LOG: dodgers come get sum.. Kythor Joined: Jun 15, 2001 Posted: 2002-06-09 11:28 -------------------------------------------------------------------------------- Very fun fight.. even odds, me and zork vs Shira, Tyren, Lori.. (me and zork counts for 5 cous were so gd l33t) * HP:Hurt MV:Strong > A Pile of Lumber Among the dead tree a pile of lumber stands. Although the wood in the lumberpile is quite dead it looks more alive than the trees in a way. The trees seem a bit undead which is further from life than death is. The brown lumber looks dry and has probably been piled here for quite some time. The forest continues west, a withered path is east and south an old well stands. [ obvious exits: E S W ] A black snake is here, lying on a rock. A black tree with bloated leaves sprouts from the ground, branches quivering. A black tree with bloated leaves sprouts from the ground, branches quivering. * HP:Hurt MV:Strong > Players in your Zone -------------------- Kythor - A Pile of Lumber Zork - In a Dying Orchard * HP:Hurt MV:Strong > Grief narrates 'some human has rats and ravens o it running round blight' * HP:Hurt MV:Strong > Zork leaves west. * HP:Hurt MV:Strong > *Tyren* has arrived from the south. * HP:Hurt MV:Strong > *Tyren* leaves east. * HP:Hurt MV:Strong > rep nice You reply to Gesper 'nice' * HP:Hurt MV:Strong > Zork narrates 'lor incoming ky' * HP:Hurt MV:Strong > not *Tyren* has arrived from the east. * HP:Hurt MV:Strong > kd You start paying increased attention to your surroundings. * HP:Hurt MV:Strong > b [k human] You try to smite *Tyren*, but he deflects the blow. [bash ] Tyren: Healthy > * *Tyren* panics, and attempts to flee! *Tyren* leaves south. *narr on tyren -kd Cancelled. You narrate 'on tyren' * HP:Hurt MV:Strong > [k human] They aren't here. b * HP:Hurt MV:Strong > kd [bash ] Bash who? * HP:Hurt MV:Strong > s kd Grief narrates '3 or 4 humans blight' Zork narrates 'laugh' [k human] They aren't here. * HP:Hurt MV:Strong > By the Deserted Well It seems that someone lived in these parts long ago. An old stonewell stands here in the middle of nowhere, almost completly overgrown by the grass and small trees around it. For some reason though the trees and grass seem to have died and once again reveal the well. North a large field with stubbles opens up and south is an old path in terrible condition. [ obvious exits: N S ] There are some tracks of a human leaving north. There are some tracks of a human leaving south. A mace is resting here. A bruised and bloody leg lies on the ground, torn from its socket. A bruised and bloody leg lies on the ground, torn from its socket. A large stone well is here. You sense a hidden life form in the area... A small grasshopper hops from place to place. * HP:Hurt MV:Strong > [k human] You try to smite *Tyren*, but he parries successfully. * HP:Hurt MV:Strong - Tyren: Healthy > b [bash ] - *Tyren* pierces your head. + *Tyren* pierces your right leg hard. As *Tyren* avoids your bash, you topple over and fall to the ground! * HP:Hurt MV:Strong - Tyren: Healthy > *Tyren* barely pierces your head. * HP:Wounded MV:Strong - Tyren: Healthy > Zork narrates 'well, lorraine incoming too' * HP:Wounded MV:Strong - Tyren: Healthy > *Tyren* pierces your body. l tyren * HP:Wounded MV:Strong - Tyren: Healthy > br b Tyren is in excellent condition. *Tyren* is using: a mirrored lantern a cheap brass ring a cheap brass ring a golden diadem with a hanging sapphire a bright red robe a golden bracelet a strange red headband a dull black shield a sharp, red stone dagger a black pair of silver-tooled boots (used) * HP:Wounded MV:Strong - Tyren: Healthy > *Tyren* barely pierces your head. You try to smite *Tyren*, but he deflects the blow. [change mood brave] Mood changed to: Brave Wimpy reset to: 107 hit points. [bash ] g - Tyren: Healthy > - Kremling narrates 'foreworked shira MWAHAHAHAHAAA!' * *Tyren* barely pierces your right leg. = Your bash at *Tyren* sends him sprawling! * HP:Wounded MV:Strong - Tyren: Scratched > Kremling narrates 'i bet he blind somewhere df' * HP:Wounded MV:Strong - Tyren: Scratched > Zork narrates 'in keep?' * HP:Wounded MV:Strong - Tyren: Scratched > narr bnashed You smite *Tyren*'s body into bloody fragments! * HP:Wounded MV:Strong - Tyren: Scratched > You narrate 'bnashed' * HP:Wounded MV:Strong - Tyren: Scratched > narr come here zork b You narrate 'come here zork' * HP:Wounded MV:Strong - Tyren: Scratched > [bash ] They already seem to be stunned. * HP:Wounded MV:Strong - Tyren: Scratched > b You smite *Tyren*'s body into bloody fragments! [bash ] They already seem to be stunned. * HP:Wounded MV:Full - Tyren: Hurt > b *Tyren* looks at you. [bash ] - Tyren: Hurt > *= *Tyren* pierces your left leg. Kremling narrates 'afk for a smoke' = Your bash at *Tyren* sends him sprawling! * HP:Wounded MV:Full - Tyren: Hurt > You smite *Tyren*'s body into bloody fragments! * HP:Wounded MV:Full - Tyren: Wounded > narr turen woudned b You smite *Tyren*'s right arm into bloody fragments! * HP:Wounded MV:Full - Tyren: Wounded > You narrate 'turen woudned' * HP:Wounded MV:Full - Tyren: Wounded > [bash ] They already seem to be stunned. * HP:Wounded MV:Full - Tyren: Wounded > b [bash ] They already seem to be stunned. b [bash ]unded MV:Full - Tyren: Wounded > - *Tyren* pierces your body. *+ *Tyren* panics, and attempts to flee! + *Tyren* leaves north. = They're not here anymore! * HP:Wounded MV:Full > n A rat has arrived from the north. * HP:Wounded MV:Full > kd A Pile of Lumber Among the dead tree a pile of lumber stands. Although the wood in the lumberpile is quite dead it looks more alive than the trees in a way. The trees seem a bit undead which is further from life than death is. The brown lumber looks dry and has probably been piled here for quite some time. The forest continues west, a withered path is east and south an old well stands. [ obvious exits: E S W ] A black snake is here, lying on a rock. A black tree with bloated leaves sprouts from the ground, branches quivering. A black tree with bloated leaves sprouts from the ground, branches quivering. * HP:Wounded MV:Strong > *Lorraine* has arrived from the east, riding a warhorse. * HP:Wounded MV:Strong > [k human] You try to smite *Lorraine*, but she deflects the blow. * HP:Wounded MV:Strong - Lorraine: Healthy > Zork narrates 'lorraine on me' * HP:Wounded MV:Strong - Lorraine: Healthy > b *Lorraine* barely hacks your body. The blighted tree tries to hit Lorraine, but she deflects the blow. The blighted tree joins the blighted tree's fight! You try to smite *Lorraine*, but she deflects the blow. [bash ] - The blighted tree tries to hit Lorraine, but she deflects the blow. The blighted tree tries to hit Lorraine, but she parries successfully. = Your bash at *Lorraine* sends her sprawling! * HP:Wounded MV:Strong - Lorraine: Scratched > narr on lori You narrate 'on lori' * HP:Wounded MV:Strong - Lorraine: Scratched > narr bashed b A rat has arrived from the south. You narrate 'bashed' * HP:Wounded MV:Strong - Lorraine: Scratched > The blighted tree tries to hit Lorraine, but she parries successfully. The blighted tree hits Lorraine's left leg extremely hard. You smite *Lorraine*'s body into bloody fragments! * HP:Wounded MV:Strong - Lorraine: Wounded > [bash ] They already seem to be stunned. * HP:Wounded MV:Strong - Lorraine: Wounded > Zork pierces *Lorraine*'s body extremely hard. * HP:Wounded MV:Strong - Lorraine: Wounded > Zork pierces *Lorraine*'s right leg into bloody fragments! *Lorraine* panics, and attempts to flee! The blighted tree hits Lorraine's head extremely hard. The blighted tree hits Lorraine's body hard. You smite *Lorraine*'s head into bloody fragments! * HP:Wounded MV:Strong - Lorraine: Critical > *Lorraine* leaves west riding a warhorse. * HP:Wounded MV:Strong > narr lori wounded b *Lorraine* has arrived from the west, riding a warhorse. Zork tries to pierce *Lorraine*, but she deflects the blow. * HP:Wounded MV:Strong > kd You narrate 'lori wounded' b * HP:Wounded MV:Strong > *Lorraine* panics, and attempts to flee! [bash ] Bash who? * HP:Wounded MV:Strong > [k human] You try to smite *Lorraine*, but she deflects the blow. [bash ] g - Zork: Healthy - Lorraine: Critical > *Lorraine* leaves west riding a warhorse. - The blighted tree tries to hit Tyren, but he parries successfully. The blighted tree joins the blighted tree's fight! The blighted tree tries to hit Tyren, but he parries successfully. *Tyren* pierces the blighted tree's trunk hard. The blighted tree tries to hit Tyren, but he parries successfully. Zork pierces *Tyren*'s body into bloody fragments! * Zork tries to pierce *Tyren*, but he deflects the blow. *Tyren* pierces the blighted tree's trunk hard. *w + Zork panics, and attempts to flee! - *Tyren* panics, and attempts to flee! s Cancelled. A Field of Stubbles A large field stretches out before ones eyes. All the trees have been cut down and in their place stubbles are standing. There are no signs of the trees so the lumber must have been taken away by someone, probebly the same someone that cut them down. Long, dragging marks in the soil after the lumber goes on far away to the east. Trees grow east and west. [ obvious exits: E W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving east. * HP:Wounded MV:Strong > Zork has arrived from the east. * HP:Wounded MV:Strong > Alas, you cannot go that way... * HP:Wounded MV:Strong > Zork leaves west. * HP:Wounded MV:Strong > narr LORI CRIT s w s You narrate 'LORI CRIT' s * HP:Wounded MV:Strong > Alas, you cannot go that way... * HP:Wounded MV:Strong > The Blighted Forest The smell of rotting meat and decaying leaves isn't as strong in these parts of the forest as in others. The trees stand tall but still doesn't seem that old. The slightly younger trees must have withstanded the evil swiping in over the area from the north better than other vegetation. West, north and south the forest stretches out but east one can see an open field of some sort. [ obvious exits: N E S W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a riddes n mount leaving west. A large slab of meat has been placed here. A falcon is here flying around. A sickly, skinny deer stands here in a daze. A sickly, skinny deer stands here in a daze. * HP:Wounded MV:Strong > A Small Trail The main part of the trail is covered with dead leaves, making it hard to see in some places. It leads of to the south where it meets up with other trails in some sort of crossroads. To the west one can see a peice of dead forest where the ground looks soggy with small gatherings of water here and there. To the north the blighted forest takes over. [ obvious exits: N S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving north. A young and strong buck is here, munching some grass. s * HP:Wounded MV:Strong > The Crossroads The animalpath splits in four ways here, north, east, west and south. To the north the deep forest continues as far as the eye can reach. To the east another path, slightly wider than this one, stretches a long way to the east ending by a large building of some sort. South the forest breaks up into a light forest and to the west the ground gets a little sunken. [ obvious exits: N E S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horss e leaving north. * HP:Wounded MV:Strong > A Narrow Trail On both sides of the trail the green forest stretches out as far as one can see. The first tree looks the same as the next and the narrow trail is the only thing you can trust. Since there is nothing but old trees to the west and east the most logical choise would be to follow the trail that continues north and south with forest all around it. [ obvious exits: N S ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving north. A green woodpecker is high up a tree, tapping away. * HP:Wounded MV:Strong > Bend in the Trail To the north the otherwise uneven trail goes on straight without turns or twists. The trees don't grow so closely together as they do to the west so it is possible to leave the trail to enter the forest. The trail continues north and west while the forest, with its green, lush trees, is situated south. [ obvious exits: N S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving west. A snake