Its time for the Sesame Street Counting game! Lets see how few rooms Quixef can get before dying!
[1;34m HP:230 EP:213 HP:230 EP:213 Tarn leaves west. You follow your leader west. The First Hall(n, nw, e, s, sw and w) Tarn the dunedain Gangster (Villainous) A campfire (burning) say go slow You say: go slow HP:230 EP:213 l w Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues all around. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are east, southeast, southwest, south, northeast, north, northwest and west. HP:230 EP:212 l n Tarn leaves north. You follow your leader north. The First Hall(n, nw, s, sw and w) Tarn the dunedain Gangster (Villainous) A small green vial (empty) Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues south and west. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are south, southwest and west. HP:230 EP:212 l s Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues all around. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are north, northwest, east, south, southwest and west. A campfire (burning) HP:230 EP:212 Tarn leaves north. You follow your leader north. The First Hall(s, sw and w) Tarn the dunedain Gangster (Villainous) l n You don't see that here. HP:230 EP:212 l w Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues all around. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are east, southeast, south, southwest and west. HP:230 EP:212 Tarn leaves west. You follow your leader west. The First Hall(e, se , s, sw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:212 l s Tarn leaves west. You follow your leader west. The First Hall(e, se, s, sw and w) Tarn the dunedain Gangster (Villainous) Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues all around. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are east, southeast, southwest, south, northeast, north, northwest and west. HP:230 EP:212 Tarn leaves west. You follow your leader west. The First Hall(e, se, s, sw and w) Tarn the dunedain Gangster (Villainous) A slender orc scout l s Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues all around. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are east, southeast, southwest, south, northeast, north, northwest and west. HP:230 EP:212 HP:230 EP:212 l Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues all around. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are east, southeast, south, southwest and west. Tarn the dunedain Gangster (Villainous) A slender orc scout HP:230 EP:212 Tarn leaves west. You follow your leader west. The First Hall(e, se, s, sw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:211 HP:230 EP:211 Tarn leaves west. You follow your leader west. The First Hall(e, se, s, sw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:211 HP:230 EP:211 Tarn leaves west. You follow your leader west. The First Hall(e, se, s, sw and w) Tarn the dunedain Gangster (Villainous) l w Tarn leaves west. You follow your leader west. The First Hall(e, se, s, sw and w) Tarn the dunedain Gangster (Villainous) Just inside the east entrance of Khazad-dum, this cavernous area is called the "First Hall". Great columns of stone are arranged in rows; along each wall and across the middle of the room, they stand. The floor is made of smooth stone and if there is a ceiling above you, it lies somewhere beyond the deep shadows that limit your upward vision. The First Hall continues east and south. You hear the shouting of Troll Slavemasters in the distance. The only obvious exits are east, southeast and south. HP:230 EP:211 Tarn leaves west. You follow your leader west. The First Hall(e, se and s) Tarn the dunedain Gangster (Villainous) Tarn leaves south. You follow your leader south. The First Hall(n, e, se, s and ne) Tarn the dunedain Gangster (Villainous) A slender orc scout Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) A slender orc scout Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:210 Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:211 Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:211 Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:210 HP:230 EP:210 Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:210 HP:230 EP:210 Tarn leaves east. You follow your leader east. The First Hall(n, nw, s, sw and w) Tarn the dunedain Gangster (Villainous) A small green vial (empty) HP:230 EP:210 Tarn leaves south. You follow your leader south. The First Hall(n, nw, e, s, sw and w) Tarn the dunedain Gangster (Villainous) A campfire (burning) Tarn leaves west. You follow your leader west. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves west. You follow your leader west. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves west. You follow your leader west. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves west. You follow your leader west. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves west. You follow your leader west. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Corpse of Orc Tarn leaves west. You follow your leader west. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) HP:230 EP:209 Tarn leaves west. You follow your leader west. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) A slender orc scout Tarn leaves west. You follow your leader west. The First Hall(n, e, se, s, w and ne) Tarn the dunedain Gangster (Villainous) Tarn leaves west. You follow your leader west. A stone staircase(e and d) Tarn the dunedain Gangster (Villainous) Tarn leaves east. You follow your leader east. The First Hall(n, e, se, s, w and ne) Tarn the dunedain Gangster (Villainous) Tarn leaves south. You follow your leader south. The First Hall(n, e, se, s and ne) Tarn the dunedain Gangster (Villainous) Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) An annoying puppy following you Quixef the silvan Lord A slender orc scout Quixef slices someone cleanly. Orc misses someone. j Do: starting commands. HP:230 EP:208 You put your lips to the potion and gulp it all down. You feel more aware of the tactics of battle. HP:230 EP:228 Ok. HP:230 EP:228 Quixef's hands are full. HP:230 EP:228 Ok. HP:230 EP:228 You start focusing on your aim skill. HP:230 EP:228 Disregarding your own personal safety, you smash your head into your opponent! HP:230 EP:193 Your neck still hurts from the last headbutt. HP:230 EP:193 Your neck still hurts from the last headbutt. HP:230 EP:193 Your neck still hurts from the last headbutt. HP:230 EP:193 You charge at Quixef and plunge your blade in! HP:230 EP:133 Quixef is in average shape. HP:230 EP:133 Quixef is in average shape. HP:230 EP:133 Quixef is in average shape. HP:230 EP:133 Do: Commands completed. HP:230 EP:133 Suddenly, Tarn stabs Quixef from behind! shape Tarn MANGLES Quixef with MULTIPLE BLOWS to the body!! You miss Quixef. Orc misses someone. Quixef doesn't look so great. HP:230 EP:133 shape Quixef doesn't look so great. HP:230 EP:133 shape Quixef doesn't look so great. HP:230 EP:133 Tarn PIERCES Quixef with BONE CHILLING BLADES OF ICE!!! You miss Quixef. The puppy jumps on you trying to play. Orc misses someone. Quixef leaves east. Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Quixef the silvan Lord Puppy enters. Puppy looks at you begging for food. Puppy leaves east. headbutt Your neck still hurts from the last headbutt. HP:230 EP:133 Quixef leaves north. Tarn leaves north. You follow your leader north. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Quixef the silvan Lord shape Quixef doesn't look so great. HP:230 EP:133 Quixef leaves east. Tarn leaves east. You follow your leader east. The First Hall(e, se, sw, s, ne, n, nw and w) Tarn the dunedain Gangster (Villainous) Quixef the silvan Lord headbutt headbutt Your neck still hurts from the last headbutt. HP:230 EP:133 Your neck still hurts from the last headbutt. HP:230 EP:133 Tarn crunches Quixef's bones with a direct lunge to the body!! You wound Quixef with the sharp blade. Tarn hurts his neck attacking Quixef! headbutt Tarn gets a wild look in his eyes, then smashes his head into his enemy! headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 Quixef leaves east. Tarn leaves east. You follow your leader east. The First Hall(n, nw, e, s, sw and w) Tarn the dunedain Gangster (Villainous) Quixef the silvan Lord A campfire (burning) Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt Quixef leaves east. Tarn leaves east. You follow your leader east. Inside the Dimrill gates(se and w) Tarn the dunedain Gangster (Villainous) Quixef the silvan Lord headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt headbutt Tarn misses Quixef. You miss Quixef. Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt Your neck still hurts from the last headbutt. HP:230 EP:132 Your neck still hurts from the last headbutt. HP:230 EP:132 headbutt Tarn misses Quixef. You miss Quixef. headbutt Disregarding your own personal safety, you smash your head into your opponent! HP:230 EP:97 headbutt Your neck still hurts from the last headbutt. HP:230 EP:97 Your neck still hurts from the last headbutt. HP:230 EP:97 Tarn puts Quixef out of his misery. Tarn puts Quixef out of his misery. Tarn puts Quixef out of his misery. Tarn puts Quixef out of his misery. shape One corpse, freshly killed. HP:230 EP:97 Tarn puts Quixef out of his misery. Tarn PIERCES Quixef with BONE CHILLING BLADES OF ICE!!! You miss Quixef. Suddenly you have a massive headache. Quixef has died. Quixef fades into the shadows. Tarn snickers insanely. l You stand within the great Dimrill Gates. The ancient feel of this place lends an oppressive air to this room. To the west the 1st Hall begins, dwarfing you with its size. The evil lurking within this ancient mansion is apparent from its chorus of screams. There is above all else an overwhelming sense of danger almost electrifying the air. Shadows abound from the deep recesses of the vaulted ceiling. The stone floor echoes hollowly with each somber footfall. Despite the size of this room, the walls seem to close in around you. The only obvious exits are southeast and west. Corpse of Quixef Tarn the dunedain Gangster (Villainous) HP:230 EP:96 Tarn says: bling bling grin You grin. HP:230 EP:96 Tarn gets a studded leather baldric from Corpse of Quixef into an Orc courier pack. Tarn gets a sapphire sword from Corpse of Quixef into an Orc courier pack. tell gallor bam You tell Gallor: bam HP:230 EP:95 l in corpse What? HP:230 EP:95 l in corpse Corpse contains: Some gold coins The elder's shield A dwarven hauberk A ranger ruck A brand (burning) HP:230 EP:95 Tarn gets some gold coins from Corpse of Quixef. i Gold: 3 Encumbrance: lightly encumbered You are carrying the following on your person: A crystal (glowing) (worn). A crystal (glowing) (worn). A magnificent engraved longsword (wielded). A smoothly polished white ring (glowing) (worn). A bloodstained cloak (worn). A studded leather baldric (worn). A dwarven war shield (worn). An Orc courier pack (worn). A beautiful set of mithril mail (worn). A Ceremonial Dagger. A spellbook. A message stone. A small armband worn by those instructed in battlefield first-aid. HP:230 EP:95 Tarn chuckles. pib You remove a magnificent engraved longsword. Ok. HP:230 EP:94 take hauberk from corpse Ok. HP:230 EP:94 l You stand within the great Dimrill Gates. The ancient feel of this place lends an oppressive air to this room. To the west the 1st Hall begins, dwarfing you with its size. The evil lurking within this ancient mansion is apparent from its chorus of screams. There is above all else an overwhelming sense of danger almost electrifying the air. Shadows abound from the deep recesses of the vaulted ceiling. The stone floor echoes hollowly with each somber footfall. Despite the size of this room, the walls seem to close in around you. The only obvious exits are southeast and west. Corpse of Quixef Tarn the dunedain Gangster (Villainous) HP:230 EP:94 l i ncorpse You don't see that here. HP:230 EP:94 l incorpse You don't see that here. HP:230 EP:93 l in corpse Gallor tells you: muwahaha Corpse contains: The elder's shield A ranger ruck A brand (burning)