Santarem

Posted by
Kavin [legacy]
Uploaded
25 November 2001 00:00:00
Type
Player Kill

Santarem is discovered to be near death, and the Dark Knife uses the opportunity.


ger Santarem todo hunt santarem
The next time you see 'Santarem', you will do: 'hunt santarem'.
HP:107 EP:94> alias pk do focus aim,kill santarem
Alias: pk (do focus aim,kill santarem) altered.
HP:110 EP:97> i
Gold: 239     (rough)  Encumbrance: unencumbered        
You are carrying the following on your person:
 A round shield (worn).
 A simple leather baldric (worn).
 A beautiful silvan longsword (wielded).
 A message stone.
HP:110 EP:97> l
    This house is in better shape than all the others, and the roof
has no holes in it. You think it would keep the rain out rather
well. The walls are still in shambles causing exits to the east, north and
south. The men use this ruin for a hospital of sorts.
    The only obvious exits are north, east and south.
 A little boy
 An injured soldier
 An injured soldier
 A tired nurse
HP:110 EP:97> Alexa tells you: a pair of mail pants is now on sale as lot 741, minimum bid 140
     gold exc
alias m hunt santarem
Alias: m (hunt santarem) added.
HP:110 EP:97> alias 1 knock on door
Alias: 1 (knock on door) altered.
HP:113 EP:100> Santarem enters.
Triggered!  doing: hunt santarem
You begin to hunt Santarem.
HP:113 EP:100> Santarem leaves south.
You follow Santarem south.
    This house has a real cozy atmosphere about it, and despite the
ruined walls and windows, someone has taken the time to put some 
curtains up. The floor has been covered with a rug of some sort so
that you don't have to sit around in the dirt. A pot is cooking over
a fire. You see what appears to be a menu on the wall.
    The only obvious exits are north, east and west.
 Santarem the dwarf Hoplite (Impartial)
 A tired mother
 A trash can
pk
Do: starting commands.
HP:113 EP:99> You start focusing on your aim skill.
HP:113 EP:99> You attack Santarem.
Triggered!  doing: hunt santarem
HP:113 EP:99> You are already hunting Santarem!
HP:113 EP:99> Do: Commands completed.
HP:113 EP:99> Santarem misses you.
Triggered!  doing: hunt santarem
You scratch Santarem.
You are already hunting Santarem!
HP:113 EP:98> Santarem leaves north.
You follow Santarem north.
    This house is in better shape than all the others, and the roof
has no holes in it. You think it would keep the rain out rather
well. The walls are still in shambles causing exits to the east, north and
south. The men use this ruin for a hospital of sorts.
    The only obvious exits are north, east and south.
 Santarem the dwarf Hoplite (Impartial)
 A little boy
 An injured soldier
 An injured soldier
 A tired nurse
Santarem leaves east.
You follow Santarem east.
    Around you are the remains of a house that stood proud a long
time ago, but now they hardly hold up the tattered roof. With the 
slightest wind the boards in the trusses creak from a weakening frame.
The mortar holding the stones together to form the walls is chipping
away slowly. Stones that have already fallen from their place litter the
floor. You see an armoury wagon here.
    The only obvious exits are east, wagon and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves east.
Triggered!  doing: hunt santarem
You follow Santarem east.
    This cobblestone road is getting harder and harder to see
through the thick grass. There are buildings to the east and west, all
of which are falling apart. However you can seem to make out the east
building as once being a fine pub. To the west you see footprints 
heading towards some run down houses. To the north and south the road
continues.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
You are already hunting Santarem!
HP:113 EP:98> Santarem leaves east.
You follow Santarem east.
    This is the ruined building of a once fine pub. The roof has
so many holes in it that there might as well be no roof at all. The
floor strains and creaks as you walk on it and it is littered with
old broken tables, chairs, and of course the many pieces of the roof.
The bar is still in one piece but all the bottles are long gone, at
least the ones that were displayed. Oddly enough the boards on the
east wall look like they are in fairly good condition.
    The only obvious exit is west.
 Santarem the dwarf Hoplite (Impartial)
You miss Santarem.
Santarem opens and walks through a large doorway, which quickly closes!
Triggered!  doing: hunt santarem
There is no such living object here.
HP:113 EP:97> push board
You push on the out of place board and right in front of you a large
doorway opens. Your curiosity overwhelms you as you venture forth
into the unknown. Once you are on the other side of the doorway it
closes.
    You stand in the magnificent entrance hall to the Guild of the
Rim-Ainacam. Tall marble columns tower high above, supporting a huge
vaulted ceiling. The walls are made of finely cut granite and give
the room a sense of power and strength. Shields and banners hang on
the walls giving the room a sense of real decor. There is a gigantic
red carpet in the center of the floor and other than the columns the
room is devoid of furniture and other obstacles.