is crawling through the water here. * HP:Wounded MV:Strong > By the Large Stone The forest grows all around and looks perfectly normal. But there is something not so common hidden among the trees. In between some large bushes a stone is standing. It has writing carved into itself and must have stood here for quite some time since it looks so battered. The forest stretches out to the south and west while a small trail takes over to the north. [ obvious exits: N S W ] There are some bloody traces of a trolloc leaving west. There are some tracks of a horse leaving north. A snake is crawling through the water here. * HP:Wounded MV:Strong > Zork leaves south. n * HP:Wounded MV:Strong > n Bend in the Trail To the north the otherwise uneven trail goes on straight without turns or twists. The trees don't grow so closely together as they do to the west so it is possible to leave the trail to enter the forest. The trail continues north and west while the forest, with its green, lush trees, is situated south. [ obvious exits: N S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving west. A snake is crawling through the water here. * HP:Wounded MV:Strong > n w A watersnake leaves south. A Narrow Trail On both sides of the trail the green forest stretches out as far as one can see. The first tree looks the same as the next and the narrow trail is the only thing you can trust. Since there is nothing but old trees to the west and east the most logical choise would be to follow the trail that continues north and south with forest all around it. [ obvious exits: N S ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving north. n A green woodpecker is high up a tree, tapping away. * HP:Wounded MV:Strong > The Crossroads The animalpath splits in four ways here, north, east, west and south. To the north the deep forest continues as far as the eye can reach. To the east another path, slightly wider than this one, stretches a long way to the east ending by a large building of some sort. South the forest breaks up into a light forest and to the west the ground gets a little sunken. [ obvious exits: N E S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving north. wn * HP:Wounded MV:Strong > A Stand of Trees The trees hang with their branches as if they wanted to just fall over and go to sleep. The ground is full of small pools of water and moss grows over most of the area. The waterdamaged soil doesn't seem to give much nurishment to the trees which are on their way to die. The soggy ground stretches further to the north and a trail leads east. [ obvious exits: N E ] There are some tracks of a trolloc leaving east. * HP:Wounded MV:Strong > The Blighted Forest The sick trees of the blighted forest can be seen from here. The leaves are completely yellow with small black spots in them. The evergreen trees' needles are turning brown and starting to fade. The trees are not dried out like in the rest of the blighted forest but heavily waterdamaged. To the north is the slope of a hill, to the south the ground is covered with water, to the west is the blightened forest and east a small trail forms. [ obvious exits: E S W ] There are some tracks of a trolloc leaving south. * HP:Wounded MV:Strong > w Arglebargle, glop-glyf!?! * HP:Wounded MV:Strong > w In Some Swamplike Terrain A few fallen over trees and the mushy ground makes this area hard to pass through. The previous dry dirtsoil hasn't responded well to the water flooding the ground. It must have been lots of water since all the growth here has been drowned and died. The only thing that grows here now are large stands of mushrooms, for which this is an ideal environment. Exits are east, taking you into similar terrain, north to a hill and west to some dead forest. [ obvious exits: N E W ] There are some tn racks of a trolloc leaving east. * HP:Wounded MV:Strong > w The Sunken Forest The trees grow further from eachother revealing a pond to the southwest with the shore keading off to the west and south. Some water has broken through the shielding wall of sand to the south and infected this area and the one to the south. The sunken ground continues east and north is an open field. [ obvious exits: N E S W ] * HP:Wounded MV:Strong > An Open Field This field is about fifty feet wide and another fifty feet long. The ground of the field is fully covered with withered, few inches tall grass. This is one of the few places in the forest where the sun can completly shine through at day, without have thick branches in the way. To the east, west, south and north the forest keeps on dominating the landscape. [ obvious exits: N E S W ] There are some tracks of a ridden mount leaving west. There are some tracks of a trolloc leaving east. A brazen young hare thumps his powerful hind legs nearby. A baby lizard scampers about. * HP:Wounded MV:Strong > Blighted Forest With the forest looking so dead all over it can be hard to find the way through it without getting lost. All the trees have black or darkbrown bark. Their roots have found their way up out of the ground in a desperate search for water but for nothing. The forest looks the same to the north, west and south but east the trees have left room for an open field. [ obvious exits: N E S W ] There are some tracks of a ridden mount leaving west. There are some tracks of an animal leaving west. A sickly, skinny deer stands here in a daze. A sickly, skinny deer stands here in a daze. A sickly, skinny deer stands here in a daze. A black tree with bloated leaves sprouts from the ground, branches quivering. A black tree with bloated leaves sprouts from the ground, branches quivering. * HP:Wounded MV:Strong > w w kd Blighted Forest The trees grow really close to eachother in this part of the forest. Walking among them, one feels like in a temple of some kind with the giant trees as pilars and the stocky branches as a ceiling some thirty feet above. The air is filled with a smell of decay. The forest goes on east and south. West one can see a large boulder by the foot of a mountain. [ obvious exits: E S W ] There are some tracks of a ridden mount leaving south. There are some tracks of an animal leaving south. A sickly, skinny deer stands here in a daze. A huge mishappen bear, with large tusks howls hungrily. A bearlike lump of rotten flesh lumbers around in here. * HP:Wounded MV:Strong > Foot of the Mountain The green growth has been forced to retreat from the land where a mountain, worthy of the name, has sprung out of the ground like a blossom in springtime. At the foot of the mountain the entrance to a tunnel of some sort has been blocked by a big boulder. It must have fallen down from the mountain above and roled back on the sloping ground into the hole. The blighted forest reaches out to the north, east and south. [ obvious exits: N E S ] There are some tracks of an animal leaving east. There are some tracks of an animal leaving east. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > e Blighted Forest The trees grow really close to eachother in this part of the forest. Walking among them, one feels like in a temple of some kind with the giant trees as pilars and the stocky branches as a ceiling some thirty feet above. The air is filled with a smell of decay. The forest goes on east and south. West one can see a large boulder by the foot of a mountain. [ obvious exits: E S W ] There are some tracks of a ridden mount leaving south. There are some tracks of an animal leaving south. A sics kly, skinny deer stands here in a daze. A huge mishappen bear, with large tusks howls hungrily. A bearlike lump of rotten flesh lumbers around in here. * HP:Wounded MV:Tiring > kd Some Trees Near The Blighted Pond The thick growth of trees suddenly ends here at the shore of a large pond. The water doesn't look too healthy and therefor isn't to much use for the trees growing on the shore which look dried up and dead. Some of the dead trees have fallen over into the water. North and east the forest continues, south is the pond and west is the foot of a mountain. [ obvious exits: N E S W ] There are some tracks of an animal leaving east. There are some tracks of an animal leaving north. A warhorse is here, stamping his feet impatiently. A baby lizard scampers about. * HP:Wounded MV:Tiring > [k human] They aren't here. * HP:Wounded MV:Tiring > narr lori ported You narrate 'lori ported' * HP:Wounded MV:Tiring > Zork narrates 'castor here....sigh' * HP:Wounded MV:Tiring > narr from west orchared You narrate 'from west orchared' * HP:Wounded MV:Tiring > k warhorse You smite a warhorse's right foot into bloody fragments! * HP:Wounded MV:Tiring - a warhorse: Hurt > A blighted deer has arrived from the north. A warhorse tickles your body with his hit. You smite a warhorse's body into bloody fragments! Zork narrates 'her hps went down FAST' * HP:Wounded MV:Strong - a warhorse: Wounded > A warhorse hits your body. You smite a warhorse's body into bloody fragments! * HP:Wounded MV:Strong - a warhorse: Wounded > narr OMFG i rock .. what is hits You narrate 'OMFG i rock .. what is hits' * HP:Wounded MV:Strong - a warhorse: Wounded > A warhorse barely hits your right leg. You smite a warhorse's left foot into bloody fragments! * HP:Wounded MV:Strong - a warhorse: Beaten > Grief narrates 'castor will hover outside keep and blick peeps' * HP:Wounded MV:Strong - a warhorse: Beaten > br [change mood brave] Mood changed to: Brave Wimpy reset to: 107 hit points. * HP:Wounded MV:Strong - a warhorse: Beaten > A warhorse barely hits your left arm. You smite a warhorse's body into bloody fragments! * HP:Wounded MV:Strong - a warhorse: Critical > A warhorse tickles your body with his hit. You smite a warhorse's left leg into bloody fragments! A warhorse is dead! R.I.P. Blood never gets boring, does it? Your blood freezes as you hear a warhorse's death cry. * HP:Wounded MV:Strong > Zork narrates 'he's actually ancients atm' kd * HP:Wounded MV:Strong > kd [k human] They aren't here. not * HP:Wounded MV:Strong > not [k human] They aren't here. * HP:Wounded MV:Strong > kd kd You stop paying increased attention to your surroundings. * HP:Wounded MV:Strong > You start paying increased attention to your surroundings. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > tel zork u need to follow me, i bash u stab You tell Zork 'u need to follow me, i bash u stab' e s * HP:Wounded MV:Strong > wher Around the Dark Pond Only a few smaller trees and bushes grow here on the shore of a dark pond. The pond is about 300 feet across but the water doesn't look swimable. It looks tainted by evil. A small rowingboat with large holes in the bottom is lying here on the shore. The forest is north, east and west and the pond south. [ obvious exits: N E S W ] There are some tracks of an animal leaving north. There are some tracks of an animal leaving north. A one person canoe rests on the ground. A one person canoe rests on the ground. A sickly, skinny deer stands here in a daze. * HP:Wounded MV:Strong > You shudder at the concept of crossing water. * HP:Wounded MV:Strong > Players in your Zone -------------------- Kythor - Around the Dark Pond You catch a smell of horses nearby. * HP:Wounded MV:Strong > e A baby lizard has arrived from the west. The Sunken Forest The trees grow further from eachother revealing a pond to the southwest with the shore keading off to the west and south. Some water has broken through the shielding wall of sand to the south and infected this area and the one to the south. The sunken ground continues east and north is an open field. [ obvious exits: N E S W ] * HP:Wounded MV:Strong > narr smell orchard nto nto You narrate 'smell orchard' * HP:Wounded MV:Strong > Arglebargle, glop-glyf!?! * HP:Wounded MV:Strong > Arglebargle, glop-glyf!?! * HP:Wounded MV:Strong > not You stop paying increased attention to your surroundings. * HP:Wounded MV:Strong > not br You start paying increased attention to your surroundings. * HP:Wounded MV:Strong > [change mood brave] Mood changed to: Brave Wimpy reset to: 107 hit points. * HP:Wounded MV:Strong > save e Saving Kythor. * HP:Wounded MV:Strong > In Some Swamplike Terrain A few fallen over trees and the mushy ground makes this area hard to pass through. The previous dry dirtsoil