DS Splits

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Shinobi
Posts: 278
Joined: Sun May 24, 2015 3:05 pm

Re: DS Splits

Post by Shinobi » Thu Jan 27, 2022 8:56 pm

byrg wrote:
Thu Jan 27, 2022 6:58 pm
To clear up who is who... I'm apparently badfade2 for... standing at the well and saying "welcome to being a fade"... i was otherwise uninvolved in this pk or splitting!
Seriously confusing.

Byrg has always been badfade1. Think that’s why we needed this fixed.

Jaghut
Posts: 38
Joined: Sat Jul 29, 2017 6:58 pm

Re: DS Splits

Post by Jaghut » Thu Jan 27, 2022 11:45 pm

Shinobi wrote:
Thu Jan 27, 2022 8:56 pm
byrg wrote:
Thu Jan 27, 2022 6:58 pm
To clear up who is who... I'm apparently badfade2 for... standing at the well and saying "welcome to being a fade"... i was otherwise uninvolved in this pk or splitting!
Seriously confusing.

Byrg has always been badfade1. Think that’s why we needed this fixed.
If both said fades dont change titles to badfade1 and 2 i will be sorely disappointed!

vittak
Posts: 26
Joined: Sat Apr 03, 2021 9:52 am

Re: DS Splits

Post by vittak » Thu Jan 27, 2022 11:53 pm

The Well
[ obvious exits: N E S W ]
A large slab of meat has been placed here. [7]
A gory tuft of flesh lies abandoned on the ground.
A revolting well bubbles with the blood of the sacrificed.
A bundle of chainmail lies on the ground.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
A trolloc is here ruling a group of trollocs.
Joness the Wretched Predator is standing here.
Blytzkrieg "badfade1" BOP you on da head! is standing here, riding a shadow stallion.
A figure stands here, ready to collect unwanted things.
An elite trolloc stands ready to obey orders.
Byrg "badfade2" Neverborn is standing here, riding a shadow stallion.
Erurk the Veteran Havoc is standing here.
Kraken the Inflicted Servant is standing here.
A Ghar'ghael trolloc towers over all here.
Porka the Dark Master is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray haired weaponsmaster stands nearby.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

Seroma
Posts: 25
Joined: Mon Dec 13, 2021 3:44 pm

Re: DS Splits

Post by Seroma » Sat Jul 09, 2022 9:10 am

###fighting deimon from dusty up to sted and he is tearing me to pieces w/ whatever he's wielding


*Deimon* smites your body hard.
You panic and attempt to flee!

u
e
You flee head over heels.
Loft Above the Shop
Scraps of wood lie scattered upon the floor, and a haphazard pile of rusted
shovels and saws lie in a dark corner. A breeze blows through a hole in the
roof causing the air to fill with dust particles and sawdust.
[ obvious exits: D ]
Zone: Blighted Grove
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.
Alas, you cannot go that way...

o HP:Beaten MV:Winded >
Alas, you cannot go that way...

o HP:Beaten MV:Winded >
k light
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

k light
o HP:Beaten MV:Winded >
k light
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

k light
o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

k light
o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
scan d

*Deimon* has arrived from below.
*Deimon* leaves down.

o HP:Beaten MV:Winded >
*Deimon* is standing here.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.

o HP:Beaten MV:Winded >

Badfade3 narrates 'IT was a bad plan not waiting for Badfade2'
Toki narrates 'if only you'd taken this lucky? lightstick, all would be well!'

o HP:Beaten MV:Winded >
d
k light
bash
Craftman's Shop
Rows of dusty shelves line the wall behind a great oak counter. A carving of
the Avendesora tree rests on the topmost shelf, cobwebs hanging from every
branch. A huge ladder leads up through an open hatch.
[ obvious exits: W U ]
Zone: Blighted Grove
*Deimon* is standing here.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
*Deimon* leaves west.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
Bash who?

o HP:Beaten MV:Winded >

A Dha'vol trolloc leaves west.

o HP:Beaten MV:Winded >
u
Loft Above the Shop
Scraps of wood lie scattered upon the floor, and a haphazard pile of rusted
shovels and saws lie in a dark corner. A breeze blows through a hole in the
roof causing the air to fill with dust particles and sawdust.
[ obvious exits: D ]
Zone: Blighted Grove
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A silent, black-robed figure watches you from afar.

o HP:Beaten MV:Winded >
k light
k light
d
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
Craftman's Shop
Rows of dusty shelves line the wall behind a great oak counter. A carving of
the Avendesora tree rests on the topmost shelf, cobwebs hanging from every
branch. A huge ladder leads up through an open hatch.
[ obvious exits: W U ]
Zone: Blighted Grove
*Deimon* is standing here.
A hideous trolloc is here, in a world of hurt.

* HP:Beaten MV:Winded >

A Dha'vol trolloc has arrived from the west.
*Deimon* smites your right hand very hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!

scan w
You flee head over heels.
At the Fountain
This intricately carved marble fountain is the only evidence in the grove
of the reputed skill of the famed ogier stone masons. The ogier preferred
to work with and care for the trees in the stedding. This once beautiful
fountain is now nearly empty, filling only during the infrequent rain, and
drying quickly thereafter.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some bloody traces of A TROLLOC leaving ^^NORTH^^
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of a humanoid leaving >>EAST>>
The corpse of a rat is lying here. [3]
A revolting well bubbles with the blood of the sacrificed.
A warhorse is here, stamping his feet impatiently.

* HP:Beaten MV:Winded >
n
n
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
Zone: Blighted Grove
Door east: rottendoor
There are some bloody traces of A TROLLOC leaving vvSOUTHvv
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of a humanoid leaving ^^NORTH^^
A hideous trolloc is here, in a world of hurt.

* HP:Beaten MV:Winded >
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of A HUMAN leaving vvSOUTHvv
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

o HP:Beaten MV:Winded >
k light
k light
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
where
They aren't here.

o HP:Beaten MV:Winded >
Players in your Zone
--------------------
Seroma - Deserted Guest House

o HP:Beaten MV:Winded >
sc
You have 82(415) hit and 94(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are standing.

k light
o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
k light
k light

*Deimon* has arrived from the south, riding a warhorse.

* HP:Beaten MV:Winded >
You slash *Deimon*'s left leg hard.

* HP:Beaten MV:Winded - Deimon: Wounded >
You do the best you can!

* HP:Beaten MV:Winded - Deimon: Wounded >
f
You panic and attempt to flee!


You flee head over heels.
Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
Zone: Blighted Grove
Door east: rottendoor
There are some bloody traces of A TROLLOC leaving ^^NORTH^^
There are some bloody traces of A TROLLOC leaving vvSOUTHvv
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
A hideous trolloc is here, in a world of hurt.

