tell mar well? You tell Mar: well? HP:71 EP:66> l You are sitting in a booth of the Golden Perch tavern. It does not manage to completely block out the noise of the bar. This is a simple booth with wooden benches and a wooden table upon which to set drinks. This seems to be the most peaceful place around. There is a menu on the table. The only obvious exit is out. A trash can Eldro Polliwogger tiredly watches the booth HP:71 EP:66> out This is the Golden Perch, the best tavern in the Eastfarthing. All around you are the Chief's men. They are sitting at the tables--those who are not too drunk, anyway--and yelling out their orders. Many of them are also gathered around the bar. them are also gathered around the bar. If you want more privacy, the booth seems to be much emptier. The door to the northwest has a sign. The northwest door is open. The only obvious exits are northwest, booth, bar and south. An empty glass A table with the Chief's men around it HP:71 EP:66> ne You can't go that way! HP:72 EP:67> nw This is the lounge of the Golden Perch. It, too, has been destroyed by the coming of the Chief's men. They have apparently decided that this is the room for fighting, judging by the number of broken chairs and tables in front of you. Most of the relaxing decor and furniture has been stolen or destroyed. The southeast door is open. The only obvious exits are north, southeast and east. HP:72 EP:67> n This room looks like all the others in the lounge. Most of the furniture is destroyed and almost everything else is stained with blood. There are candles on a few of the tables for light. You see unconscious men lying here and there about the lounge. The west door is closed. The only obvious exits are west, east and south. HP:72 EP:67> w You open the west door. This is a fancy room, with plush carpeting and nice paintings. They have not been harmed by drunken fights because no one ever enters here without authorization. This room leads to the owner's quarters, and no one wants to mess with him. The east door is open. The only obvious exits are north and east. A guard You close the east door. HP:72 EP:67> Guard glares at you. tell mar where r u You tell Mar: where r u HP:72 EP:67> who friend The Two Towers Pimpernel the silvan Thaumaturgist (Moral) (morta l) Total friends: 1 Total users: 149 HP:74 EP:69> The east door swings open. Natraon enters. Mar enters. Natraon closes the east door. e Natraon chats with his party. You open the east door. This room looks like all the others in the lounge. Most of the furniture is destroyed and almost everything else is stained with blood. There are candles on a few of the tables for light. You see unconscious men lying here and there about the lounge. The west door is open. The only obvious exits are west, east and south. Mar enters. Natraon enters. You close the west door. HP:74 EP:69> You hear Mar sneaking up behind you, suddenly you spin and th row your attacker to the ground. Natraon chats with his party. You miss Mar. Natraon chats with his party. You miss Mar. Mar crushes your leg, nearly dismembering it! You miss Mar. Mar knocks you back with a powerful strike. s This is the lounge of the Golden Perch. It, too, has been destroyed by the coming of the Chief's men. They have apparently decided that this is the room for fighting, judging by the number of broken chairs and tables in front of you. Most of the relaxing decor and furniture has been stolen or destroyed. The southeast door is open. The only obvious exits are north, southeast and east. Mar enters. Natraon enters. HP:47 EP:70> You scratch Mar. Mar knocks you back with a powerful strike. se This is the Golden Perch, the best tavern in the Eastfarthing. All around you are the Chief's men. They are sitting at the tables--those who are not too drunk, anyway--and yelling out their orders. Many of them are also gathered around the bar. If you want more privacy, the booth seems to be much emptier. The door to the northwest has a sign. The northwest door is open. The only obvious exits are northwest, booth, bar and south. An empty glass A table with the Chief's men around it Mar enters. Natraon enters. HP:37 EP:70> s So this is the famous town of Stock, known for the best beer in the Eastfarthing. It doesn' in the Eastfarthing. It doesn't look like you expected it to, though. All around are the Chief's men. Most of them are very drunk. They seem to like the beer as much as the hobbits did. The Golden Perch sits to the north. To the south is a residential area, and to the west is an alley that looks even more depressing than this street. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, out and south. Chief's guard A brand new statue Mar enters. Natraon enters. HP:37 EP:70> ss You miss Mar. Mar crushes your leg, nearly dismembering it! What? HP:23 EP:70> out Before you is the entrance to the small town of Stock. Its bar, The Golden Perch, is visible even from here. You can smell its famous beer brewing from here. Unfortunately, you can also smell decay and filth. You hear the screams of once peaceful hobbits being tormented by ruffians. Stock is not the happy town that it used to be. The Brandywine River is east. The Great East Road continues west and north. You see Stonebows Bridge to the northeast. The Western Ferry is southeast. You can spot Buckland to the east. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, enter and south. Mar enters. Natraon enters. HP:23 EP:70> w You miss Mar. Mar knocks you back with a powerful strike. You are walking along the Great East Road. The Great East Road continues west and northeast. You see Stonebows Bridge to the northeast. The town of Stock is east. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east, northeast and south. Mar enters. Natraon enters. HP:14 EP:70> w You are walking along the Great East Road. The town of Frogmorton is north. The Great East Road continues west and east. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:14 EP:70> w You are walking along the Great East Road. The Great East Road continues west and east. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:14 EP:70> w You are walking along the Great East Road. The Great East Road continues west and east. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:14 EP:70> w You are walking along the Great East Road. The Great East Road continues west and east. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:14 EP:70> w You are walking along the Great East Road. The Great East Road continues west and east. The town of Hobbiton is northwest. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:14 EP:70> w w w You run west. You are walking along the Great East Road. The Great East Road continues west and east. The town of Hobbiton is north. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. You miss Mar. Mar crushes your leg, nearly dismembering it! w Natraon puts you out of your misery. You are walking along the Great East Road. The Great East Road continues west and east. The town of Hobbiton is northeast. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:-11 EP:70> You are walking along the Great East Road. The Great East Road continues southwest and east. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east, southwest and south. Mar enters. Natraon enters. HP:-11 EP:70> The gentle plains of the Shire stretch out, with their g entle grasses and cool breezes. The Great East Road continues south. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:-11 EP:70> w w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The Great East Road continues south. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:-11 EP:70> The gentle plains of the Shire stretch out, with their g entle grasses and cool breezes. The Great East Road continues south and southeast. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:-11 EP:70> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The Great East Road continues southeast. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:-11 EP:70> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Mar enters. Natraon enters. HP:-11 EP:70> w w You have died. Laryn tells you: Your auction is cancelled, items sold to shop. You have a strange feeling. You can see your own lifeless body from above. w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> The gentle plains of the Shire stretch out, with their gent le grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> The gentle plains of the Shire stretch out, with their gent le grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> The gentle plains of the Shire stretch out, with their gent le grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> The gentle plains of the Shire stretch out, with their gent le grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> who sherriff There There are no beings of this world visible to you. HP:0 EP:0> l The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. Corpse of Abdel HP:0 EP:0> Someone says: how much money did you get Someone gets a suit of scale armour from Corpse of Abdel. l corpse This is the dead body of Abdel. It contains: A rusty knife A blue visor A huge axe HP:0 EP:0> Someone wears a suit of scale armour. Someone looks at Corpse of Abdel. Someone says: give me some money Someone says: ok Someone says: i will Someone chats with his party. Someone chats with his party. w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obv The only obvious exits are west, north, east and south. HP:0 EP:0> w The gentle plains of the Shire stretch out, with their gentle grasses and cool breezes. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The town of Michel Delving is south. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The White Towers rise up to the southwest. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The land here rises up and becomes hilly with more trees. These hills are called the Tower Hills because of the White Towers which once overlooked this area. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. A whitetail deer is here quietly grazing on some grass. HP:0 EP:0> e Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The White Towers rise up to the southwest. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> s Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The Great East Road continues south. The White Towers rise up to the southwest. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> s You are walking along the Great East Road. The Great East Road continues west and east. The White Towers rise up to the west. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w You are walking along the Great East Road. The Great East Road continues east. The White Towers rise up to the west. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The land here rises up and becomes hilly with more trees. These hills are called the Tower Hills becaus hills are called the Tower Hills because of the White Towers which once overlooked this area. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. A whitetail deer is here quietly grazing on some grass. HP:0 EP:0> The deer grazes quietly, ignoring your presence. w You are standing in a courtyard at the base of the towers. There isn't much here except for an inscription on the wall of one of the towers. The ground is nothing but dust, and nothing really seems to grow here anymore. You can make out an entrance to one of the tall towers in the stone in front of you. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east, enter and south. Cebola's black horse A hitching post HP:0 EP:0> n The land here rises up and becomes hilly with more trees. These hills are called the Tower Hills because of the White Towers which once overlooked this area. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w The land here rises up and becomes hilly with more trees. These hills are called the Tower Hills because of the White Towers which once overlooked this area. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. A feisty grey squirrel barks at you from a nearby tree HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The White Towers rise up to the southeast. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The White Towers rise up to the southeast. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w Gentle plains extend in every direction around you. The grass sways in the light breeze, and an occasional small tree dots the horizon, like a ship on an ocean. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> w To the west you see the seaport of the Grey Havens. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, east and south. HP:0 EP:0> w You have entered the Grey Havens, one of the last You have entered the Grey Havens, one of the last elven realms in Middle Earth. There is a guardpost here. City walls stretch away southwest and northwest. Such measures are seldom needed nowadays, although who knows what the future may hold. A cemetery lies to the south. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, east and south. An elven guard An elven guard A signpost HP:0 EP:0> Someone leaves east. w A paved street of interlocking stone slabs. Hundreds of seagulls patrol the streets of the Havens, squawking incessantly. Besides the cries of the gulls you can hear the crashing of waves, telling you that the sea is not far away at all. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, east and south. A fair and helpful elven bard HP:0 EP:0> w In the middle of the street is a tremendous statue. Standing about 15 feet tall is a perfect stone rendition of Gil-Galad (an elven lord of ancient days). At the foot of the statue is a brass plaque with writing in a flowing script upon it. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, southeast, east and northeast. A message stone A majestic statue of Gil-Galad An old gossiper [48 rumours, 48 new] Grey Havens Newbie Board [21 notes, 21 new] HP:0 EP:0> w A paved street of interlocking stone slabs. Hundreds of seagulls patrol the streets of the Havens, squawking incessantly. Besides the cries of the gulls you can hear the crashing of waves, telling you that the sea is not far away at all. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> n This very room is the center of trade throughout the whole region. The shelves and storeroom are normally packed with all manner of items which may come in useful for the hardy adventurer. Upon the counter you can see a sign. The only obvious exit is south. A message stone Your friendly shopkeeper, Amorphorn A trash can HP:0 EP:0> s A paved street of interlocking stone slabs. Hundreds of seagulls patrol the streets of the Havens, squawking incessantly. Besides the cries of the gulls you can hear the crashing of waves, telling you that the sea is not far away at all. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:0 EP:0> e In the middle of the street is a tremendous statue. Standing about 15 feet tall is a perfect stone rendition of Gil-Galad (an elven lord of ancient days). At the foot of the statue is a brass plaque with writing in a flowing script upon it. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, southeast, east and northeast. A message stone A majestic statue of Gil-Galad An old gossiper [48 rumours, 48 new] Grey Havens Newbie Board [21 notes, 21 new] HP:0 EP:0> e A paved street of interlocking stone slabs. Hundreds of seagulls patrol the streets of the Havens, squawking incessantly. Besides the cries of the gulls you can hear the crashing of waves, telling you that the sea is not far away at all. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, east and south. A fair and helpful elven bard HP:0 EP:0> e You have entered the Grey Havens, one of the last elven realms in Middle Earth. There is a guardpost here. City walls stretch away southwest and northwest. Such measures are seldom needed nowadays, although who knows what the future may hold. A cemetery lies to the south. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are west, east and south. An elven guard An elven guard A signpost HP:0 EP:0> s To this place are brought the lifeless bodies of those elves unlucky enough to be slain by the evil of Midd enough to be slain by the evil of Middle Earth. It is a place of loss and grief, but grief that is offset for the elves by their knowledge that the spirits of their lost loved ones return to the Halls of Mandos. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are north and south. HP:0 EP:0> s This enchanting garden has been set aside for memorials to some of the more famous sindar adventurers to hail originally from the Grey Havens. The lawn is closely cropped and brilliantly, almost magically, green. There are numerous trees and flowering bushes here; each seems to be dedicated to one of the fallen explorers. A sindar minstrel walks about the site, telling all who ask the tales of those who are remembered at this memorial garden. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exit is north. An elven minstrel HP:0 EP:0> rest What? HP:0 EP:0> n To this place are brought the lifeless bodies of those elves unlucky enough to be slain by the evil of Middle Earth. It is a place of loss and grief, but grief that is offset for the elves by their knowledge that the spirits of their lost loved ones return to the Halls of Mandos. The sun shines down from directly overhead. The sky is brilliantly clear. The only obvious exits are north and south. HP:0 EP:0> rest You lie in an empty grave hoping to rest in peace. You close your eyes and the world of the living goes dark. Suddenly you are awakened by thunder and a bright light. The light speaks to you: "I am Eru the One. Your mission is not complete." You awaken. You return from the dead. who sherriff who: 'sherriff' is an unrecognized argument. See 'help who' for a listing of valid arguments. HP:70 EP:0> who sheriff The Two Towers Tainted the eorling Rookie (Immoral) (morta l) Durlax the eorling Captain (Moral) (morta l) Sersem the silvan Chief (Hand of Eru) (morta l) Theodrek the eorling Special Agent (Angelic) (morta l) Fofester the sindar Crusader of Justice (Angelic) (morta l) Gallagan the dunedain Crusader of Justice (Impartial) (morta l) Sloane the sindar Untouchable (Angelic) (morta l) Talan the dunedain Untouchable (Shadowspawn of Mordor) (morta l) Limdul the dwarf DiStUrBeD Necromancer (lvl 2 0) Mord the dunedain Keeper of Justice (lvl 2 0) Total sheriffs: 10 Total users: 147 HP:70 EP:1> The sun begins to pass towards the western sky. tell tainted how do i report a murder? You tell Tainted: how do i report a murder? HP:70 EP:2> Tainted tells you: to a courthouse tell tainted thnx You tell Tainted: thnx HP:70 EP:3> n You have entered the Grey Havens, one of the last elven realms in Middle Earth. There is a guardpost here. City walls stretch away southwest and northwest. Such measures are seldom needed nowadays, although who knows what the future may hold. A cemetery lies to the south. The sun shines brightly in the western sky. The sky is brilliantly clear. The only obvious exits are west, east and south. An elven guard An elven guard A signpost HP:70 EP:4> w A paved street of interlocking stone slabs. Hundreds of seagulls patrol the streets of the Havens, squawking incessantly. Besides the cries of the gulls you can hear the crashing of waves, telling you that the sea is not far away at all. The sun shines brightly in the western sky. The sky is brilliantly clear. The only obvious exits are west, east and south. A fair and helpful elven bard HP:70 EP:4> w In the middle of the street is a tremendous statue. Standing about 15 feet tall is a perfect stone rendition of Gil-Galad (an elven lord of ancient days). At the foot of the statue is a brass plaque with writing in a flowing script upon it. The sun shines brightly in the west The sun shines brightly in the western sky. The sky is brilliantly clear. The only obvious exits are west, southeast, east and northeast. A message stone A majestic statue of Gil-Galad An old gossiper [48 rumours, 40 new] Grey Havens Newbie Board [21 notes, 12 new] HP:70 EP:4> w A paved street of interlocking stone slabs. Hundreds of seagulls patrol the streets of the Havens, squawking incessantly. Besides the cries of the gulls you can hear the crashing of waves, telling you that the sea is not far away at all. The sun shines brightly in the western sky. The sky is brilliantly clear. The only obvious exits are west, north, east and south. HP:70 EP:4> w A paved street of interlocking stone slabs. Hundreds of seagulls patrol the streets of the Havens, squawking incessantly. Besides the cries of the gulls you can hear the crashing of waves, telling you that the sea is not far away at all. The sun shines brightly in the western sky. The sky is brilliantly clear. The only obvious exits are west, northwest, east and southwest. HP:70 EP:4> w Law and order is upheld within the confines of these walls. Generally the Havens are crime-free, but occasionally the court is required to bring criminals to justice and punish them torturously for their cruel deeds. Looking about, you are impressed by the masonry of this building with its monolith columns and superb sculptures. An instruction plaque is here