    The only obvious exits are north, east, south and west.
 The guild guard of the Rim-Ainacam
HP:113 EP:97> n
The guard opens the door to let you in.
    The jail seems to be anything but spectacular. It
contains only a bed to rest on temporarily and a small
pile of droppings in the corner. The walls, ceiling, and
floor contain no interesting decorations. It is apparent
that whoever built this place does not want anyone to be
comfortable here. From time to time the guard turns and
glances in at you through the bars. It seems the only
thing anyone who was held prisoner here could do is wait.
    The only obvious exit is south.
HP:113 EP:97> s
The guard opens the door to let you out.
    You stand in the magnificent entrance hall to the Guild of the
Rim-Ainacam. Tall marble columns tower high above, supporting a huge
vaulted ceiling. The walls are made of finely cut granite and give
the room a sense of power and strength. Shields and banners hang on
the walls giving the room a sense of real decor. There is a gigantic
red carpet in the center of the floor and other than the columns the
room is devoid of furniture and other obstacles.
    The only obvious exits are north, east, south and west.
 The guild guard of the Rim-Ainacam
HP:113 EP:97> legend santarem
Santarem the dwarf Hoplite (Impartial) 
On for:  4h 53m 9s                        Gender: male
Age: 8h 30m 38s                           
Can be mailed: Santarem@Adornas
Info: Warrior of Sauron 
Triggered!  doing: hunt santarem
HP:116 EP:100> There is no such living object here.
HP:116 EP:100> l
    You stand in the magnificent entrance hall to the Guild of the
Rim-Ainacam. Tall marble columns tower high above, supporting a huge
vaulted ceiling. The walls are made of finely cut granite and give
the room a sense of power and strength. Shields and banners hang on
the walls giving the room a sense of real decor. There is a gigantic
red carpet in the center of the floor and other than the columns the
room is devoid of furniture and other obstacles.
    The only obvious exits are north, east, south and west.
 The guild guard of the Rim-Ainacam
HP:116 EP:100> s
    When you step in from the hallway you see that you have entered
the guild bar.  It is run by a powerful looking hobbit.  There is
a bar along the south wall with bar stools lined along it.  A number of
tables are arranged in a semi-circle around the fireplace on the west wall.
There is a dart board with three darts sticking out of it hanging on the
east wall.  A score board hangs beside it with a piece of chalk
hanging from a string. There is a menu on the wall.
    The only obvious exit is north.
 Santarem the dwarf Hoplite (Impartial)
 A bottle of wine (open)
 A trash can
 Dalin, the hobbit bartender
Triggered!  doing: hunt santarem
HP:116 EP:100> You begin to hunt Santarem.
HP:116 EP:100> Santarem misses you.
Triggered!  doing: hunt santarem
You are too busy to make an attack!
You are already hunting Santarem!
HP:116 EP:99> Santarem leaves north.
Triggered!  doing: hunt santarem
You follow Santarem north.
    You stand in the magnificent entrance hall to the Guild of the
Rim-Ainacam. Tall marble columns tower high above, supporting a huge
vaulted ceiling. The walls are made of finely cut granite and give
the room a sense of power and strength. Shields and banners hang on
the walls giving the room a sense of real decor. There is a gigantic
red carpet in the center of the floor and other than the columns the
room is devoid of furniture and other obstacles.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
 The guild guard of the Rim-Ainacam
You are already hunting Santarem!
HP:116 EP:99> Santarem leaves west.
You follow Santarem west.
    This is the ruined building of a once fine pub. The roof has
so many holes in it that there might as well be no roof at all. The
floor strains and creaks as you walk on it and it is littered with
old broken tables, chairs, and of course the many pieces of the roof.
The bar is still in one piece but all the bottles are long gone, at
least the ones that were displayed. Oddly enough the boards on the
east wall look like they are in fairly good condition.
    The only obvious exit is west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves west.
You follow Santarem west.
    This cobblestone road is getting harder and harder to see
through the thick grass. There are buildings to the east and west, all
of which are falling apart. However you can seem to make out the east
building as once being a fine pub. To the west you see footprints 
heading towards some run down houses. To the north and south the road
continues.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem misses you.
You hit Santarem on the head, causing him slight disorientation.
Santarem leaves west.
Triggered!  doing: hunt santarem
You follow Santarem west.
    Around you are the remains of a house that stood proud a long
time ago, but now they hardly hold up the tattered roof. With the 
slightest wind the boards in the trusses creak from a weakening frame.
The mortar holding the stones together to form the walls is chipping
away slowly. Stones that have already fallen from their place litter the
floor. You see an armoury wagon here.