* HP:Beaten MV:Winded >
w
Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
Zone: Blighted Grove
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A HUMAN leaving <<WEST<<

w
* HP:Beaten MV:Winded >
n
A shrill piercing scream reverberates through the area.
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A HUMAN leaving vvSOUTHvv
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:Beaten MV:Winded >
n
The Blighted Woods
The surrounding corrupted trees extend gnarled branches that lurk above.
Insects swarm through parched cracks in diseased trunks. Evergreens
which once bloomed impervious to the changing seasons stand shriveled,
dry and brown.
[ obvious exits: N S ]
Zone: Blighted Grove
There are some tracks of A HUMAN leaving ^^NORTH^^

* HP:Beaten MV:Winded >
The Blighted Woods
Deep within the woods, the trees give off a foul scent as of an infected
wound in need of treatment. The onslaught of disease not only manifests
itself in the defiled trees, but in the dry gray soil, the wilted flowers,
the parched vines and the blackened moss.
[ obvious exits: N E S ]
Zone: Blighted Grove
There are some tracks of A HUMAN leaving >>EAST>>
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving >>EAST>>
A web-like fungus with a black tubular body covers a nearby rock.
A web-like fungus with a black tubular body covers a nearby rock.

* HP:Beaten MV:Winded >
e
s
Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door south: brokengate
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A HUMAN leaving ^^NORTH^^
There are some tracks of A HUMAN leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving ^^NORTH^^

* HP:Beaten MV:Winded >
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of A HUMAN leaving ^^NORTH^^
There are some tracks of A HUMAN leaving >>EAST>>
There are some tracks of a humanoid leaving >>EAST>>
A hideous trolloc is here, in a world of hurt.

o HP:Beaten MV:Winded >
e
Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
There are some bloody traces of A TROLLOC leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv
A hideous trolloc is here, in a world of hurt.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.

k light
o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
sc
Badfade2 narrates 'lol how far away are you now'
You have 96(415) hit and 78(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are standing.

o HP:Beaten MV:Winded >
k light
They aren't here.

k light
o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
where
Players in your Zone
--------------------
Seroma - Deserted Guest House
You catch a faint scent of a horse nearby. 1 human

o HP:Beaten MV:Winded >
k light
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
k light
k light
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

scan s
o HP:Beaten MV:Winded >
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.

o HP:Beaten MV:Winded >
k light
k light
They aren't here.

k light
o HP:Beaten MV:Winded >
They aren't here.

k light
o HP:Beaten MV:Winded >
They aren't here.

k light
o HP:Beaten MV:Winded >
They aren't here.

k light
o HP:Beaten MV:Winded >
Badfade3 narrates 'Am SH'
They aren't here.

o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
k light
k light
They aren't here.

o HP:Beaten MV:Winded >
where
They aren't here.

o HP:Beaten MV:Winded >
k light
Players in your Zone
--------------------
Seroma - Deserted Guest House
You catch a faint scent of a horse nearby. 1 human

k light
o HP:Beaten MV:Winded >
They aren't here.

o HP:Beaten MV:Winded >
k light
They aren't here.

o HP:Beaten MV:Winded >
k light
k light
They aren't here.
*Deimon* has arrived from the west, riding a warhorse.

* HP:Beaten MV:Winded >
k light
You slash *Deimon*'s left leg.

* HP:Beaten MV:Winded - Deimon: Wounded >
You do the best you can!

* HP:Beaten MV:Winded - Deimon: Wounded >
You do the best you can!

* HP:Beaten MV:Winded - Deimon: Wounded >
bash
Badfade3 narrates '3 bad guys orch'


-
=
f
+
Cancelled.
You panic and attempt to flee!

where

*Deimon* sends you sprawling with a powerful bash!


A hideous trolloc tickles Deimon's body with its cleave.
A boarish trolloc joins a hideous trolloc's fight!
A boarish trolloc joins a boarish trolloc's fight!
A myrddraal joins a hideous trolloc's fight!


A myrddraal slashes Deimon's body.
A boarish trolloc barely cleaves Deimon's body.
A boarish trolloc cleaves Deimon's body.
A hideous trolloc barely cleaves Deimon's body.
*Deimon* smites your right hand into bloody fragments!
You wish that your wounds would stop BLEEDING so much!



Badfade3 narrates 'But i gotta turn these scalps in'

You flee head over heels.
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of A HUMAN leaving ^^NORTH^^
A hideous trolloc is here, in a world of hurt.
Players in your Zone
--------------------
Seroma - A Dusty Bedroom
You catch a faint scent of a horse nearby. 1 human

o HP:Critical MV:Weary >
n

(tic_timer): Tic in 7 seconds!
n
Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door south: brokengate
There are some bloody traces of A TROLLOC leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A HUMAN leaving ^^NORTH^^

* HP:Critical MV:Weary >
On the Overgrown Path
Here in the thicket, the low lying shrubs intertwine in a dense tangle
with broken branches from nearby trees. A massive tree has fallen to
the west barring travel in that direction. The brush continues to the
north and south.
[ obvious exits: N S ]
Zone: Blighted Grove
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A HUMAN leaving ^^NORTH^^
There are some tracks of A HUMAN leaving vvSOUTHvv

n
* HP:Critical MV:Weary >
e
Twist in the Overgrown Path
Thick brambles and jagged rock hinder swift travel. Burrs and needles
scratch and claw. All plant life that seemed to once thrive here is now
brown and dry. There is a scent of decomposing vegetation carried
on the arid wind.
[ obvious exits: E S ]
Zone: Blighted Grove
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A HUMAN leaving >>EAST>>
There are some tracks of A HUMAN leaving vvSOUTHvv

e
* HP:Critical MV:Weary >
e
An Overgrown Path
This appears to be a trail, overgrown from years of disuse. The grass and brush
which had covered the path are now dead and brittle. The brush gets thicker to
the west, and tall, dark trees loom in the distance. The path continues to the
east, amidst a stunted swarm of rotting, oozing vegetation. The air takes on a
definite tinge of decay and death.
[ obvious exits: E W ]
Zone: Blighted Grove
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A HUMAN leaving >>EAST>>
There are some tracks of A HUMAN leaving <<WEST<<
There are some tracks of A TROLLOC leaving >>EAST>>

* HP:Critical MV:Weary >
e
A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
Zone: The Blight
Door down: path
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of A HUMAN leaving vvSOUTHvv
There are some tracks of A HUMAN leaving <<WEST<<
A huge trolloc marked with a whirlwind snorts here.
A young trolloc is here, growling with a deep bloodlust.
A huge trolloc marked with a whirlwind snorts here.
A huge darkhound is here, drooling and snarling.
The smell of death fades as you move further...

where
* HP:Critical MV:Weary >
Alas, you cannot go that way...

* HP:Critical MV:Weary >
Alas, you cannot go that way...