too. The only obvious exit is east. Trelia, proud civil servant HP:70 EP:4> read plaque Here at the courthouse you can do the following: report - enter a report against a player. plead - plead away any subpoenas check fines - shows you how much in fines you owe check reimbursements - show how much in reimbursements are held for you check reports - show the history of outstanding reports check record - show your history of reported criminal activity check subpoenas - sheriff only. show active subpoenas online check all - check all of the above in one command. pay [amount] - pay off an amount of your fine claim reimbursements - claim any money paid by criminals for their crimes withdraw report - withdraw a report against a player Note: You can use the 'report' command to report issues to the mcouncil, as well. HP:70 EP:5> report Please enter your report. Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : Mar tells you: sorry tell mar f ck u if i get you you'll be as dead as a pity full wurm and your friend to o Invalid entry. Try again. Please enter your report. Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : Invalid entry. Try again. Please enter your report. Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : Invalid entry. Try again. Please enter your report. Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : Invalid entry. Try again. Please enter your report. Please use thes Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : q Report aborted! HP:70 EP:8> tell mar who of u two killed me You tell Mar: who of u two killed me HP:70 EP:9> i Gold: 0 Encumbrance: unencumbered You are carrying the following on your person: A message stone. A beautiful, albeit empty pipe. HP:70 EP:9> tell mar i want my stuff ack You tell Mar: i want my stuff ack HP:70 EP:10> score Abdel the dwarf Apprentice Swordsman (Impartial) HP: 70/70 END: 10/70 Exp: 6756 Avg. Stats: 31 Strength: 31 Agility: 29 Charisma: 31 Constitution: 32 Coordination: 31 Intelligence: 32 Level 3 warrior, 1d 23h 54m 30s old. HP:70 EP:10> skills Common Skills: Aim : 42 Attack : 42 Awareness : 12 Defense : 18 Dodge : 40 Fire building : 8 Professional Skills: Blind fighting : 10 Blocking : 5 Combat arms : 9 Tactics : 21 HP:70 EP:10> tell mar i got it logged You tell Mar: i got it logged HP:70 EP:11> Mar tells you: sorry man i do not now any thing about what ar e talking about tell mar yeah right u and natraon killed me and i got it logged You tell Mar: yeah right u and natraon killed me and i got it logged HP:70 EP:13> tell mar too bad u messed with the wrong dwarf You tell Mar: too bad u messed with the wrong dwarf HP:70 EP:14> Mar tells you: well im sorry i got payed to do it so blame na traon tell mar u both going down You tell Mar: u both going down HP:70 EP:15> Mar tells you: dont blame me : ) shake head i dont think so report Please enter your report. Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : q Report aborted! HP:70 EP:19> who sheriff The Two Towers Tainted the eorling Rookie (Immoral) (morta l) Durlax the eorling Captain (Moral) (morta l) Cliffton the dunedain Marshal (Angelic) (morta l) Sersem the silvan Chief (Hand of Eru) (morta l) Theodrek the eorling Special Agent (Angelic) (morta l) Fofester the sindar Crusader of Justice (Angelic) (morta l) Gallagan the dunedain Crusader of Justice (Impartial) (morta l) Sloane the sindar Untouchable (Angelic) (morta l) Talan the dunedain Untouchable (Shadowspawn of Mordor) (morta l) Limdul the dwarf DiStUrBeD Necromancer (lvl 2 0) Mord the dunedain Keeper of Justice (lvl 2 0) Total sheriffs: 11 Total users: 153 HP:70 EP:19> Cebola enters. Cebola leaves east. tell mord i've been murdered can u invest me i'm in greyhaven courthouse You tell Mord: i've been murdered can u invest me i'm in greyhaven courtho use HP:70 EP:23> legend mar Mar the dunedain Exterminator (Heroic) On for: 1h 24m 18s Gender: male Age: 8d 3h 5m 56s Can be mailed: Mar@Belegost Info: No Fear HP:70 EP:24> legend natraon Natraon the dunedain Killer (Immoral) On for: 53m 54s Gender: male Age: 9d 11h 57m 28s Can be mailed: Natraon@Esgaroth Info: You kind of enjoy it. HP:70 EP:25> tell Limdul i've been murdered can u invest me i'm in greyhav en courthouse You tell Limdul: i've been murdered can u invest me i'm in greyhaven courthouse HP:70 EP:27> Limdul tells you: ok Limdul enters. tip You tip your hat. HP:70 EP:31 HP:70 EP:31> Limdul says: natraon Limdul waves. Limdul leaves east. tell limdul thnx very much You tell Limdul: thnx very much HP:70 EP:32> report Please enter your report. Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : 4 Who committed the violation? : natraon You wish to report Natraon for murder Is this information correct? [y/n] y You issue a subpoena on Natraon for murdering you. HP:70 EP:33> report Please enter your report. Please use these codes: 1 - Attempted Theft 2 - Theft 3 - Attempted Murder 4 - Murder 5 - False Report, falsely accused of a crime 6 - False Arrest by an officer of the law 7 - Corpselooting (to be decided by the council) 8 - Other issue, to be decided by the council q - quit without reporting What crime has been committed? [#] : 3 Who committed the violation? : mar You wish to report Mar for attempted murder Is this information correct? [y/n] y You issue a subpoena on Mar for attempting to murder you.