(((( I was looking for something to kill with my bow and arrows when I bumped into these guys)))) You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. A wooden pin. > You are not hiding. > Changed nickname enemy = durk > Your platemail makes you feel protected and secure. Ok. > Bazhi arrives. Durk arrives. Hearthome arrives. Bazhi puffs on his pipe contentedly. You put a fine long bow into a fashionable knight's pack (worn). > Durk is a male human. Durk has a scar on his right leg, his left arm, his right arm and his right cheek. He is soaking wet. He is in good shape. Durk is carrying: A Polynesian Sunset. A Polynesian Sunset. A dark red potion [Mental Recharge]. A dark red potion [Mental Recharge]. A dark red potion [Mental Recharge]. A dark red potion [Mental Recharge]. A fashionable knight's pack (worn). The destructor (wielded in right hand). A filled pipe. A fancy medallion. A cuddly pink elephant. A golden amulet. A holy symbol. > You see Prince Durk the Grand Knight and Protector of the Rose (nice), a male human. He seems very experienced, and well equipped. He seems to have an impossible amount of coins to be carrying around. He looks fairly alert. > Raven:> Mordsith Aint No Smart Ass: ha ha... You sneak up behind Durk and attempt to steal a dark red potion [Mental Recharge]. You fail to come away with the dark red potion. > Raven:> Glen: ouch. you think you'll actually participate? You sneak up behind Durk and attempt to steal a dark red potion [Mental Recharge]. You slip away with your prize. > You sneak up behind Durk and attempt to steal a dark red potion [Mental Recharge]. You slip away with your prize. > You sneak up behind Durk and attempt to steal a dark red potion [Mental Recharge]. You slip away with your prize. > You sneak up behind Durk and attempt to steal a dark red potion [Mental Recharge]. You stumble and bump into Durk! > Bazhi takes a deep drag from his pipe and exhales through his nose. You have dried out a bit. You slip behind Durk and place the card into his possession. (((( Some good rpoints there )))) > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. Hearthome the evolutionary exception of the Scythe (nice) {SK}. Prince Durk the Grand Knight and Protector of the Rose (nice). Prince Bazhi the Grand Knight and Protector of the Rose (nice). A wooden pin. > Changed nickname enemy = bazhi > Bazhi is a male dwarf. Bazhi is squat and burly, with bronzed skin, grey eyes and long, ponytailed grey hair. Bazhi has a scar on his right leg and his nose. He is soaking wet. He has a luxuriant beard. He has a tattoo depicting an emblem of three red interlocked triangles capped by a golden circle on his left shoulder. He is in good shape. Bazhi is carrying: A packet of parkraz. A gilded full platemail (worn). A magic surcoat (worn). A silver goblin shield (worn) + (polished). A vicious looking flail (wielded in left hand). A lit pipe. A fashionable knight's pack (worn). A gaming slate. A golden amulet. A fancy medallion. A charter from the Geographic Society. A cuddly pink elephant. A holy symbol. > You see Prince Bazhi the Grand Knight and Protector of the Rose (nice), a male dwarf. He seems very experienced, and very well equipped. He seems to be very poor. > Bazhi smokes his pipe. Durk drops a small white card. The card bursts into flame and turns to ash. Bazhi leaves south. Durk leaves south. Hearthome leaves south. Changed nickname enemy = hearthome > There is no hearthome here. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. A wooden pin. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened. The marble wall, west one, is filled with stains of blood. Obvious directions are: north, south. The corpse of Temple guard. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened. From the west wall a growling sound is heard and the west wall seems different from the others. Obvious directions are: north, south. A wooden pin. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened, a torch with a bright flame. Obvious directions are: north, up. Hearthome the evolutionary exception of the Scythe (nice) {SK}. Prince Durk the Grand Knight and Protector of the Rose (nice). Prince Bazhi the Grand Knight and Protector of the Rose (nice). > Bazhi leaves up. Durk leaves up. Hearthome leaves up. There is no hearthome here. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened. From the west wall a growling sound is heard and the west wall seems different from the others. Obvious directions are: north, south. A wooden pin. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened. The marble wall, west one, is filled with stains of blood. Obvious directions are: north, south. The corpse of Temple guard. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. A wooden pin. > You don't think you can go there. > What? > Raven:> Lyra the Cemetery Girl: well, id kinda have to. You put a dark red potion [Mental Recharge] into a fashionable knight's pack (worn). > You put a dark red potion [Mental Recharge] into a fashionable knight's pack (worn). > You put a dark red potion [Mental Recharge] into a fashionable knight's pack (worn). > Raven:> Lyra the Cemetery Girl: got a belt test coming up next month and i dunno half the form. Raven:> ** Meiko has blocked the Raven's call. You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. A wooden pin. > Bazhi arrives. Durk arrives. Hearthome arrives. Hearthome is a male dwarf. Hearthome has a scar on his right cheek. He is soaking wet. This player is a branded Killer. He is in good shape. Hearthome is carrying: A rope. A fine deerskin pack (worn). A pipe. A stone dagger. A crossbow (wielded in right hand). A medium deer wineskin of firebreather [full] (worn). The mark of the Scythe. A room key. A charter from the Geographic Society. A `Killer' brand. > You see Hearthome the evolutionary exception of the Scythe (nice) {SK}, a male dwarf. He seems very experienced, and fairly well equipped. He seems to have an improbably large amount of coins. > (((( I could use a secondary weapon )))) You sneak up behind Hearthome and attempt to steal a pipe. You slip away with your prize. > You sneak up behind Hearthome and attempt to steal a stone dagger. You fail to come away with the stone dagger. > You see Hearthome the evolutionary exception of the Scythe (nice) {SK}, a male dwarf. He seems very experienced, and fairly well equipped. He seems to have an improbably large amount of coins. > You sneak up behind Hearthome and attempt to steal a stone dagger. You couldn't carry a stone dagger; it falls to the ground. > (((( Crap! )))) You are carrying: A pipe Kept: A large fur quiver (worn) A large fur quiver (worn) A sturdy platemail (worn) A fine fur quiver (worn) A fine fur quiver (worn) A fine fur quiver (worn) A fashionable knight's pack (worn) A signature book An onyx signet ring (worn) A large fur quiver (worn) > You put a pipe into a fashionable knight's pack (worn). > You take a wooden pin. You are carrying too much to take a stone dagger. > You drop a wooden pin. > Raven:> Glen: I did Kenpo for about 4 weeks. Ok. > Raven:> ** Shadey has logged in. You are carrying too much to take a stone dagger. > Raven:> ** Shadey has logged out. You remove the quiver. You drop a large fur quiver (worn). > You take a stone dagger. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. A large fur quiver. A wooden pin. Hearthome the evolutionary exception of the Scythe (nice) {SK}. Prince Durk the Grand Knight and Protector of the Rose (nice). Prince Bazhi the Grand Knight and Protector of the Rose (nice). > You slip behind Hearthome and place the card into his possession. > Bazhi leaves south. Durk leaves south. Hearthome leaves south. You are carrying: A stone dagger Kept: A large fur quiver (worn) A large fur quiver (worn) A sturdy platemail (worn) A fine fur quiver (worn) A fine fur quiver (worn) A fine fur quiver (worn) A fashionable knight's pack (worn) A signature book An onyx signet ring (worn) > You put a stone dagger into a fashionable knight's pack (worn). > You are carrying too much to take a large fur quiver. > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. A large fur quiver. A wooden pin. > Kept: A large fur quiver (worn) A large fur quiver (worn) A sturdy platemail (worn) A fine fur quiver (worn) A fine fur quiver (worn) A fine fur quiver (worn) A fashionable knight's pack (worn) A signature book An onyx signet ring (worn) > You stand inside a corridor with walls made out of marble. The floor is made of a black chilly metal which scares you a bit. On the eastern wall a torch is fastened and in the roof you can see something. A large figure, showing a face is placed on the north wall. It has one red eye and one black eye. The skin seems to be made of gold though it shimmers like crystal. The only obvious exit is south. A large fur quiver. A wooden pin. > This is a well-crafted pack favored by the Knights of Drin. It is made of soft brown leather, and has the Drin coat-of-arms embossed on the back. There is a golden clasp on the flap of the pack, and some tiny lettering under the coat-of-arms. It has been powerfully enchanted by Zarkan to afford some security. The pack contains something. It looks very heavy. Pack contains: A stone dagger. A pipe. A dark red potion [Mental Recharge]. A dark red potion [Mental Recharge]. A dark red potion [Mental Recharge]. A fine long bow. A straight arrow. A pipe. A packet of parkraz. A packet of parkraz. A packet of parkraz. A packet of parkraz. A sorcerer's map. (((( I got the arrow from my pack and droped it, then got the quiver ))))