* HP:Critical MV:Weary >
Players in your Zone
--------------------
Seroma - A Blighted Path

* HP:Critical MV:Weary >
n
e
The Blight
The sickly forest of the Blight is sparse here but thickens to the south,
although a blighted path is visible amidst the rot. The ground is very rocky
now, and the Mountains of Dhoom tower before of you. Further northward travel
is prevented from the impassible terrain that comprise the base of the
mountains. The mountains range as far as you can see both to the east and west.
[ obvious exits: E S ]
Zone: The Blight
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving >>EAST>>
A trolloc is here, exhorting a group of trolloc raiders.

s
* HP:Critical MV:Weary > The Blight
The sickly forest of the Blight is sparse here but thickens to the south. The
ground is very rocky now, and the Mountains of Dhoom tower before of you.
Further northward travel is prevented from the impassible terrain that comprise
the base of the mountains. The mountains range as far as you can see both to
the east and west.
[ obvious exits: S W ]
Zone: The Blight
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv
A huge darkhound is here, drooling and snarling.

* HP:Critical MV:Weary >
s
s
The Blight
The Blight is thinner here, and the stunted trees and dark bushes are scattered
about, rather than in clumps. The ground is noticeably rougher, and travel even
less comfortable. The peaks of the Mountains of Dhoom tower above, and the
whole horizon is obscured by the mountain range which dominates the entire
northern view.
[ obvious exits: N S ]
Zone: The Blight
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of a humanoid leaving ^^NORTH^^

s
* HP:Critical MV:Weary >
The Blight
The Blight here is beginning to thin somewhat, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N S W ]
Zone: The Blight
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv

* HP:Critical MV:Weary >
e
The Blight
The corruption which is the Blight stretches endlessly about you. The air
is fetid and damp. Sickly sweet vapors make you gag and you barely can contain
the bile which rises in your throat. The peaks of the Mountains of Dhoom are
visible to the north. Broken trees, oozing black pus, are strewn about.
[ obvious exits: N S ]
Zone: The Blight
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv

* HP:Critical MV:Weary >
The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]
Zone: The Blight
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of A HUMAN leaving <<WEST<<
There are some tracks of A HUMAN leaving <<WEST<<
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving >>EAST>>
A trolloc is here ruling a group of trollocs.
A trolloc is here, exhorting a group of trolloc raiders.

e
* HP:Critical MV:Weary >
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
Zone: The Blight
Door down: rock
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of a humanoid leaving >>EAST>>
A young trolloc is here, growling with a deep bloodlust.
A trolloc is here ruling a group of trollocs.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

e
* HP:Critical MV:Weary >
Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]
Zone: The Blight
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving <<WEST<<
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

e
* HP:Critical MV:Weary >
e
The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]
Zone: The Blight
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A TROLLOC leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<

* HP:Critical MV:Weary >
n
n

Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.882 seconds.

The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]
Zone: The Blight
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<
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:Beaten MV:Winded >
Alas, you cannot go that way...

* HP:Beaten MV:Winded >
The Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]
Zone: The Blight
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv

n
* HP:Beaten MV:Winded >
The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]
Zone: The Blight
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of a humanoid leaving ^^NORTH^^
A trolloc is here, exhorting a group of trolloc raiders.

n
* HP:Beaten MV:Winded >
The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]
Zone: The Blight
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

n
* HP:Beaten MV:Winded >
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]
Zone: The Blight
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of a humanoid leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv

* HP:Beaten MV:Winded >
where
Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv

* HP:Beaten MV:Winded >
Players in your Zone
--------------------
Seroma - Twisted Path in the Blight
Trill - The Well

* HP:Beaten MV:Winded >
n
n
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv

* HP:Beaten MV:Winded >
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv
There are some tracks of A TROLLOC leaving vvSOUTHvv

* HP:Beaten MV:Winded >
e
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<

e
* HP:Beaten MV:Winded >
e
e
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<

e
* HP:Beaten MV:Winded >
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<

e
* HP:Beaten MV:Winded >
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<

o HP:Beaten MV:Weary >
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<

o HP:Beaten MV:Weary >
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A TROLLOC leaving <<WEST<<
An iron lantern hangs from the wall above the gate.

* HP:Beaten MV:Weary >
e
The stonegate seems to be closed.

* HP:Beaten MV:Weary >
cal
e
You call for the stonegate to be opened.
The stonegate is opened from the other side.

* HP:Beaten MV:Weary >
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
Zone: The Ruined Keep
Door west: stonegate
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* HP:Beaten MV:Weary >
nar i have fled to rk
The burly trolloc closes the stonegate.
The burly trolloc locks the stonegate.
You narrate 'i have fled to rk'

* HP:Beaten MV:Weary >
res
You sit down and rest your tired bones.

* HP:Beaten MV:Weary >
stat
You are a 40 year old male trolloc hunter.
Your height is 6 feet, 5 inches, and you weigh 223.0 lbs. BMI: 26.467.
You are carrying 0.2 lbs and wearing 53.9 lbs, very light. MUD BMI: 0.467.
Your base abilities are: Str:19 Int:8 Wil:8 Dex:18 Con:19. Total: 72.
Offensive bonus: 146, Dodging bonus: 22, Parrying bonus: 114. Total Defence: 136
Your mood is: Wimpy. You will flee below: 100 Hit Points
Your armor absorbs about 66% on average.

You are subjected to the following effects:
- NO QUIT

* HP:Beaten MV:Weary >
nar deimon breaking my def every time even dismounted, super annoying
You narrate 'deimon breaking my def every time even dismounted, super annoying'

* HP:Beaten MV:Weary >
whe
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well
You catch a faint scent of a horse nearby. 1 human

* HP:Beaten MV:Weary >
whe
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well

* HP:Beaten MV:Weary >
nar he zone
You narrate 'he zone'

* HP:Beaten MV:Weary >
whe
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well

* HP:Beaten MV:Weary >
sc
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

whe
* HP:Beaten MV:Weary >
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well

* HP:Beaten MV:Weary >
nar gone
whe
You narrate 'gone'

* HP:Beaten MV:Weary >
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well
Toki narrates 'he still have justice?'

* HP:Beaten MV:Weary >
nar nfc
You narrate 'nfc'

* HP:Beaten MV:Weary >
whe
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well

* HP:Beaten MV:Weary >
sc
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Weary >
nar would make sense
You narrate 'would make sense'

sc
* HP:Beaten MV:Weary >
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Weary >
whe
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well

* HP:Beaten MV:Weary >

(tic_timer): Tic in 7 seconds!
sc
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Weary >
sc
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Weary >
sc
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Weary >
whe
Players in your Zone
--------------------
Badfade3 - The Well
Seroma - The Gatekeep
Trill - The Well

* HP:Beaten MV:Weary >
sc
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Weary >
sc
You have 91(415) hit and 70(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Weary >
sc

Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.671 seconds.

* HP:Beaten MV:Tiring >
You have 107(415) hit and 129(256) movement points.
You have scored 108500924 experience points and 144 quest points.
You need 1727318439 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are resting.

* HP:Beaten MV:Tiring >
sta
You stop resting, and stand up.

* HP:Beaten MV:Tiring >
cal
w
w
You call for the stonegate to be opened.
The burly trolloc nods.
The burly trolloc unlocks the stonegate.
The burly trolloc opens the stonegate.

