---------------------------------------------------------------------- Ferlith & Bunkar's entrapment of Jubjub in Manor... btw wasn't very smart Jub. later, Ferlith ---------------------------------------------------------------------- s west. A black warg leaves west. A black warg leaves west. HP:Bruised S:Powered>c Nobody here by that name. *an Uruk* enters from the west. A black warg enters from the west. A black warg enters from the west. HP:Bruised S:Powered>c *an Uruk* leaves east. A black warg leaves east. A black warg leaves east. HP:Bruised S:Powered>Nobody here by that name. HP:Bruised S:Powered>e c Curving Stairway Exits are: N W Here starts a large, wide curving stairway leading up to the second floor. Thick, ornate wooden handrails line both sides, but their sturdiness is unknown. The stairs creak now under the weight of anyone, for the wood is most likely rotting, ever so slowly.. The red carpet of the stairs looks brown now, but still some dust seems unsettled here, as if someone has recently walked through. The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh HP:Scratched S:Powered>n Nobody here by that name. c HP:Scratched S:Powered>Curving Stairway Exits are: S W Continuing it's curving way up the eastern side of the manor, this large, elegant stairway creaks as one walks upon it. The once red carpet now looks a dark brown, and the unstable wooden railings have fallen into disrepair. The stairway leads back down to the entrance hall or up towards the second floor. A grey spirit gazes upon you. (shadow) The tracks of a black warg lead west. Their condition is fresh The tracks of a black warg lead west. Their condition is fresh HP:Scratched S:Powered>w n c Nobody here by that name. HP:Scratched S:Powered>Curving Stairway Exits are: N E This is the end of the curving, elegant stairway. The red carpet continues up until it meets the west wall. The railing stops earlier, though, as it meets the walls here. A large door is in the north, leading most likely to a bed room. The stairs continue down to the east. A grey spirit gazes upon you. (shadow) The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh HP:Scratched S:Powered> Corrino chats, 'OK.' Ilex chats, 'I not leaving the post' HP:Scratched S:Powered>Master Bedroom Exits are: S This large bedroom lies in a complete mess. The natural cobwebs hang all over, and some of the once-expensive furniture has been tipped over and broken. The large bed has been stripped of it's silken sheets. It seems as if this room has or is being ransacked.... *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. HP:Scratched S:Powered>c Bunkar chats, 'hurry' HP:Scratched S:Powered>You start to concentrate. *an Uruk* leaves south. A black warg leaves south. A black warg leaves south. - \ | / - \ | *an Uruk* enters from the south. A black warg enters from the south. A black warg enters from the south. / - Corrino chats, 'I'll come' Bunkar chats, 'someone' *an Uruk* attacks YOU! *an Uruk* discovers a weakness in your defense! *an Uruk* slashes your head extremely hard. You could not concentrate anymore! You start to concentrate. - \ | / - \ *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves south. A black warg leaves south. A black warg leaves south. | / - \ Nobody here by that name. HP:Bruised S:Powered>l You are hungry. Catalyst chats, 'does someone want to party' Master Bedroom Exits are: S This large bedroom lies in a complete mess. The natural cobwebs hang all over, and some of the once-expensive furniture has been tipped over and broken. The large bed has been stripped of it's silken sheets. It seems as if this room has or is being ransacked.... A horse is here, gazing at you. The tracks of a black warg lead south. Their condition is very clear The tracks of a black warg lead south. Their condition is very clear The tracks of a black warg lead south. Their condition is very clear The tracks of *an Uruk* lead south. Their condition is very clear HP:Bruised S:Powered>prep cone Ilex chats, 'I have no ride :-(' HP:Bruised S:Powered>You start to prepare your spell. \ | / - \ | / - \ | / - \ | / - \ | / - \ You completed your preparations. HP:Scratched S:Powered> Corrino chats, 'I got ride.' HP:Scratched S:Powered>s Curving Stairway Exits are: N E This is the end of the curving, elegant stairway. The red carpet continues up until it meets the west wall. The