hasn't responded well to the water flooding the ground. It must have been lots of water since all the growth here has been drowned and died. The only thing that grows here now are large stands of mushrooms, for which this is an ideal environment. Exits are east, taking you into similar terrain, north to a hill and west to some dead forest. [ obvious exits: N E W ] * HP:Wounded MV:Strong > e kd The Blighted Forest The sick trees of the blighted forest can be seen from here. The leaves are completely yellow with small black spots in them. The evergreen trees' needles are turning brown and starting to fade. The trees are not dried out like in the rest of the blighted forest but heavily waterdamaged. To the north is the slope of a hill, to the south the ground is covered with water, to the west is the blightened forest and east a small trail forms. [ obvious exits: E S W ] * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > e k A Small Trail The main part of the trail is covered with dead leaves, making it hard to see in some places. It leads of to the south where it meets up with other trails in some sort of crossroads. To the west one can see a peice of dead forest where the ground looks soggy with small gatherings of water here and there. To the north the blighted forest takes over. [ obvious exits: N S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving north. kd * HP:Wounded MV:Strong > Hit who? * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > e kd n Alas, you cannot go that way... kd * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > The Blighted Forest The smell of rotting meat and decaying leaves isn't as strong in these parts of the forest as in others. The trees stand tall but still doesn't seem that old. The slightly younger trees must have withstanded the evil swiping in over the area from the north better than other vegetation. West, north and south the forest stretches out but east one can see an open field of some sort. [ obvious exits: N E S W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving west. The corpse of a rat is lying here. A large slab of meat has been placed here. A young and strong buck is here, munching some grass. A falcon is here flying around. A sickly, skinny deer stands here in a daze. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > s A Small Trail The main part of the trail is covered with dead leaves, making it hard to see in some places. It leads of to the south where it meets up with other trails in some sort of crossroads. To the west one can see a peice of dead forest where the ground looks soggy with small gatherings of water here and there. To the north the blighted forest takes over. [ obvious exits: N S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a horse leaving north. Zork is Fozzkd ie the Bear! is standing here. * HP:Wounded MV:Strong > Zork leaves north. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > n kd The Blighted Forest The smell of rotting meat and decaying leaves isn't as strong in these parts of the forest as in others. The trees stand tall but still doesn't seem that old. The slightly younger trees must have withstanded the evil swiping in over the area from the north better than other vegetation. West, north and south the forest stretches out but east one can see an open field of some sort. [ obvious exits: N E S W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving west. The corpse of a rat is lying here. A large slab of meat has been placed here. A young and strong buck is here, munching some grass. A falcon is here flying around. A sickly, skinny deer stands here in a daze. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > wher kd Players in your Zone -------------------- Kythor - The Blighted Forest Zork - The Decaying Forest You catch a smell of horses nearby. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > Zork narrates 'pussies bushed me' kd * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > not You stop paying increased attention to your surroundings. * HP:Wounded MV:Strong > not kd You start paying increased attention to your surroundings. e * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > kd A Field of Stubbles A large field stretches out before ones eyes. All the trees have been cut down and in their place stubbles are standing. There are no signs of the trees so the lumber must have been taken away by someone, probebly the same someone that cut them down. Long, dragging marks in the soil after the lumber goes on far away to the east. Trees grow east and west. [ obvious exits: E W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving east. A sickly, skinny deer stands here in a daze. * HP:Wounded MV:Strong > [k human] They aren't here. * HP:Wounded MV:Strong > e kd A Pile of Lumber Among the dead tree a pile of lumber stands. Although the wood in the lumberpile is quite dead it looks more alive than the trees in a way. The trees seem a bit undead which is further from life than death is. The brown lumber looks dry and has probably been piled here for quite some time. The forest continues west, a withered path is east and south an old well stands. [ obvious exits: E S W ] The corpse of the blighted tree is lying here. The corpse of the blighted tree is lying here. A warhorse is here, stamping his feet impatiently, being ridden by Shira. *Shira* is standing here, riding a warhorse. A black snake is here, lying on a rock. * HP:Wounded MV:Strong > *Shira* leaves west riding a warhorse. [k human] They aren't here. * HP:Wounded MV:Strong > kd [k human] They aren't here. * HP:Wounded MV:Strong > narr on shira b You narrate 'on shira' kd * HP:Wounded MV:Strong > [bash ] Bash who? * HP:Wounded MV:Strong > w [k human] They aren't here. * HP:Wounded MV:Strong > *Shira* has arrived from the west, riding a warhorse. * HP:Wounded MV:Strong > kd *Shira* slashes your body. * HP:Wounded MV:Strong - Shira: Wounded > No way! You're fighting for your life! * HP:Wounded MV:Strong - Shira: Wounded > [k human] You do the best you can! b [bash ]unded MV:Strong - Shira: Wounded > + You dodge a bash from *Shira* who loses his balance and falls! Zork narrates 'i low mvs' = Your bash at *Shira* sends him sprawling! <---------- BASHED * HP:Wounded MV:Strong - Shira: Wounded > You smite *Shira*'s head into bloody fragments! <----------- 1 round.. * HP:Wounded MV:Strong - Shira: Wounded > narr bashed You narrate 'bashed' * HP:Wounded MV:Strong - Shira: Wounded > narr she batt b *Shira* slashes your head hard. <-------- 2nd round and shes standing and hits me.. You try to smite *Shira*, but he parries successfully. * HP:Wounded MV:Strong - Shira: Wounded > You narrate 'she batt' [bash ] g - Shira: Wounded > + Zork narrates 'low mvs' - You dodge a bash from *Shira* who loses his balance and falls! = Your bash at *Shira* sends him sprawling! <-------- BASHED again * HP:Wounded MV:Strong - Shira: Wounded > Zork narrates 'as in 16' * HP:Wounded MV:Strong - Shira: Wounded > narr bashed again You try to smite *Shira*, but he parries successfully. <---- 1 round * HP:Wounded MV:Strong - Shira: Wounded > b You narrate 'bashed again' [bash ] g - Shira: Wounded > <------- second round and i can start bash.. which means shes standing again.. *Shira* looks at you. - Grief narrates 'human near elbow' Zork narrates 'roll' As *Shira* avoids your bash, you topple over and fall to the ground! g > *Shira* sends you sprawling with a powerful bash! * HP:Wounded MV:Strong - Shira: Wounded > *Shira* slashes your body hard. A viper leaves south. * HP:Wounded MV:Strong - Shira: Wounded > *Shira* rolls his eyes...sheesh!.. * HP:Wounded MV:Strong - Shira: Wounded > *Shira* rolls his eyes...sheesh!.. * HP:Wounded MV:Strong - Shira: Wounded > *Shira* rolls his eyes...sheesh!.. * HP:Wounded MV:Strong - Shira: Wounded > You narrate 'and again' * HP:Wounded MV:Strong - Shira: Wounded > laugh laugh laugh You try to smite *Shira*, but he deflects the blow. *Shira* slashes your left leg extremely hard. b * HP:Wounded MV:Strong - Shira: Wounded > You fall down laughing. * HP:Wounded MV:Strong - Shira: Wounded > You fall down laughing. * HP:Wounded MV:Strong - Shira: Wounded > You fall down laughing. [bash ] g - Shira: Wounded > + *Shira* slashes your left leg very hard. As *Shira* avoids your bash, you topple over and fall to the ground! * HP:Battered MV:Strong > b Zork narrates 'bash flee' * HP:Battered MV:Strong > *Shira* slashes your right arm hard. [bash ]ttered MV:Strong - Shira: Wounded > * *Shira* slashes your body hard. + *Castor* has arrived from the east, riding a wild stallion. - *Castor* pierces your body hard. Your bash at *Shira* sends him sprawling! <------- BASHED AGAIN!!!!!!! * HP:Battered MV:Strong - Shira: Wounded > You try to smite *Shira*, but he deflects the blow. <------- 1 round * HP:Battered MV:Strong - Shira: Wounded > *Shira* panics, and attempts to flee! <------ 2nd round she "#¤"#¤"#¤"#! flees out from WITHOUT autowimpy.. WTF!? * HP:Battered MV:Strong - Shira: Wounded > *Shira* leaves east riding a warhorse. * HP:Battered MV:Strong - Castor: Hurt > *Castor* pierces your body. * HP:Battered MV:Strong - Castor: Hurt > *Castor* looks at you. * HP:Battered MV:Strong - Castor: Hurt > wi f w Zork leaves east. * HP:Battered MV:Strong - Castor: Hurt > [change mood wimpy] Mood changed to: Wimpy Wimpy reset to: 179 hit points. You panic and attempt to flee!or: Hurt > You flee head over heels. By the Deserted Well It seems that someone lived in these parts long ago. An old stonewell stands here in the middle of nowhere, almost completly overgrown by the grass and small trees around it. For some reason though the trees and grass seem to have died and once again reveal the well. North a large field with stubbles opens up and south is an old path in terrible condition. [ obvious exits: N S ] There are some tracks of a trolloc leaving north. There are some tracks of a human leaving north. A mace is resting here. A bruised and bloody leg lies on the ground, torn from its socket. A bruised and bloody leg lies on the ground, torn from its socket. A large stone well is here. A black snake is here, lying on a rock. A small grasshopper hops from place to place. Alas, you cannot go that way... * HP:Battered MV:Strong > n e kd A Pile of Lumber Among the dead tree a pile of lumber stands. Although the wood in the lumberpile is quite dead it looks more alive than the trees in a way. The trees seem a bit undead which is further from life than death is. The brown lumber looks dry and has probably been piled here for quite some time. The forest continues west, a withered path is east and south an old well stands. [ obvious exits: E S W ] The corpse of the blighted tree is lying here. The corpse of the blighted tree is lying here. A warhorse is here, stamping his feet impatiently, being ridden by Shira. *Shira* is standing here, riding a warhorse. * HP:Battered MV:Strong > A Small Path Behind some lumber there appears to be an old path. To the east is a small stonewall. It has almost completly fallen appart making it possible to pass. The trees grow on a respectful distance from the wall as if they were affraid of something on the other side... To the west stand a large pile of lumber almost hiding an exit and east the broken stonewall opens a way. [ obvious exits: E W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving west. A wild stallion bucks madly, being ridden by Castor. *Castor* is standing here, riding a wild stallion. You sense a hidden life form in the area... * HP:Battered MV:Strong > [k human] You try to smite *Castor*, but he deflects the blow. * HP:Battered MV:Strong - Castor: Hurt > b *Shira* has arrived from the west, riding a warhorse. Zork clumsily approaches *Shira*, broadcasting his intentions. Zork pierces *Shira*'s left arm hard. [bash ] ng - Castor: Hurt > *Shira* tries to slash Zork, but he parries successfully. *Castor* pierces your left leg very hard. You flee head over heels! You are interrupted and stop what you are doing. You panic and attempt to flee! You flee head over heels. By the Appletrees In this part of the orchard some trees grow. Five large appletrees with green, lush apples stand tall right next to the small stonewall that seperates the monestary from the forest. On the ground there are a few rotten apples right next to a flowerstand. The orchard goes on to the east and south and the stonewall west had fallen over, opening a small exit out into the forest. [ obvious exits: E S W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving east. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A brazen young hare thumps his powerful hind legs nearby. * HP:Battered MV:Strong > w kd b A Small Path Behind some lumber there appears to be an old path. To the east is a small stonewall. It has almost completly fallen appart making it possible to pass. The trees grow on a respectful distance from the wall as if they were affraid of something on the other side... To the west stand a large pile of lumber almost hiding an exit and east the broken stonewall opens a way. [ obvious exits: E W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving west. A warhorse is here, stamping his feet impatiently, being ridden by Shira. *Shira* is here, fighting Zork, riding a warhorse. A wild stallion bucks madly, being ridden by Castor. *Castor* is here, fighting Zork, riding a wild stallion. Zork is Fozzie the Bear! is here, fighting Shira. * HP:Battered MV:Strong > [k human] You try to smite *Shira*, but he dodges the attack. [bash ] ng - Zork: Wounded - Shira: Wounded > *Castor* looks at Zork. - *Shira* sends Zork sprawling with a powerful bash! + *Castor* pierces Zork's body extremely hard. *Shira* slashes Zork's left leg extremely hard. *Castor* pierces Zork's right leg extremely hard. - *Shira* says 'Nvt HNrb' As *Shira* avoids your bash, you topple over and fall to the ground! * HP:Battered MV:Strong > Zork panics, and attempts to flee! st * HP:Battered MV:Strong > kd Zork leaves west. * HP:Battered MV:Strong > b *Castor* pierces your body hard. You flee head over heels! You are interrupted and stop what you are doing. You panic and attempt to flee! *Castor* pierces your body. You flee head over heels! *Shira* tickles your left foot with his slash. You flee head over heels! You flee head over heels. By the Appletrees In this part of the orchard some trees grow. Five large appletrees with green, lush apples stand tall right next to the small stonewall that seperates the monestary from the forest. On the ground there are a few rotten apples right next to a flowerstand. The orchard goes on to the east and south and the stonewall west had fallen over, opening a small exit out into the forest. [ obvious exits: E S W ] There are some bloody traces of a trolloc leaving east. There are some tracks of a ridden mount leaving east. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A juicy looking apple has fallen to the ground. A brazen young hare thumps his powerful hind legs nearby. You are already standing. * HP:Beaten MV:Strong > [k human] They aren't here. * HP:Beaten MV:Strong > [bash ] Bash who? * HP:Beaten MV:Strong > s Walking Through the Orchard Berries of all sorts are planted in long rows here. By most of the rows a small sign is standing. Some of them have fallen and a few are missing but the main part is still here. A lot of weed has spread all over orchard. The green continues to the north and east. To the south you see a yard of some sort. [ obvious exits: N E S ] There are some tracks of a ridden mount leaving north. There are some tracks of a ridden mount leaving north. Several blackberries grow on a nearby vine. s Several blackberries grow on a nearby vine. Several blackberries grow on a nearby vine. A sickly, skinny deer stands here in a daze. * HP:Beaten MV:Strong > w The Yard Before the Monastery Inside the gate there is a small yard where the ground is paved with big, flat stones. To the east a monestary is situated. Although it has been deserted for many years, the monestary spreads the feeling of not being alone here. To the north there are some remains of the the monks' orchard, to the south there looks to be some sort of burialsight and you have a gate to the west. [ obvious exits: N E S W ] There are some tracks of a ridden mount leaving north. There are some tracks of a ridden mount leaving north. * HP:Beaten MV:Strong > Grief narrates 'humans on foot blight' Path Before the Gate The path ends here, infront of a ten-foot-high gate. The wood in the gate looks really old and worn and it is placed in a stone archway. There is something written on the archway but the withered letters prove hard to make out. The path leads of to the west and you have the gate to the east. [ obvious exits: E W ] There are some tracks of a ridden mount leaving east. There are some tracks of a horse leaving east. A sickly, skinny dew er stands here in a daze. * HP:Beaten MV:Strong > Zork narrates 'missed' * HP:Beaten MV:Strong > Path to the Old Monastery This part of the path is in even worse condition than the road continuing to the east and west. A small stream crossing the path cuts it in two. The faint animaltracks in the soft soil suggests that this could be a popular place to drink for forestanimals. To the north is an old well. [ obvious exits: N E W ] There are some tracks of a ridden mount leaving east. There are some tracks of a horse leaving east. A mole is here. * HP:Beaten MV:Strong > not Zork narrates 'on shira' * HP:Beaten MV:Strong > Your heartbeat calms down more as you feel less panicked. You stop paying increased attention to your surroundings. * HP:Beaten MV:Strong > narr im out beaten w n w You narrate 'im out beaten' n * HP:Beaten MV:Strong > Path to the Old Monastery This path looks very old and is well hidden from the world by the forest. The big holes in the road indicate that it has'nt been used for a long time. Grass and even young trees has begun to grow on it. Here and there some scattered stones tell a story about a paved road, now long forgotten by the outside world. The path continue to the east and west. [ obvious exits: E W ] There are some tracks of a ridden mount leaving east. There are some tracks of a horse leavw ing east. A wounded trolloc is here, looking at you through terrified eyes. * HP:Beaten MV:Strong > n Alas, you