* HP:Beaten MV:Tiring >
w
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
An iron lantern hangs from the wall above the gate.

* HP:Beaten MV:Winded >
w
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<

w
o HP:Beaten MV:Winded >
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>

w
o HP:Beaten MV:Winded >
w
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>

* HP:Beaten MV:Winded >
w
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>

* HP:Beaten MV:Winded >
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>

where
* HP:Beaten MV:Winded >
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A TROLLOC leaving >>EAST>>

* HP:Beaten MV:Winded >
Alas, you cannot go that way...

* HP:Beaten MV:Winded >
Players in your Zone
--------------------
Seroma - Bend in the Path
Badfade3 - In Front of the Castle
Trill - The Well

* HP:Beaten MV:Winded >
s
s
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving ^^NORTH^^

s
* HP:Beaten MV:Winded >
Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A TROLLOC leaving ^^NORTH^^
*Relena* is standing here, riding a warhorse.
A member of the Panarch's Legion keeps the peace here.
*Edard* is standing here, riding a warhorse.
*Draz* is standing here, riding a warhorse.
*Draz* moves swiftly to protect *Relena*.
*Relena* tries to strike you, but you deflect the blow.

where
* HP:Beaten MV:Winded - Draz: Healthy >
You try to slash *Draz*, but he deflects the blow.
*Relena* tries to strike you, but you parry successfully.
No way! You're fighting for your life!

* HP:Beaten MV:Winded - Draz: Healthy >
Players in your Zone
--------------------
Badfade3 - In Front of the Castle
Seroma - Twisted Path in the Blight
Trill - The Well
You catch the scent of horses nearby. 2-3 humans
Your blood freezes as you hear something's death cry.

* HP:Beaten MV:Winded - Draz: Healthy >
f
You panic and attempt to flee!


*Edard* scythes your body hard.
*Draz* stops riding a warhorse.


You flee head over heels.
Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving vvSOUTHvv
There are some bloody traces of A TROLLOC leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^

* HP:Beaten MV:Winded >
w
Alas, you cannot go that way...

* HP:Beaten MV:Winded >
n
e
e
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving vvSOUTHvv
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

* HP:Beaten MV:Winded >
e
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

e
* HP:Beaten MV:Winded >
e
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

* HP:Beaten MV:Winded >
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

* HP:Beaten MV:Winded >
e
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

e
o HP:Beaten MV:Winded >
e
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A MYRDDRAAL leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

o HP:Beaten MV:Winded >
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
There are some bloody traces of A TROLLOC leaving <<WEST<<
There are some bloody traces of A TROLLOC leaving >>EAST>>
There are some tracks of A MYRDDRAAL leaving <<WEST<<
There are some tracks of A MYRDDRAAL leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
An iron lantern hangs from the wall above the gate.

* HP:Beaten MV:Winded >
The stonegate seems to be closed.

* HP:Beaten MV:Winded >
cal
The stonegate seems to be closed.

e
* HP:Beaten MV:Winded >
You call for the stonegate to be opened.
The stonegate is opened from the other side.

* HP:Beaten MV:Winded >
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
Zone: The Ruined Keep
Door west: stonegate
A remnant of the Age of Legends juts from the soil.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

* HP:Beaten MV:Winded >
e
n
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Beaten MV:Winded >
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door west: oakdoor
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Beaten MV:Winded >

Badfade3 has arrived from the east.
A shadow stallion has arrived from the east.

* HP:Beaten MV:Winded >

Badfade3 leaves south.
A shadow stallion leaves south.

* HP:Beaten MV:Winded >
nar relena draz et all
You narrate 'relena draz et all'

* HP:Beaten MV:Winded >
nar dont hit that
You narrate 'dont hit that'

* HP:Beaten MV:Winded >
whe
Players in your Zone
--------------------
Badfade3 - In Front of the Castle
Seroma - The Courtyard
Trill - The Well
You catch the scent of many horses nearby. 4+ humans

* HP:Beaten MV:Winded >
e
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
An old shoufa with a gray veil lies here.
An iron morning star lies on the ground.
Swaths of delicate lace lay here.
A wide leather belt has been cast off here.
A soft leather pouch has been discarded here.
A mirrored lantern has been left here.
A set of darkly shining chainmail leggings lies forgotten here.
A wooden key, decorated in bronze inlay, has been dropped here.
A heavy boulder lies here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
Trill the Master Havoc is standing here.
A wolfish trolloc is here, howling for blood.
A gray haired weaponsmaster stands nearby.
A hooded myrddraal, brooding in the shadows, slowly faces you.

o HP:Beaten MV:Winded >
sc
You have 96(415) hit and 87(256) movement points.
You have scored 108500001 experience points and 144 quest points.
You need 1727319362 exp to level and 6 qp to rank.
You have amassed 98 Turn points to date.
You have played 2 days and 23 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are standing.

o HP:Beaten MV:Winded >
nar i am beat
You narrate 'i am beat'

o HP:Beaten MV:Winded >
s
Badfade3 narrates 'they are 1w gk'
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
An artifact collector stands here, searching specific items.
A trolloc is here commanding a fist of troops.
A trolloc is here ruling a group of trollocs.
A wolfish trolloc is here, howling for blood.

* HP:Beaten MV:Winded >
whe
Players in your Zone
--------------------
Seroma - The Courtyard
Trill - The Well
You catch the scent of many horses nearby. 4+ humans

* HP:Beaten MV:Winded >

Badfade3 narrates 'and'

* HP:Beaten MV:Winded >

An artifact collector leaves north.

* HP:Beaten MV:Winded >
e
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
Zone: The Ruined Keep
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Beaten MV:Winded >
e
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
Zone: The Ruined Keep
A bearish trolloc towers here, its snout drawn into a snarl.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Beaten MV:Winded >
n
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
Zone: The Ruined Keep
A bearish trolloc towers here, its snout drawn into a snarl.
A wolfish trolloc is here, howling for blood.
A young trolloc is here, growling with a deep bloodlust.

* HP:Beaten MV:Winded >
n
The Courtyard
A sheer cliff looms up into the sky. The wind screams down from the mountain
above to whistle through the twin keeps. Vines have tried to creep up part of
the cliff, but eventually are unable to overcome gravity. There appears to be a
ledge far up the cliff.
[ obvious exits: N S W ]
Zone: The Ruined Keep
A trolloc is here commanding a fist of troops.
A red-eyed raven is perched nearby, staring silently at you.

* HP:Beaten MV:Winded >
n
The Courtyard
This section of the courtyard runs along the outer walls surrounding the
keep. The walls are covered in a black moss along with black vines
encasing the keep totally. With close examination it seems that this keep
is faring the effects that age has had on it better than the rest of the
castle grounds. The entrance to the southern keep lies to the south, a
destroyed catapult lies to the west and the courtyard extends to the south.
[ obvious exits: S W ]
Zone: The Ruined Keep
A hooved trolloc anxiously stamps its feet.

