You can't sneak in that direction. > w You sneak west... Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Above is a chilly, roiling, heavily s clouded night sky. A strong wind is rushing past. Obvious directions are: west, south, east, north. A goblin paperboy. An orcish punk. > You sneak south... You are on Mane Street, an unpaved road which has the dubious distinction of being the principal avenue of Dalair. Rudely constructed shacks are to either side. The street continues north and south. There is a closed oak door leading west and a closed pine door leading east. Obvious directions are: south, north. > e You sneak east... The pine door is closed. > w You sneak west... The oak door is closed. > s You sneak south... You find yourself in Senter Plaza, the central crossroads and chief market place for the city of Dalair. A statue carved out of wood stands silently on a mound in the center of the plaza, surrounded by the dirty blankets of kobold and orcish merchants noisily hawking their wares. A small pen contains loudly complaining livestock. Streets lead to the north, south, east and west. Obvious directions are: south, north, west, east. Earl Jailson the Junior Knight of the Rose (nice). A cow. A goat. A kobold trader. An orc merchant. > The cow moos loudly. l Jailson is a male dwarf. Jailson is squat and burly, with heavily-scarred skin, ebony eyes and waist- length, braided dark red hair. Jailson has a scar on his left leg, his right leg, his nose, his forehead and his right cheek. Jailson has curly, red hair reaching the hips. He is slightly hurt. Jailson is carrying: A fashionable knight's pack (worn). An orc platemail (worn). A welded iron helmet (worn). A fine broadsword (wielded in right hand). A golden amulet. > h You are already hidden. > Jailson opens a Knight's pack. Jailson removes his pack. Jailson drops a fashionable knight's pack (worn). em Jailson takes something from a fashionable knight's pack. You slip out of the shadows. > palm pack You quietly attempt to palm a fashionable knight's pack. You slip away with your prize. > h You slide back into the shadows. ((((( Thankyou! ))))) > l Jailson is a male dwarf. Jailson is squat and burly, with heavily-scarred skin, ebony eyes and waist- length, braided dark red hair. Jailson has a scar on his left leg, his right leg, his nose, his forehead and his right cheek. Jailson has curly, red hair reaching the hips. He is slightly hurt. Jailson is carrying: A light spear. A Polynesian Sunset. A cheese knigget. A leather ear bag. A goatskin jacket. A green cloak. Some muddy leather boots. An orc platemail (worn). A welded iron helmet (worn). A fine broadsword (wielded in right hand). A golden amulet. > h You are already hidden. > em You slip out of the shadows. > Gremer arrives. x bag You sneak up behind Jailson and attempt to steal a leather ear bag. You slip away with your prize. > h You slide back into the shadows. > Jailson sells a light spear to an orc merchant. > Gremer leaves south. The orc merchant shouts curses at a stingy customer. Jailson sells a goatskin jacket to an orc merchant. em You slip out of the shadows. > cc You slip behind Jailson and place the card into his possession. > h You slide back into the shadows. > l Jailson is a male dwarf. Jailson is squat and burly, with heavily-scarred skin, ebony eyes and waist- length, braided dark red hair. Jailson has a scar on his left leg, his right leg, his nose, his forehead and his right cheek. Jailson has curly, red hair reaching the hips. He is in good shape. Jailson is carrying: A small white card. A Polynesian Sunset. A cheese knigget. A green cloak. Some muddy leather boots. An orc platemail (worn). A welded iron helmet (worn). A fine broadsword (wielded in right hand). A golden amulet. > The kobold trader says: Buy a trinket! Very pretty! Only 10 gold! Jailson sells a green cloak to an orc merchant. Jailson sells some muddy leather boots to an orc merchant. em You slip out of the shadows. > x knigget You sneak up behind Jailson and attempt to steal a cheese knigget. You slip away with your prize. > h You slide back into the shadows. > The goat bleats in protest at its treatment! > Jailson examines a small white card closely. em You slip out of the shadows. > The cow moos mournfully. The goat bleats piteously in its pen. x sunset You sneak up behind Jailson and attempt to steal a Polynesian Sunset. You slip away with your prize. > h You slide back into the shadows. > Jailson drops a small white card. l Jailson is a male dwarf. Jailson is squat and burly, with heavily-scarred skin, ebony eyes and waist- length, braided dark red hair. Jailson has a scar on his left leg, his right leg, his nose, his forehead and his right cheek. Jailson has curly, red hair reaching the hips. He is in good shape. Jailson is carrying: An orc platemail (worn). A welded iron helmet (worn). A fine broadsword (wielded in right hand). A golden amulet. > The card bursts into flame and turns to ash. look You find yourself in Senter Plaza, the central crossroads and chief market place for the city of Dalair. A statue carved out of wood stands silently on a mound in the center of the plaza, surrounded by the dirty blankets of kobold and orcish merchants noisily hawking their wares. A small pen contains loudly complaining livestock. Streets