    The only obvious exits are east, wagon and west.
 Santarem the dwarf Hoplite (Impartial)
You are already hunting Santarem!
HP:116 EP:98> Santarem leaves west.
You follow Santarem west.
    This house is in better shape than all the others, and the roof
has no holes in it. You think it would keep the rain out rather
well. The walls are still in shambles causing exits to the east, north and
south. The men use this ruin for a hospital of sorts.
    The only obvious exits are north, east and south.
 Santarem the dwarf Hoplite (Impartial)
 A little boy
 An injured soldier
 An injured soldier
 A tired nurse
Santarem leaves south.
You follow Santarem south.
    This house has a real cozy atmosphere about it, and despite the
ruined walls and windows, someone has taken the time to put some 
curtains up. The floor has been covered with a rug of some sort so
that you don't have to sit around in the dirt. A pot is cooking over
a fire. You see what appears to be a menu on the wall.
    The only obvious exits are north, east and west.
 Santarem the dwarf Hoplite (Impartial)
 A tired mother
 A trash can
You hit Santarem on the head, causing him slight disorientation.
Triggered!  doing: hunt santarem
You are already hunting Santarem!
HP:116 EP:97> Santarem leaves east.
You follow Santarem east.
    Looking around, you see the corners of what used to be a fine home
a long time ago. Despite time they seem to be holding up rather well, 
at least compared to the walls and roof, which look like a good storm
would collapse them. However this place does offer more protection 
from the elements than nothing at all.
    The only obvious exits are east and west.
 Santarem the dwarf Hoplite (Impartial)
 An intimidating guard
 A cute little girl
Santarem leaves east.
You follow Santarem east.
    Beneath your feet is what seems to have been a main road in
this little town. This might have been a nice town, but with the
many years of abandonment, it seems that the vegetation has taken over.
The buildings lining both sides of the road are falling apart, thanks
to the harshness of time. The eastern building looks as if it was a
store of some kind. From the western ruins you hear a low murmur of
voices. To the north the cobblestone road continues.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
You follow Santarem south.
    You gaze upon the ruins of Framsburg, a town once inhabited by men, 
long before the war with Sauron. This gloomy place is falling apart,
the road at your feet is barely visible through dying grass, and the
buildings lining the road are in shambles.
You spot the ford to the south.
The Great River Anduin is southeast and southwest.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
 A hitching post
Santarem leaves south.
You follow Santarem south.
    This is the Ford of Framsburg, crossing the Anduin and leading
to Framsburg.
The Great River Anduin is east and west.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    There is water to the east and west.
    The only obvious exits are north and south.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
You spot the ford to the north.
The Great River Anduin is northeast and northwest.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
 A small green vial (empty)
Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
Triggered!  doing: hunt santarem
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
You are already hunting Santarem!
HP:116 EP:97> Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem leaves south.
You follow Santarem south.
You are on rolling hills with long grass.
The sun shines brightly in the eastern sky.
The sky is brilliantly clear.
    The only obvious exits are north, east, south and west.
 Santarem the dwarf Hoplite (Impartial)
Santarem falls to the ground.
Santarem is bleeding to death and needs to be bandaged!
Santarem is bleeding to death and needs to be bandaged!
Triggered!  doing: hunt santarem
You are already hunting Santarem!
HP:116 EP:95> Santarem is bleeding to death and needs to be bandaged!
Triggered!  doing: hunt santarem
You are already hunting Santarem!
HP:119 EP:97> smile
You smile cruelly.
HP:119 EP:97> Santarem is bleeding to death and needs to be bandaged!
Triggered!  doing: hunt santarem
You are already hunting Santarem!
HP:119 EP:96> kill santarem
You decide to put Santarem out of his misery.
Triggered!  doing: hunt santarem
HP:119 EP:96> You are already hunting Santarem!
HP:119 EP:96>     You lift the sword to the sky, and it begins to glow with a brilliant
white and blue flame.  The flame courses along the blade as you bring it 
down to deliver the death blow unto your enemy.  As your sword makes its
contact with Santarem, he cries out in anguish, and then ceases to scream.  A
silence fills the room.  Santarem utters no sound, there is only silence.
You killed Santarem.
Santarem has died.
do get all from corpse,get all from corpse into pack
Do: starting commands.
HP:119 EP:96> some gold coins : Ok.
a wooden shield : Ok.
a large harvester's pack : Your hands are full!
Failed.
a bowl of hearty stew : Your hands are full!
Failed.
a sailor's cutlass : Your hands are full!
Failed.
HP:119 EP:96> There is no pack here.
HP:119 EP:96> Do: Commands completed.
HP:119 EP:96> You put 29 gold in your pockets.