* HP:Beaten MV:Weary >
w
A Destroyed Catapult
The remnants of a large catapult can be seen strewn all over the ground here.
This once great machine has been totally destroyed rendering it utterly
useless. The rodents which have made this their home can be seen running
throughout the shattered catapult. The courtyard extends out to the north
south and east.
[ obvious exits: N E S ]
Zone: The Ruined Keep
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.
A young trolloc is here, growling with a deep bloodlust.

* HP:Beaten MV:Weary >

Badfade3 narrates 'ive no horse!'

* HP:Beaten MV:Weary >
s
The Courtyard
Amongst the rocks and splintered wood that covers the floor is a lance with a
tattered flag attatched to it. The holder is now a skeleton, his own clothes
nothing but rags, with an insignia of the Golden Eagle emblazoned on the front.
[ obvious exits: N E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Weary >
where
Players in your Zone
--------------------
Seroma - The Courtyard
Trill - The Well
You catch a faint scent of a horse nearby. 1 human

* HP:Beaten MV:Weary >
w
w
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.

* HP:Beaten MV:Weary >
A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.

A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
Zone: The Ruined Keep
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A huge darkhound is here, drooling and snarling.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A towering bull-headed abomination bellows orders at the horde.

* HP:Beaten MV:Weary >
where
Players in your Zone
--------------------
Seroma - A Pile of Decaying Skeletons
Trill - The Well
You catch a faint scent of a horse nearby. 1 human

* HP:Beaten MV:Weary >
nar where is dg :P
You narrate 'where is dg :P'

* HP:Beaten MV:Weary >
s
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door west: oakdoor
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Beaten MV:Weary >
s
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Beaten MV:Weary >
s
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
Zone: The Ruined Keep
Door west: oakdoor
A massive battering ram adorned with shields and moving on wheels is here.
A hooved trolloc anxiously stamps its feet.
A hooved trolloc anxiously stamps its feet.
A grim-eyed man patrols the area for his Dark Lord.
A bearish trolloc towers here, its snout drawn into a snarl.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

* HP:Beaten MV:Weary >

Toki narrates 'so it's draz o'clock eh?'

* HP:Beaten MV:Weary >
nar ah ram
You narrate 'ah ram'

* HP:Beaten MV:Weary >

Badfade3 narrates 'They wont go in'

* HP:Beaten MV:Weary >
res

(tic_timer): Tic in 7 seconds!
You sit down and rest your tired bones.

* HP:Beaten MV:Weary >
not
You start paying increased attention to your surroundings.

whe
* HP:Beaten MV:Weary >
Players in your Zone
--------------------
Seroma - The Old Stables
Trill - The Well
You catch a faint scent of a horse nearby. 1 human

* HP:Beaten MV:Weary >

Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.885 seconds.

* HP:Beaten MV:Winded >

A hooved trolloc leaves west.

* HP:Beaten MV:Winded >
nar draz relena edard deimon and deimons mob
You narrate 'draz relena edard deimon and deimons mob'

* HP:Beaten MV:Winded >
whe
Players in your Zone
--------------------
Seroma - The Old Stables
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Beaten MV:Winded >
whe
Players in your Zone
--------------------
Seroma - The Old Stables
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Beaten MV:Winded >
nar scent rk
You narrate 'scent rk'

whe
* HP:Beaten MV:Winded >
Players in your Zone
--------------------
Seroma - The Old Stables
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Beaten MV:Winded >
where
Players in your Zone
--------------------
Seroma - The Old Stables
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Beaten MV:Winded >
where
Players in your Zone
--------------------
Seroma - The Old Stables
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Beaten MV:Winded >
l
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
Zone: The Ruined Keep
Door west: oakdoor
A massive battering ram adorned with shields and moving on wheels is here.
A hooved trolloc anxiously stamps its feet.
A grim-eyed man patrols the area for his Dark Lord.
A large rat, as black as coal, stares at you from the shadows.
A bearish trolloc towers here, its snout drawn into a snarl.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

* HP:Beaten MV:Winded >
diag h.light
No-one by that name here.

* HP:Beaten MV:Winded >
diag h.light
No-one by that name here.

* HP:Beaten MV:Winded >
diag h.light
No-one by that name here.

* HP:Beaten MV:Winded >
odw
open oakdoor w
Nah... You feel too relaxed to do that..

* HP:Beaten MV:Winded >
l w
The oakdoor is open.

* HP:Beaten MV:Winded >
whe
Players in your Zone
--------------------
Owlbert - Sleeping Chamber
Seroma - The Old Stables
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Battered MV:Winded >
scan n
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
*Relena* is here, fighting a Dha'vol trolloc.
A member of the Panarch's Legion keeps the peace here.
*Edard* is here, fighting a Dha'vol trolloc.
*Draz* is here, fighting a Dha'vol trolloc, riding a warhorse.
A Dha'vol trolloc is here, fighting Draz.

* HP:Battered MV:Winded >

Your blood freezes as you hear someone's death cry.

* HP:Battered MV:Winded >
nar they inside
You narrate 'they inside'

sta
* HP:Battered MV:Winded >
w
You stop resting, and stand up.

u
* HP:Battered MV:Winded >
Inside the Southern Gatekeep
The grumbling walls of the tower barely support the massive weight of the
second floor. Blood covers the walls, some streaks forming crude drawings,
others insults in Trolloc. A stairway leads up to the second floor.
[ obvious exits: E U ]
Zone: The Ruined Keep
Door east: oakdoor
Door up: metaldoor
A hooved trolloc anxiously stamps its feet.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.

* HP:Battered MV:Winded >
The metaldoor seems to be closed.

* HP:Battered MV:Winded >
odu
open metaldoor u
u
Ok.

* HP:Battered MV:Winded >
Second Floor of the Southern Gatekeep
This floor is free of skeletons, but blood covers the walls in a gruesome
display of anarchy. Phallic symbols are numerous as are oaths to the people
of Manetheren. Arrow slits cover the walls allowing archers to shoot both
into the courtyard and outside of the castle walls.
[ obvious exits: S U D ]
Zone: The Ruined Keep
Door south: obsidiandoor
Door down: metaldoor
A hooved trolloc anxiously stamps its feet.
A huge darkhound is here, drooling and snarling.
A red-eyed raven is here flying around.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A huge darkhound is here, drooling and snarling.

* HP:Battered MV:Winded >
cdd
close metaldoor d
Ok.

* HP:Battered MV:Winded >
whe
Players in your Zone
--------------------
Seroma - Second Floor of the Southern Gatekeep
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Battered MV:Winded >
u
Top of the Southern Gatekeep
From this southern tower merlins and crenelations form a protective barrier to
the soldiers that long ago dropped burning pitch and rocks upon the enemies.
From this height any approaching enemies can be seen clearly.
[ obvious exits: N D ]
Zone: The Ruined Keep
A huge darkhound is here, drooling and snarling.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
A young trolloc is here, growling with a deep bloodlust.
A massive, horned trolloc heaves a huge boulder above his head.