railing stops earlier, though, as it meets the walls here. A large door is in the north, leading most likely to a bed room. The stairs continue down to the east. A grey spirit gazes upon you. (shadow) The tracks of *a Human* lead north. Their condition is very clear The tracks of a black warg lead north. Their condition is very clear The tracks of *an Uruk* lead east. Their condition is very clear The tracks of a black warg lead east. Their condition is very clear Your preparations were ruined. HP:Scratched S:Powered>e Bunkar chats, 'just hurry' Curving Stairway Exits are: S W Continuing it's curving way up the eastern side of the manor, this large, elegant stairway creaks as one walks upon it. The once red carpet now looks a dark brown, and the unstable wooden railings have fallen into disrepair. The stairway leads back down to the entrance hall or up towards the second floor. A grey spirit gazes upon you. (shadow) The tracks of a black warg lead south. Their condition is very clear The tracks of a black warg lead south. Their condition is very clear The tracks of a horse lead west. Their condition is very clear HP:Scratched S:Powered>s Curving Stairway Exits are: N W Here starts a large, wide curving stairway leading up to the second floor. Thick, ornate wooden handrails line both sides, but their sturdiness is unknown. The stairs creak now under the weight of anyone, for the wood is most likely rotting, ever so slowly.. The red carpet of the stairs looks brown now, but still some dust seems unsettled here, as if someone has recently walked through. The tracks of a horse lead north. Their condition is very clear HP:Scratched S:Powered>w Entrance Hall Exits are: N E (S) W Dust arises as one enters this old manor, and cobwebs must be cleared to get a full view of the area. A small carpet lies in front of the doorway, dark stains marring it's age old colors. Small, ornate tables are positioned against the south wall to either side of the door, but whatever they used to hold has been long forgotten. A small side hallway leads off to the west, while a larger hall leads to the north. The start of a curving stairway is to the east. The tracks of *an Uruk* lead west. Their condition is fresh The tracks of a black warg lead west. Their condition is fresh The tracks of a black warg lead west. Their condition is fresh The tracks of a horse lead east. Their condition is very clear HP:Scratched S:Powered>w c Side Hallway Exits are: (N) E (W) This small hall leads off of the entrance hall. It isn't very fancy, but has an old, rustic feeling to it. Wood shelves line the north wall, aside from the doorway in it. A small, fancy desk sits in the south. Articulate wooden door frames line the doorways to the north and west, leading most likely to the former chambers of the manor's servants. The tracks of a black warg lead west. Their condition is fresh The tracks of a black warg lead east. Their condition is very clear The tracks of *an Uruk* lead east. Their condition is very clear The tracks of *an Uruk* lead west. Their condition is fresh HP:Scratched S:Powered>Nobody here by that name. HP:Scratched S:Powered>ll You start to concentrate. \ | / - \ | / - \ Ok. a large bat at Entrance Hall to the east. *an Uruk* at Servant's Room to the west. a black warg at Servant's Room to the west. a black warg at Servant's Room to the west. *a Dwarf* at A Huge Marble Staircase before an Old Manor to the southeast. a nice pony at A Huge Marble Staircase before an Old Manor to the southeast. a nice pony at A Huge Marble Staircase before an Old Manor to the southeast. a nice pony at A Huge Marble Staircase before an Old Manor to the southeast. a black, menacing lizard at Main Hallway to the northeast. a grey spirit at Curving Stairway to the east-northeast. a grey spirit at Curving Stairway to the northeast. You could not further concentrate. HP:Scratched S:Powered> The brokendoor is opened from the other side. w S:Powered> *an Uruk* enters from the west. A black warg enters from the west. A black warg enters from the west. S:Powered> *an Uruk* attacks YOU! *an Uruk* slashes your left leg hard. HP:Scratched S:Powered, *an Uruk*:Wounded> You slash *an Uruk*'s head. *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Scratched S:Powered, *an Uruk*:Wounded> You slash *an Uruk*'s right leg. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. A black warg leaves east. A black warg leaves east. HP:Scratched S:Powered>Servant's Room Exits are: E This small room is quite plain. The white walls seem to have turned a yellowish color over time, and the wallpaper is peeling off here and there. Dark red stains mar the small bed, which lies up against the western wall, below a small window. The shattered remnants of a picture frame lie on the floor, the picture lost. The tracks of a black warg lead east. Their condition is fresh The tracks of a black warg lead east. Their condition is fresh HP:Scratched S:Powered>e Bunkar chats, 'hurry' HP:Scratched S:Powered>Side Hallway Exits are: (N) E W This small hall leads off of the entrance hall. It isn't very fancy, but has an old, rustic feeling to it. Wood shelves line the north wall, aside from the doorway in it. A small, fancy desk sits in the south. Articulate wooden door frames line the doorways to the north and west, leading most likely to the former chambers of the manor's servants. The tracks of *a Human* lead west. Their condition is fresh The tracks of a black warg lead west. Their condition is fresh The tracks of a black warg lead east. Their condition is very clear The tracks of *an Uruk* lead east. Their condition is very clear The tracks of a black warg lead west. Their condition is fresh The tracks of *an Uruk* lead west. Their condition is fresh The tracks of a horse lead west. Their condition is fresh prep cone hunt c HP:Scratched S:Powered>You start to prepare your spell. *an Uruk* enters from the east. A black warg enters from the east. A black warg enters from the east. \ *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. | / - \ | / - \ | / - \ | / - \ | / You avoid a bash from *an Uruk*, who loses his balance and falls! - *an Uruk* begins quietly muttering some strange, powerful words. \ No way! You're fighting for your life! You stop looking for fresh tracks. HP:Scratched S:Powered, *an Uruk*:Wounded>*an Uruk* deflects your attack. You start to concentrate. - Bunkar chats, 'he got blink' \ | / - \ | *an Uruk* utters a strange command, 'poison' *an Uruk* begins quietly muttering some strange, powerful words. / - \ Ok. Your cone of cold strikes *an Uruk* causing his body to go numb. HP:Scratched S:Charged, *an Uruk*:Bloodied>c You start to concentrate. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. A black warg leaves east. A black warg leaves east. - prep cone \ | / - \ | / - \ Nobody here by that name. You start to prepare your spell. \ | Your preparations were ruined. S:Charged>S:Charged> You are hungry. Your torch flickers weakly. S:Charged>prep cone You start to prepare your spell. \ | / - \ | c / - \ | / - \ | / - \ | / - \ You completed your preparations. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged> You release your prepared spell. S:Charged> *an Uruk* enters from the east. A black warg enters from the east. A black warg enters from the east. S:Charged>c *an Uruk* panics, and attempts to flee! S:Charged> Bunkar (busy) enters from the east. A nice pony enters from the east. A nice pony enters from the east. A nice pony enters from the east. S:Charged> *an Uruk* leaves east. A black warg leaves east. A black warg leaves east. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged>c Bunkar leaves east. A nice pony leaves east. A nice pony leaves east. A nice pony leaves east. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged> You hear the high pitched squeal of something dying nearby. prep cone S:Charged>c You start to prepare your spell. \ | / - \ | / - \ | / - \ | / - \ | / - \ *an Uruk* enters from the east. A black warg enters from the east. A black warg enters from the east. You completed your preparations. You release your prepared spell. Ok. Your cone of cold strikes *an Uruk* causing his body to go numb. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves west. A black warg leaves west. A black warg leaves west. S:Charged> The brokendoor closes quietly. S:Charged>c Nobody here by that name. S:Charged>c Nobody here by that name. S:Charged> Bunkar enters from the east. A nice pony enters from the east. A nice pony enters from the east. A nice pony enters from the east. S:Charged>prep cone You start to prepare your spell. \ Bunkar opens the door. | / - \ | / - \ | / Bunkar leaves north. A nice pony leaves north. A nice pony leaves north. A nice pony leaves north. - \ | / - \ | Bunkar enters from the north. A nice pony enters from the north. A nice pony enters from the north. A nice pony enters from the north. / - \ You completed your preparations. S:Charged> Bunkar opens the brokendoor. The brokendoor closes quietly. S:Charged>w c The brokendoor seems to be closed. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged> You release your prepared spell. S:Charged>open brokendoor w c Ok. The brokendoor closes quietly. S:Charged>The brokendoor seems to be closed. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged> Bunkar throws himself on the brokendoor. S:Charged> Bunkar says 'damn' open brokendoor w c S:Charged>Ok. The brokendoor closes quietly. S:Charged>The brokendoor seems to be closed. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged>open brokendoor Bunkar stops resting, and clambers on his feet. w S:Charged>c Ok. The brokendoor closes quietly. S:Charged>The brokendoor seems to be closed. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged>open brokendoor open brokendoor Ok. The brokendoor closes quietly. S:Charged>open brokendoor Ok. S:Charged>open brokendoor open brokendoor Bunkar says 'spam open' It's already open! open brokendoor open brokendoor S:Charged>Bunkar leaves west. A nice pony leaves west. A nice pony leaves west. A nice pony leaves west. It's already open! S:Charged>open brokendoor It's already open! The brokendoor closes quietly. S:Charged>Ok. The brokendoor closes quietly. S:Charged>Ok. The brokendoor closes quietly. S:Charged>w c Ok. The brokendoor closes quietly. S:Charged>The brokendoor seems to be closed. S:Charged>You release your prepared spell. Nobody here by that name. S:Charged> The brokendoor is opened from the other side. S:Charged>w c Servant's Room Exits are: E This small room is quite plain. The white walls seem to have turned a yellowish color over time, and the wallpaper is peeling off here and there. Dark red stains mar the small bed, which lies up against the western wall, below a small window. The shattered remnants of a picture frame lie on the floor, the picture lost. *an Uruk* is here, fighting Bunkar. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. Bunkar - Obsidian Condottiere of Gondor - Seeks Rickshaw is here, fighting *an Uruk*. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. S:Charged>Bunkar waves. You release your prepared spell. Ok. Your cone of cold strikes *an Uruk* causing his body to go numb. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. A black warg leaves east. A black warg leaves east. S:Depleted> Bunkar leaves east. A nice pony leaves east. A nice pony leaves east. A nice pony leaves east. e S:Depleted>Side Hallway Exits are: N E W This small hall leads off of the entrance hall. It isn't very fancy, but has an old, rustic feeling to it. Wood shelves line the north wall, aside from the doorway in it. A small, fancy desk sits in the south. Articulate wooden door frames line the doorways to the north and west, leading most likely to the former chambers of the manor's servants. Bunkar - Obsidian Condottiere of Gondor - Seeks Rickshaw is standing here. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. S:Depleted>e Bunkar leaves east. A nice pony leaves east. A nice pony leaves east. A nice pony leaves east. S:Depleted>You are hungry. Your torch flickers weakly. Entrance Hall Exits are: N E (S) W Dust arises as one enters this old manor, and cobwebs must be cleared to get a full view of the area. A small carpet lies in front of the doorway, dark stains marring it's age old colors. Small, ornate tables are positioned against the south wall to either side of the door, but whatever they used to hold has been long forgotten. A small side hallway leads off to the west, while a larger hall leads to the north. The start of a curving stairway is to the east. The skewered corpse of a large bat is lying here. S:Depleted> *an Uruk* enters from the east. A black warg enters from the east. A black warg enters from the east. S:Depleted>c You start to concentrate. - \ | / - \ | / - \ Ok. Your cone of cold strikes *an Uruk* with a deadly impact! *an Uruk* is dead! R.I.P. Your spirit increases by 98. You receive your share of experience -- 5021 points. Your blood freezes as you hear Jubjub's death cry. A black warg stops following *an Uruk*. A black warg stops following *an Uruk*.