lead to the north, south, east and west. Obvious directions are: south, north, west, east. Earl Jailson the Junior Knight of the Rose (nice). A cow. A goat. A kobold trader. An orc merchant. > h You are already hidden. > The goat bleats loudly hoping to be fed. The orc merchant says: You bring it, I buy it! The kobold trader says: Buy a trinket! Very pretty! Only 10 gold! The cow moos mournfully. Gremer arrives. Gremer leaves west. The kobold trader holds up some flashy trinkets from his wares. Gremer arrives. Gremer leaves north. Jailson leaves west. The orc merchant praises the quality of his goatskin jackets. Jailson arrives. h You are already hidden. > Jailson leaves north. Jailson arrives. The orc merchant says: Pay me 60 gold for a nice goatskin jacket! Jailson leaves east. h You are already hidden. > The goat bleats loudly hoping to be fed. n Papergoblin arrives. You sneak north... You are on Mane Street, an unpaved road which has the dubious distinction of being the principal avenue of Dalair. Rudely constructed shacks are to either side. The street continues north and south. There is a closed oak door leading west and a closed pine door leading east. Obvious directions are: south, north. > w You sneak west... The oak door is closed. > n You sneak north... Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Obvious directions are: west, south, east, north. Gremer the gifted headhunter of the Scythe (neutral). > e You sneak east... You're standing in the dirtiest shop you've ever seen. You wonder if it's safe to touch anything. The walls look layered in slime, and the floor is tracked-in dirt. There's a short counter in front of you, with a stool behind it. On the wall, behind the counter, hangs a menu. The only obvious exit is west. An orcish punk. The Slaughterhouse Outlet Attendant. > w You sneak west... Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Above is a chilly, roiling, heavily clouded night sky. A strong wind is rushing past. Obvious directions are: west, south, east, north. Gremer the gifted headhunter of the Scythe (neutral). > t gremer Changed nickname enemy = gremer > l Gremer leaves east. There is no gremer here. > e You sneak east... You're standing in the dirtiest shop you've ever seen. You wonder if it's safe to touch anything. The walls look layered in slime, and the floor is tracked-in dirt. There's a short counter in front of you, with a stool behind it. On the wall, behind the counter, hangs a menu. The only obvious exit is west. Gremer the gifted headhunter of the Scythe (neutral). An orcish punk. The Slaughterhouse Outlet Attendant. > l Gremer is a male dwarf. He is surrounded by a blue aura. He is in good shape. Gremer is carrying: A heavy jewel encrusted mace (wielded in right hand). A robe of turkey feathers (worn). A pair of steel mesh gloves (worn). Some medicinals. Some medicinals. A packet of parkraz. A packet of parkraz. A pipe. A fine hoplon shield (worn). A fine platemail (worn). A blackcrown (worn). A charter from the Geographic Society. The mark of the Scythe. A room key. A little black scroll. A holy symbol. > Gremer pounded Punk's head heartlessly. Punk missed Gremer. Punk leaves west. h You are already hidden. > w You sneak west... Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Above is a chilly, roiling, heavily clouded night sky. A strong wind is rushing past. Obvious directions are: west, south, east, north. An orcish punk. > Gremer arrives. Gremer missed Punk. j You see Gremer the gifted headhunter of the Scythe (neutral), a male dwarf. He seems very experienced, and well equipped. He seems to have a decent amount of coins. > Gremer bludgeoned Punk's head heavily. Punk's strike slides off Gremer's shield! Punk battered Gremer's body. Punk leaves west. l Gremer is a male dwarf. He is surrounded by a blue aura. He is in good shape. Gremer is carrying: A heavy jewel encrusted mace (wielded in right hand). A robe of turkey feathers (worn). A pair of steel mesh gloves (worn). Some medicinals. Some medicinals. A packet of parkraz. A packet of parkraz. A pipe. A fine hoplon shield (worn). A fine platemail (worn). A blackcrown (worn). A charter from the Geographic Society. The mark of the Scythe. A room key. A little black scroll. A holy symbol. > Gremer leaves west. look Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Obvious directions are: west, south, east, north. > h You are already hidden. > w You sneak west... You find yourself in a shabby little shop specializing in unconventional weaponry. Racks of throwing knives, darts, and javelins line the back wall, supported by a few wooden barrels turned upright. A small sign is hung on the wall. The only obvious exit is east. The corpse of Punk, claimed by Gremer. Gremer the gifted headhunter of the Scythe (nice). A weapon seller. > Gremer takes something from the corpse of Punk, claimed by Gremer. em You slip out of the shadows. > x pipe Gremer leaves east. You don't see them here. > You notice Seller display the Highsign. x packet You don't see them here. > h You slide back into the shadows. (((( Hes a little fast )))) > e You sneak east... Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Above is a chilly, roiling, heavily clouded night sky. A strong wind is rushing past. Obvious directions are: west, south, east, north. > e You sneak east... You're standing in the dirtiest shop you've ever seen. You wonder if it's safe to touch anything. The walls look layered in slime, and the floor is tracked-in dirt. There's a short counter in front of you, with a stool behind it. On the wall, behind the counter, hangs a menu. The only obvious exit is west. The Slaughterhouse Outlet Attendant. > w You sneak west... Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Above is a chilly, roiling, heavily clouded night sky. A strong wind is rushing past. Obvious directions are: west, south, east, north. > n You sneak north... You are in a run-down orcish taverna. A menu is nailed to a wooden post here. Shifty-eyed patrons sit around low wooden tables. There is an open teak door leading south and an open pine door leading west. Obvious directions are: north, south, west. An orc mercenary. > n You sneak north... You are in a small, dimly-lit card room. A sign is posted on the wall, explaining the house rules. A card table is here, with six chairs around it. Obvious directions are: south, east. On the table you see: Pot....... (0 chips) A cocktail waitress. > e You sneak east... You are in the poorly lit, smoke-filled back room of the taverna. Here, bounty hunting equipment can be picked up and scalps turned in to the clerk. An old sign is posted here. On the wall you notice a kill chart and a kill list. The only obvious exit is west. An empty bottle. A trashcan. Brog, the orcish bounty clerk [NPC]. > w You sneak west... You are in a small, dimly-lit card room. A sign is posted on the wall, explaining the house rules. A card table is here, with six chairs around it. Obvious directions are: south, east. On the table you see: Pot....... (0 chips) A cocktail waitress. > s s You sneak south... You are in a run-down orcish taverna. A menu is nailed to a wooden post here. Shifty-eyed patrons sit around low wooden tables. There is an open teak door leading south and an open pine door leading west. Obvious directions are: north, south, west. An orc mercenary. > You sneak south... Mane Street ends here, broadening into a sleazy little plaza lit by dim red lamps. A tavern runs a brisk business to the north, and a delicious smell wafts from a small eatery to the east. Mane Street leads off to the south. There is an open teak door leading north. Above is a chilly, roiling, heavily clouded night sky. A strong wind is rushing past. Obvious directions are: west, south, east, north. > s s You sneak south... You are on Mane Street, an unpaved road which has the dubious distinction of being the principal avenue of Dalair. Rudely constructed shacks are to either side. The street continues north and south. There is a closed oak door leading west and a closed pine door leading east. Obvious directions are: south, north. > You sneak south... You find yourself in Senter Plaza, the central crossroads and chief market place for the city of Dalair. A statue carved out of wood stands silently on a mound in the center of the plaza, surrounded by the dirty blankets of kobold and orcish merchants noisily hawking their wares. A small pen contains loudly complaining livestock. Streets lead to the north, south, east and west. Obvious directions are: south, north, west, east. Gremer the gifted headhunter of the Scythe (nice). Earl Jailson the Junior Knight of the Rose (nice). A goblin paperboy. A cow. A goat. A kobold trader. An orc merchant. > l Gremer is a male dwarf. He is surrounded by a blue aura. He is in good shape. Gremer is carrying: A light flail. A heavy jewel encrusted mace (wielded in right hand). A robe of turkey feathers (worn). A pair of steel mesh gloves (worn). Some medicinals. Some medicinals. A packet of parkraz. A packet of parkraz. A pipe. A fine hoplon shield (worn). A fine platemail (worn). A blackcrown (worn). A charter from the Geographic Society. The mark of the Scythe. A room key. A little black scroll. A holy symbol. > h You are already hidden. > Gremer leaves south. The cow moos loudly. n You sneak north... You are on Mane Street, an unpaved road which has the dubious distinction of being the principal avenue of Dalair. Rudely constructed shacks are to either side. The street continues north and south. There is a closed oak door leading west and a closed pine door leading east. Obvious directions are: south, north. > w You sneak west... The oak door is closed. > open w You come out of hiding... You open the oak door. > w You are in a slovenly hovel built of rough wooden planks. A small firepit is in the center of the dirt floor, surrounded by a few crude wooden stools. There is a closed pine door leading west and an open oak door leading east. The only obvious exit is east. A bugbear. A heavy mace. A bugbear. > look in pack 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 heavy. Pack contains: An orcish lance. A light spear. A packet of parkraz. A packet of parkraz. Some medicinals. > h You slide back into the shadows. > look in bag It is a small leather bag which a knight can use to preserve their trophies. Earbags are avidly sought after by shady elements who don't understand their proper use. Confident knights will often 'pat' their bags, and the boldest knights have been known to wave their bags under a thief's nose. There are 9 ears in the bag. (((( Could Be better.. ))))