* HP:Battered MV:Winded >
n
Badfade3 narrates 'dafq'
Top of the Northern Gatekeep
Merlins and crenelations form a protective barrier to the soldiers that once
fought here. From this height any approaching enemies can be seen clearly. You
can see far to the south, watching as far as Tarwin's Gap and the Blight.
[ obvious exits: S D ]
Zone: The Ruined Keep
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A massive, horned trolloc heaves a huge boulder above his head.

* HP:Battered MV:Winded >

Badfade3 narrates 'comin'

* HP:Battered MV:Winded >
d
where
Second Floor of the Northern Gatekeep
The second floor of the gatekeep tower is heaped with skeletons as if long ago
this was a last stand for many warriors. The armor has all but rusted to dust,
and the weapons are in similar bad shape. Arrow slits line the walls facing
both inside and outside of the castle walls. The spiral stairs lead upward to
the top of this tower, and a door leads to the castle wall to the north. This
is an excellent vantage point to watch over the path approaching the castle
from the Blight. A further distance away can be seen one floor up, all the way
to Tarwin's gap.
[ obvious exits: N U D ]
Zone: The Ruined Keep
Door down: metaldoor
A trolloc is here commanding a fist of troops.

* HP:Battered MV:Winded >
Players in your Zone
--------------------
Seroma - Second Floor of the Northern Gatekeep
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Battered MV:Winded >

Toki narrates 'i'd come keep, but i have to safeguard the holiest of treasures that i got from DO'

nar dg is ram
* HP:Battered MV:Winded >
You narrate 'dg is ram'

* HP:Battered MV:Winded >

(tic_timer): Tic in 7 seconds!
d
The metaldoor seems to be closed.

* HP:Battered MV:Winded >
where
Players in your Zone
--------------------
Seroma - Second Floor of the Northern Gatekeep
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Battered MV:Winded >
odd
open metaldoor d
d
Ok.

* HP:Battered MV:Winded >
Inside the Northern Gatekeep
The room is in disarray, with chairs and tables overturned and blood smeared on
the walls. Skeletons litter the floor, some still in their rusted armor with
broken spears caught between the bleached white ribs. A spiraling stairway
leads up to the second floor, and a large oak door leads to the courtyard.
[ obvious exits: E U ]
Zone: The Ruined Keep
Door east: oakdoor
Door up: metaldoor
A bearish trolloc towers here, its snout drawn into a snarl.

* HP:Battered MV:Winded >
whe
Players in your Zone
--------------------
Seroma - Inside the Northern Gatekeep
Trill - The Well
You catch the scent of horses nearby. 2-3 humans

* HP:Battered MV:Winded >
scan e
An artifact collector stands here, searching specific items.
A bearish trolloc towers here, its snout drawn into a snarl.

* HP:Battered MV:Tiring >
ode
open oakdoor e
e
It's already open!

* HP:Battered MV:Tiring >
The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door west: oakdoor
*Draz* is standing here.
An artifact collector stands here, searching specific items.
A bearish trolloc towers here, its snout drawn into a snarl.

* HP:Battered MV:Tiring >

*Draz* leaves south.

scan n
* HP:Battered MV:Tiring >
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A towering bull-headed abomination bellows orders at the horde.
*Draz* has arrived from the south.

n
* HP:Battered MV:Tiring >
A Pile of Decaying Skeletons
A large amount of skeletons have been piled up here. Rodents run in and out
of the skeletons attempting to escape the present danger as you approach.
Strange weeds grow through the skeletons attempting to reach and to survive
this harsh environment. The wall to the north has collapsed and the
remaining rubble is scattered everywhere. The twin keeps lie to the east and
the courtyard continues to the east and south.

A large SIGN hangs here, explaining bounties.
[ obvious exits: E S ]
Zone: The Ruined Keep
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A towering bull-headed abomination bellows orders at the horde.

* HP:Battered MV:Tiring >
k light
bash

*Draz* has arrived from the south.

* HP:Battered MV:Tiring >
You try to slash *Draz*, but he deflects the blow.

* HP:Battered MV:Tiring - Draz: Healthy >


-
=
+
*Draz* tries to scythe you, but you parry successfully.
A muzzled trolloc joins your fight!
A Kno'mon trolloc joins a muzzled trolloc's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!
A Kno'mon trolloc joins a Kno'mon trolloc's fight!

*
*
+
=
-

-
=
As *Draz* avoids your bash, you topple over and fall to the ground!

* HP:Battered MV:Tiring - Draz: Healthy >

*Edard* has arrived from the east, riding a warhorse.
A member of the Panarch's Legion has arrived from the east.

* HP:Battered MV:Tiring - Draz: Healthy >

*Relena* has arrived from the east, riding a warhorse.

* HP:Battered MV:Tiring - Draz: Healthy >

A Kno'mon trolloc barely crushes Draz's body.
A Kno'mon trolloc barely crushes Draz's body.
A Kno'mon trolloc tickles Draz's head with his crush.
A muzzled trolloc tries to pierce Draz, but he parries successfully.
*Edard* scythes your right leg hard.

* HP:Battered MV:Tiring - Draz: Scratched >
f

A muzzled trolloc barely tickles Draz's right leg with his pierce.

* HP:Battered MV:Tiring - Draz: Scratched >
s

A muzzled trolloc growls menacingly.

s
* HP:Battered MV:Tiring - Draz: Scratched >

*Draz* sends you sprawling with a powerful bash!
A muzzled trolloc avoids being bashed by *Draz* who loses his balance and falls!
*Draz* sends a Kno'mon trolloc sprawling with a powerful bash!
A Kno'mon trolloc avoids being bashed by *Draz* who loses his balance and falls!
*Draz* sends a Kno'mon trolloc sprawling with a powerful bash!

* HP:Battered MV:Tiring - Draz: Scratched >

*Edard* scythes your right leg hard.
A Kno'mon trolloc tries to crush Draz, but he parries successfully.
A muzzled trolloc tries to pierce Draz, but he dodges the attack.
*Draz* scythes your body into bloody fragments!
You are interrupted and stop what you are doing.
You panic and attempt to flee!
*Draz* scythes a Kno'mon trolloc's right arm into bloody fragments!
*Draz* scythes a Kno'mon trolloc's body into bloody fragments!
You barely slash *Draz*'s body.
You flee head over heels.
The Courtyard
The view here is amazing. To the east and slightly south. east lie the twin
keeps which tower above everything. From here the vastness of the
destruction of the entire castle can be seen in its entirety. The roofs of
both keeps have collapsed in on themselves totally destroying the upper
levels of both keeps. Also most of the walls that used to provide excellent
protection against attack have nearly crumbled to nothing. A putrid smell
of decay can be sensed coming from the west, and a well lies to the south
The keep's courtyard extends in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A remnant of the Age of Legends juts from the soil.
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
An old shoufa with a gray veil lies here.
An iron morning star lies on the ground.
Swaths of delicate lace lay here.
A wide leather belt has been cast off here.
A soft leather pouch has been discarded here.
A mirrored lantern has been left here.
A set of darkly shining chainmail leggings lies forgotten here.
A wooden key, decorated in bronze inlay, has been dropped here.
A heavy boulder lies here.
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
You notice a receipt is hidden here.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Trill the Master Havoc is standing here.
A wolfish trolloc is here, howling for blood.
A gray haired weaponsmaster stands nearby.
A hooded myrddraal, brooding in the shadows, slowly faces you.

o HP:Beaten MV:Tiring >
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A wolfish trolloc is here, howling for blood.