cannot go that way... * HP:Beaten MV:Strong > The Crossroads The animalpath splits in four ways here, north, east, west and south. To the north the deep forest continues as far as the eye can reach. To the east another path, slightly wider than this one, stretches a long way to the east ending by a large building of some sort. South the forest breaks up into a light forest and to the west the ground gets a little sunken. [ obvious exits: N E S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a ridden mount leaving north. * HP:Beaten MV:Strong > A Small Trail The main part of the trail is covered with dead leaves, making it hard to see in some places. It leads of to the south where it meets up with other trails in some sort of crossroads. To the west one can see a peice of dead forest where the ground looks soggy with small gatherings of water here and there. To the north the blighted forest takes over. [ obvious exits: N S W ] There are some bloody traces of a trolloc leaving north. There are some tracks of a ridden mount leaving south. * HP:Beaten MV:Strong > The Blighted Forest The sick trees of the blighted forest can be seen from here. The leaves are completely yellow with small black spots in them. The evergreen trees' needles are turning brown and starting to fade. The trees are not dried out like in the rest of the blighted forest but heavily waterdamaged. To the north is the slope of a hill, to the south the ground is covered with water, to the west is the blightened forest and east a small trail forms. [ obvious exits: E S W ] * HP:Beaten MV:Strong > Alas, you cannot go that way... * HP:Beaten MV:Strong > n n w n Alas, you cannot go that way... w * HP:Beaten MV:Strong > Alas, you cannot go that way... * HP:Beaten MV:Strong > In Some Swamplike Terrain A few fallen over trees and the mushy ground makes this area hard to pass through. The previous dry dirtsoil hasn't responded well to the water flooding the ground. It must have been lots of water since all the growth here has been drowned and died. The only thing that grows here now are large stands of mushrooms, for which this is an ideal environment. Exits are east, taking you into similar terrain, north to a hill and west to some dead forest. [ obvious exits: N E W ] * HP:Beaten MV:Strong > On Top of a Hill There are no trees on the very top of the hill. The tree line is about fifteen feet from here. Since the hill isn't that high, one can't see very far from here. The only thing visible, except for the dead trees of the blighted forest, is a mountain to the west. To the north is a steep making that way too dangerous to go. West one can see a wide field at the foot of the hill, south the forest spreads out and east is a slope down the hill. [ obvious exits: E S W ] There are some tracks of a ridden mount leaving west. There are some tracks of a trolloc leaving east. * HP:Beaten MV:Strong > An Open Field This field is about fifty feet wide and another fifty feet long. The ground of the field is fully covered with withered, few inches tall grass. This is one of the few places in the forest where the sun can completly shine through at day, without have thick branches in the way. To the east, west, south and north the forest keeps on dominating the landscape. [ obvious exits: N E S W ] There are some tracks of a ridden mount leaving west. There are some tracks of a trolloc leaving west. A sickly, skinny deer stands here in a daze. A brazen young hare thumps his powerful hind legs nearby. A baby lizard scampers about. * HP:Beaten MV:Strong > Zork narrates 'come back here' * HP:Beaten MV:Strong > n Grief narrates 'humans on foot blight' * HP:Beaten MV:Strong > Among the Blighted Trees Among these trees one can hear examples the noises of the blighted forest. There are many bizarre growls, squeaks and snarls cried out by the twisted creatures that live here. To the south is a large, empty area, to the north a large tree sticks out from the rest and west the forest captures the view. [ obvious exits: N S W ] There are some tracks of a trolloc leaving south. There are some tracks of a human leaving north. * HP:Beaten MV:Strong > n The Blighted Woods Among the other trees an enourmous one stretches up towards the sky. Its stout roots seem to push all the other trees away from it so that they alone can deplete the ground of what little nourishment that is left. Armlike branches reaches out over the other trees. Some of the lower ones have corpses hanging in them. Exits are east, north and south into the forest. [ obvious exits: N E S ] A trolloc is here commanding a fist of troops. A tall, ramshorned trolloc is here, commanding. A narr im beaten tall, ramshorned trolloc is here, commanding. A hooded myrddraal, brooding in the shadows, slowly faces you. * HP:Beaten MV:Strong > From here it it basicly ended up i rested up some tics then pukes brough 10 when me and zork were fighting em at same spot.. ended up i got blocked 1e patty 1s patty 1n patty 1w orchard ent, moldy earth, orch well so i had not much to do... still was fun as long it lasted.. -------------------------------------------------------------------------------- Kythor Joined: Jun 15, 2001 Posted: 2002-06-09 11:32 -------------------------------------------------------------------------------- someone tell me WTFs up with shira's getting bashed for only 1 round thing -------------------------------------------------------------------------------- Bruc Joined: Dec 20, 2001 From: Sweden Posted: 2002-06-09 11:52 -------------------------------------------------------------------------------- Claymore rocks, but i didnt think it would cut it unmounted, weee -------------------------------------------------------------------------------- Fireyj Joined: Aug 28, 1999 From: London Posted: 2002-06-09 12:57 -------------------------------------------------------------------------------- Its been explained sumwhere before. If you miss a bash then get bashed, the game stands you up after one round (missed bash's 1 round lag thing). This 'standing back up' seems override the 2 rounds you were supposed to be sitting for. J.