves south. Murray leaves south. Mute leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH The wooden boards beneath your feet end abruptly as the quays give way to the cold waters of Long Lake. The waves murmur as they wash up against the long wooden supports buried deep into the lake, occasionally spraying the grey boards of the quays with a fine mist of freshwater. The city of Esgaroth casts a dark shadow upon the surface of the lake, which ripples and moves as the waters flow forever onwards. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A defender of Esgaroth protects his city A young apprentice awaits the siege Mute enters. Nalthic leaves north. Murray leaves north. Mute leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH The smell of fish lingers to the east side of the city, growing stronger to the southeast corner of the city where the fishermen bring in their daily catch to be cleaned. The dirty wooden boards beneath your feet echo hollowly as you move about, reminding you that only their meager thickness stands between you and the cold waters of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The only obvious exits are east, south and north. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute misses Nalthic. $ killing nalthic at the moment  Nalthic grips his weapon with one hand. Nalthic removes a 'man-catcher' pole-arm. Nalthic gets a mysterious amber vial from a black riding cloak. Nalthic opens a mysterious amber vial. Nalthic drinks some liquid from a mysterious amber vial. Nalthic closes a mysterious amber vial. Nalthic puts a mysterious amber vial into a black riding cloak. Nalthic grips his weapon with two hands. Nalthic wields his man-catcher. [ Durmanhoth ] Dvalin: ok i am out, die all :) You sunder Nalthic's defenses and find a chance for a quick blow. Murray tears Nalthic apart with gruesome efficiency. Mute misses Nalthic. [ Durmanhoth ] Deathmatch: killing nalthic at the moment HP:197 EP:164> Nalthic grips his weapon with one hand. Nalthic removes a 'man-catcher' pole-arm. Nalthic gets a mysterious amber vial from a black riding cloak. Nalthic opens a mysterious amber vial. Nalthic drinks some liquid from a mysterious amber vial. Nalthic closes a mysterious amber vial. Nalthic puts a mysterious amber vial into a black riding cloak. Nalthic grips his weapon with two hands. Nalthic wields his man-catcher. Nalthic grips his weapon with one hand. Nalthic removes a 'man-catcher' pole-arm. Nalthic gets a mysterious amber vial from a black riding cloak. Nalthic opens a mysterious amber vial. Nalthic closes a mysterious amber vial. Nalthic puts a mysterious amber vial into a black riding cloak. Nalthic grips his weapon with two hands. Nalthic wields his man-catcher. Nalthic grips his weapon with one hand. Nalthic removes a 'man-catcher' pole-arm. Nalthic gets a mysterious amber vial from a black riding cloak. Nalthic opens a mysterious amber vial. Nalthic closes a mysterious amber vial. Nalthic puts a mysterious amber vial into a black riding cloak. Nalthic grips his weapon with two hands. Nalthic wields his man-catcher. Nalthic leaves south. Murray leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A defender of Esgaroth protects his city Mute enters. [ Durmanhoth ] Dvalin: cya soon Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST The wooden boards beneath your feet end abruptly as the quays give way to the cold waters of Long Lake. The waves murmur as they wash up against the long wooden supports buried deep into the lake, occasionally spraying the grey boards of the quays with a fine mist of freshwater. The city of Esgaroth casts a dark shadow upon the surface of the lake, which ripples and moves as the waters flow forever onwards. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A young apprentice awaits the siege shape Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST You have reached the end of Laketown, where the wooden boards form the quays that mark the end of the city proper. Here, fishermen land and launch their skiffs into the lake, using the very surface beneath your feet as their hunting ground. The greenish-blue waters of Long Lake stretch out in all directions about the city, filled with all manner of aquatic life. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is closed. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A burly wagoneer stares at the water Mute enters. You sunder Nalthic's defenses and find a chance for a quick blow. Murray misses Nalthic. Mute misses Nalthic. Burly wagoneer paces up and down, up and down, up and down. Nalthic is near death. Nalthic is a bit tipsy. HP:197 EP:164> Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST The wooden boards beneath your feet end abruptly as the quays give way to the cold waters of Long Lake. The waves murmur as they wash up against the long wooden supports buried deep into the lake, occasionally spraying the grey boards of the quays with a fine mist of freshwater. The city of Esgaroth casts a dark shadow upon the surface of the lake, which ripples and moves as the waters flow forever onwards. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A wandering girl looks for someone... A sly cat slinks in the shadows A young fishing lad rubs his hands together ND ND ND ND ND ND ND ND ND ND ND ND Nalthic grips his weapon with one hand. Nalthic removes a 'man-catcher' pole-arm. Nalthic gets a mysterious amber vial from a black riding cloak. Nalthic opens a mysterious amber vial. Nalthic closes a mysterious amber vial. Nalthic puts a mysterious amber vial into a black riding cloak. Nalthic grips his weapon with two hands. Nalthic wields his man-catcher. k Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Mute enters. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. Mute misses Nalthic. Nalthic leaves north. Murray leaves north. Mute leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Papers litter the large table in this home, filled with all the trivia and useless information needed to run a city as large as Esgaroth. Some papers have fallen to the floor, obscuring the rough wood under your feet. Others lie scattered in a trail towards the plain wooden bed at the back of the room, where yet another pile of papers lies heaped upon the quilt cover. You find yourself doubting that the owner of this home gets any sleep. The south door is open. The only obvious exit is south. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A lady of the night eyes you brazenly You attack Nalthic. HP:197 EP:164> Nalthic leaves south. Murray leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Mute enters. You sunder Nalthic's defenses and find a chance for a quick blow. Murray misses Nalthic. Mute cracks Nalthic's head with the flat of the blade! Nalthic leaves west. Murray leaves west. Mute leaves west. You follow your leader west.........................................................................WEST...........................................................WEST The water laps up against the wooden quays, which surround the city of Laketown. The old wooden boards used to create the pier have turned a dark grey, from being exposed constantly to the raw elements. Pitch has been poured over the wooden supports which hold up the city, keeping the wood from rotting away. As you look out, away from the city, the dark blue waters of Long Lake ripple and murmur as they flow under the pier. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A young fishing lad rubs his hands together Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Mute enters. Nalthic leaves east. Murray leaves east. Mute leaves east. You follow your leader east.........................................................................EAST...........................................................EAST The wooden boards beneath your feet end abruptly as the quays give way to the cold waters of Long Lake. The waves murmur as they wash up against the long wooden supports buried deep into the lake, occasionally spraying the grey boards of the quays with a fine mist of freshwater. The city of Esgaroth casts a dark shadow upon the surface of the lake, which ripples and moves as the waters flow forever onwards. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Mute Izarius the dunedain Specialist (Impartial) Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A wandering girl looks for someone... A sly cat slinks in the shadows A young fishing lad rubs his hands together Nalthic leaves north. Murray leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Filled with empty crates and wooden boxes, this warehouse smells musty with disuse. Boxes lie abandoned on the floor, making it difficult to maneuver about. At the back of the room, boxes are stacked up in a more organized fashion, forming a barrier between the front warehouse and the back. As you approach the row of boxes, a soft sound reaches your ears, and you halt to listen. The only obvious exits are south and back. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) An empty jug Mute enters. Mute leaves back. Your hack at Nalthic draws out a thin line of blood. Murray misses Nalthic. HP:197 EP:164> You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. You extend the blade towards Nalthic but fail to make contact. Murray tears Nalthic apart with gruesome efficiency. Nalthic leaves south. Murray leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH The wooden boards beneath your feet end abruptly as the quays give way to the cold waters of Long Lake. The waves murmur as they wash up against the long wooden supports buried deep into the lake, occasionally spraying the grey boards of the quays with a fine mist of freshwater. The city of Esgaroth casts a dark shadow upon the surface of the lake, which ripples and moves as the waters flow forever onwards. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A wandering girl looks for someone... A sly cat slinks in the shadows Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) Nalthic leaves west. Murray leaves west. You follow your leader west.........................................................................WEST...........................................................WEST The water laps up against the wooden quays, which surround the city of Laketown. The old wooden boards used to create the pier have turned a dark grey, from being exposed constantly to the raw elements. Pitch has been poured over the wooden supports which hold up the city, keeping the wood from rotting away. As you look out, away from the city, the dark blue waters of Long Lake ripple and murmur as they flow under the pier. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A young fishing lad rubs his hands together Nalthic leaves north. Murray leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH To the west of the city lies the more prosperous of Laketown's merchants, those who deal in the importation and exportation of goods from Thranduil's, Erebor, and Dale. The storefronts to the west are simple but elegant, excellently upkept but with little frills. Their main clientele are barge-merchants and travelling wains, who make their money by moving their goods about upper East Arda, either by river or by road. The Town Hall lies to the west. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The west door is open. The only obvious exits are south, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A streetlamp Your hack at Nalthic draws out a thin line of blood. Murray misses Nalthic. Nalthic leaves south. Murray leaves south. You follow your leader south.........................................................................SOUTH...........................................................SOUTH The water laps up against the wooden quays, which surround the city of Laketown. The old wooden boards used to create the pier have turned a dark grey, from being exposed constantly to the raw elements. Pitch has been poured over the wooden supports which hold up the city, keeping the wood from rotting away. As you look out, away from the city, the dark blue waters of Long Lake ripple and murmur as they flow under the pier. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A young fishing lad rubs his hands together Nalthic leaves east. Murray leaves east. You follow your leader east.........................................................................EAST...........................................................EAST Being careful not to fall into the water, you stand upon the edge of the quays and gaze out upon the dark waters of Long Lake. The greenish-blue surface ripples and churns, sliding past the supports of Laketown as if the city's presence matters not in the overall scheme of things. The grey boards under your feet, which separate you from the cold water, seem so insignificant to the seemingly endless greenish-blue surface of Long Lake. The sun shines brightly in the eastern sky. The faint smell of fish lingers on the lake breeze. The north door is open. There is water to the southwest, south and southeast. The only obvious exits are east, north and west. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) k You sunder Nalthic's defenses and find a chance for a quick blow. Murray tears Nalthic apart with gruesome efficiency. Nalthic leaves north. Murray leaves north. You follow your leader north.........................................................................NORTH...........................................................NORTH Papers litter the large table in this home, filled with all the trivia and useless information needed to run a city as large as Esgaroth. Some papers have fallen to the floor, obscuring the rough wood under your feet. Others lie scattered in a trail towards the plain wooden bed at the back of the room, where yet another pile of papers lies heaped upon the quilt cover. You find yourself doubting that the owner of this home gets any sleep. The south door is open. The only obvious exit is south. Murray the dwarf Mercenary (Demonic) Nalthic Naakhûrz the dwarf Battle Lord (Demonic) A lady of the night eyes you brazenly You attack Nalthic. HP:198 EP:165> You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. You extend the blade towards Nalthic but fail to make contact. Murray misses Nalthic. k [ Dvalin has left The Two Towers ] You attack Nalthic. HP:198 EP:165> Nalthic skewers you in the thigh! You extend the blade towards Nalthic but fail to make contact. Murray tears Nalthic apart with gruesome efficiency. Nalthic falls to the ground. Nalthic is bleeding to death and needs to be bandaged! Murray puts Nalthic out of his misery. k Murray removes a dark steel longsword. Murray drops a dark steel longsword. You decide to put Nalthic out of his misery. HP:190 EP:166> Nalthic has died. The ghost of Nalthic drifts south. Murray wears a dwarven hauberk. Murray wears a shiny set of steel leggings. Murray wears a crystal. Murray wears a black riding cloak. Murray gets some gold coins, an emerald shield and an Orc courier pack from corpse of Nalthic. Murray drops a piece of jerky from an Orc courier pack. $ legend nalthic Murray chews down the jerky. [ Durmanhoth ] Deathmatch: legend nalthic HP:190 EP:163> Murray removes a rather roomy pack. Murray puts a rather roomy pack into an Orc courier pack. Murray wears an Orc courier pack. ^ legend nalthic Murray drops an emerald shield. ^ (OOC) Deathmatch: legend nalthic HP:190 EP:158> Murray says in Westron: wear wear shield You wear an emerald shield. HP:191 EP:159> Murray gets a dark steel longsword into an Orc courier pack. Murray gets a 'man-catcher' pole-arm from corpse of Nalthic. Murray grips his weapon with two hands. Murray wields his man-catcher.