* HP:Beaten MV:Tiring >
The Courtyard
A number of rocks are piled up against the barracks to the east and the
castle wall to the south. The gatekeep reaches to the sky just north west
of here. The courtyard floor is composed of dirt, but occasionaly the old
cobblestones are exposed from the erosion of wind and rain.

A temporary makeshift pen of rocks and wood blocks the way to the north,
but it can easily be opened by a strong arm.
[ obvious exits: N ]
Zone: The Ruined Keep
Door north: rockpen
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A brooding trolloc watches her charges.

* HP:Beaten MV:Tiring >
n
w
s
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A wolfish trolloc is here, howling for blood.

* HP:Beaten MV:Tiring >
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
The corpse of a Dha'vol trolloc is lying here.
A trolloc is here ruling a group of trollocs.
A hooved trolloc anxiously stamps its feet.
A grim-eyed man patrols the area for his Dark Lord.
A huge darkhound is here, drooling and snarling.
A warhorse is here, stamping his feet impatiently.

* HP:Beaten MV:Tiring >
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
Zone: The Ruined Keep
Door west: oakdoor
A massive battering ram adorned with shields and moving on wheels is here.
A large rat, as black as coal, stares at you from the shadows.
A bearish trolloc towers here, its snout drawn into a snarl.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

* HP:Beaten MV:Tiring >
n
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
The corpse of a Dha'vol trolloc is lying here.
A trolloc is here ruling a group of trollocs.
A hooved trolloc anxiously stamps its feet.
A grim-eyed man patrols the area for his Dark Lord.
A huge darkhound is here, drooling and snarling.
A warhorse is here, stamping his feet impatiently.

k light
* HP:Beaten MV:Tiring >
k light
They aren't here.

* HP:Beaten MV:Tiring >
They aren't here.
*Draz* has arrived from the north.
*Edard* has arrived from the north, riding a warhorse.
A member of the Panarch's Legion has arrived from the north.
*Relena* has arrived from the north, riding a warhorse.

* HP:Beaten MV:Tiring >
k light

*Edard* tries to scythe you, but you parry successfully.

k light
* HP:Beaten MV:Tiring - Edard: Healthy >
You do the best you can!

* HP:Beaten MV:Tiring - Edard: Healthy >
You do the best you can!

* HP:Beaten MV:Tiring - Edard: Healthy >
f
The dreadguard says 'This is the will of the Great Lord!'
The dreadguard barely pounds Draz's body.
*Draz* moves swiftly to protect *Relena*.
A hooved trolloc joins the dreadguard's fight!
*Draz* moves swiftly to protect *Relena*.
A huge darkhound joins a hooved trolloc's fight!
*Draz* moves swiftly to protect *Relena*.
A Dhai'mon trolloc joins a hooved trolloc's fight!
The dreadguard's hands weave a bright red flame...
The dreadguard throws a fireball at Draz, who screams in pain.
You panic and attempt to flee!
Toki narrates 'watch for door traps 1s of well, it's a draz favourite'


You flee head over heels.
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A wolfish trolloc is here, howling for blood.

* HP:Beaten MV:Tiring >
w
k light
k light
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
The corpse of a Dha'vol trolloc is lying here.
*Relena* is standing here, riding a warhorse.
A member of the Panarch's Legion keeps the peace here.
*Edard* is standing here, riding a warhorse.
*Draz* is here, fighting the dreadguard.
A Dhai'mon trolloc is here, fighting Draz.
A hooved trolloc is here, fighting Draz.
The dreadguard is here, fighting Draz.
A huge darkhound is here, fighting Draz.
A warhorse is here, stamping his feet impatiently.

* HP:Beaten MV:Winded >
*Draz* moves swiftly to protect *Relena*.
You slash *Draz*'s body.
*Draz* panics, and attempts to flee!

* HP:Beaten MV:Winded - the dreadguard: Scratched - Draz: Wounded >
You do the best you can!

* HP:Beaten MV:Winded - the dreadguard: Scratched - Draz: Wounded >
k light

You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
Your body is burned by a tremendous fireball sent by *Relena*!
*Draz* moves swiftly to protect *Relena*.
*Draz* leaves west.

k light
k light

*Relena* tries to strike you, but you deflect the blow.
A Dhai'mon trolloc joins your fight!
A hooved trolloc joins a Dhai'mon trolloc's fight!
The dreadguard joins a Dhai'mon trolloc's fight!
The dreadguard turns about, gesturing forward a shroud of darkness.
A darkhound emerges from the infinite depths of the blackness...
A darkhound now follows the dreadguard.
*Edard* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!

You flee head over heels.
The Old Stables
A musty smell and the stench of rotting hay linger in the air here. The
wood that makes up the stables is rotten and seems to begin to crumble at
very footstep. Rodents can be seen running around in the hay searching for
some sign of food. At the base of the south wall, what remains of the head
of a horse can be seen. The courtyard continues to the north. To the west,
the southern tower of the gatekeep rises.
[ obvious exits: N W ]
Zone: The Ruined Keep
Door west: oakdoor
A massive battering ram adorned with shields and moving on wheels is here.
A large rat, as black as coal, stares at you from the shadows.
A bearish trolloc towers here, its snout drawn into a snarl.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A group of grizzly trollocs are here.
A cruel grizzly trolloc is here cracking his whip.

* HP:Critical MV:Winded >
n
k light
k light

You hear a blood-curdling howl in the distance.

* HP:Critical MV:Winded >

*Draz* has arrived from the north.

* HP:Critical MV:Winded >
A large black rat tries to hit Draz, but he deflects the blow.
A bearish trolloc barely tickles Draz's body with his slash.
A bearish trolloc tries to slash Draz, but he deflects the blow.
*Draz* scythes a large black rat's body into bloody fragments!
A large black rat is incapacitated and will slowly die, if not aided.
A large black rat lies immobile on the ground, suffering...
A large black rat is mortally wounded, and will die soon, if not aided.
Maybe you should get on your feet first?

* HP:Critical MV:Winded >
Maybe you should get on your feet first?

* HP:Critical MV:Winded >
Maybe you should get on your feet first?

* HP:Critical MV:Winded >
Maybe you should get on your feet first?

* HP:Critical MV:Winded >
Maybe you should get on your feet first?

* HP:Critical MV:Winded >
Maybe you should get on your feet first?

* HP:Critical MV:Winded >
sta
n

*Draz* panics, and attempts to flee!

* HP:Critical MV:Winded >
You stand up.

* HP:Critical MV:Winded >
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
The corpse of a Dha'vol trolloc is lying here.
A darkhound is here, howling.
A member of the Panarch's Legion keeps the peace here.
A hooved trolloc anxiously stamps its feet.
A grim-eyed man patrols the area for his Dark Lord.
A huge darkhound is here, drooling and snarling.
A warhorse is here, stamping his feet impatiently.

* HP:Critical MV:Winded >

*Draz* has arrived from the south.
*Draz* leaves south.

* HP:Critical MV:Winded >
k light
k light
They aren't here.

* HP:Critical MV:Winded >
They aren't here.

* HP:Critical MV:Winded >
k light
k light
They aren't here.
*Draz* has arrived from the south.

* HP:Critical MV:Winded >
k light
You try to slash *Draz*, but he deflects the blow.

* HP:Critical MV:Winded - Draz: Wounded >
k light
The dreadguard says 'This is the will of the Great Lord!'
The dreadguard pounds Draz's left foot.
The dreadguard says 'This is the will of the Great Lord!'
You do the best you can!

* HP:Critical MV:Winded - Draz: Wounded >

*Edard* has arrived from the east, riding a warhorse.

* HP:Critical MV:Winded - Draz: Wounded >
You do the best you can!

* HP:Critical MV:Winded - Draz: Wounded >

The dreadguard tries to pound Draz, but he parries successfully.
A darkhound joins the dreadguard's fight!
A darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A hooved trolloc joins a darkhound's fight!
The dreadguard's hands weave a bright red flame...
*Draz* panics, and attempts to flee!
The dreadguard throws a fireball at Draz, who screams in pain.
You slash *Draz*'s left arm.
A bearish trolloc has arrived from the south.

* HP:Critical MV:Winded - Draz: Battered >

*Draz* leaves north.
*Draz* has arrived from the north.

* HP:Critical MV:Winded >
k light

The dreadguard says 'This is the will of the Great Lord!'
The dreadguard tries to pound Draz, but he deflects the blow.
A Dhai'mon trolloc has arrived from the north.

* HP:Critical MV:Winded >
k light
You try to slash *Draz*, but he parries successfully.

* HP:Critical MV:Winded - the dreadguard: Healthy - Draz: Battered >
You do the best you can!

* HP:Critical MV:Winded - Draz: Battered >
k light
k light
You do the best you can!

* HP:Critical MV:Winded - Draz: Battered >
You slash *Draz*'s body.
*Draz* panics, and attempts to flee!
A bearish trolloc joins a Dhai'mon trolloc's fight!
The dreadguard's hands weave a bright red flame...
The dreadguard throws a fireball at Draz, who screams in pain.
A Dhai'mon trolloc barely crushes Draz's right leg.
The dreadguard barely pounds Draz's right arm.
*Draz* winces in pain.
*Edard* scythes a darkhound's head into bloody fragments!
A huge darkhound barely hits Edard's right arm.
A hooved trolloc tickles Edard's left foot with his cleave.
A darkhound barely hits Edard's body.
You do the best you can!

* HP:Critical MV:Winded - Draz: Beaten >
k light

*Edard* panics, and attempts to flee!

* HP:Critical MV:Winded - Draz: Beaten >
k light
Badfade3 scythes *Draz*'s left leg.
*Draz* winces in pain.
You do the best you can!

* HP:Critical MV:Winded - Draz: Beaten >
A darkhound sears Edard's flesh with a scorching flame!
The dreadguard's hands weave a bright red flame...
*Draz* winces in pain.
The dreadguard throws a fireball at Draz, who screams in pain.
You do the best you can!

* HP:Critical MV:Winded - Draz: Critical >
k light

*Draz* leaves west.
*Draz* has arrived from the west.

k light
* HP:Critical MV:Winded >
*Edard* leaves east riding a warhorse.
You try to slash *Draz*, but he deflects the blow.

* HP:Critical MV:Winded - Draz: Critical >
k light
You do the best you can!

* HP:Critical MV:Winded - Draz: Critical >
k light
You do the best you can!

k light
* HP:Critical MV:Winded - Draz: Critical >
You do the best you can!

* HP:Critical MV:Winded - Draz: Critical >
k light
You do the best you can!

* HP:Critical MV:Winded - Draz: Critical >
g
get all corpse
*Draz* tries to scythe you, but you deflect the blow.
A Dhai'mon trolloc joins your fight!
A bearish trolloc joins a Dhai'mon trolloc's fight!
A darkhound joins a Dhai'mon trolloc's fight!
A darkhound raises its head and gives a terrifying howl.
You hear a blood-curdling howl in the distance.
A hooved trolloc joins a Dhai'mon trolloc's fight!
The dreadguard joins a darkhound's fight!
The dreadguard's hands weave a bright red flame...
The dreadguard unleashes a fireball at Draz, whose charred corpse drops to the ground.
*Draz* is dead! R.I.P.
Your blood freezes as you hear *Draz*'s death cry.
They aren't here.

* HP:Critical MV:Winded >
g
get all corpse
You get a bubbling draught from the corpse of Draz.
You get a sungwood bracelet from the corpse of Draz.
You get thirteen copper pennys from the corpse of Draz.
You get two gold crowns from the corpse of Draz.
You get a pair of lissome leather boots with metal capped toes from the corpse of Draz.
You get a pair of thick, gold-plated greaves from the corpse of Draz.
You get a heron-engraved scabbard from the corpse of Draz.
You get a heron-engraved scabbard from the corpse of Draz.
You get a bronze belt of odd design from the corpse of Draz.
You get a bronze belt of odd design from the corpse of Draz.
You get the Hatchet of Hawkwing from the corpse of Draz.
You get a polished onyx-inlaid shield from the corpse of Draz.
You get a jeweled wristcuff from the corpse of Draz.
You get a jeweled wristcuff from the corpse of Draz.
You get a sturdy pair of full leather gauntlets from the corpse of Draz.
You get a pair of polished, gold-plated vambraces from the corpse of Draz.
You get a backpack from the corpse of Draz.
You get a cloak of shifting colors from the corpse of Draz.
You get a shining steel breastplate from the corpse of Draz.
You get a silver medallion from the corpse of Draz.
You get a silver medallion from the corpse of Draz.
You get a full metal helmet and visor from the corpse of Draz.
You get a gold ring delicately carved with ivy from the corpse of Draz.
You get a gold ring delicately carved with ivy from the corpse of Draz.
You get a small purse from the corpse of Draz.
You get a crystal lightstick from the corpse of Draz.

nar rip draz
* HP:Critical MV:Winded >
The dreadguard says 'This is the will of the Great Lord!'
The corpse of Draz seems to be empty.

* HP:Critical MV:Winded >
You narrate 'rip draz'


####So my guy badfade3 putz's around getting his horse and rsneaks in to get a hit on Draz then we kill relena and Edard gets out. Initially I didnt even know he was in the room for Draz dying.
12:18 Badfade3 hisses 'toss da good gear sir'
12:18 Badfade3 hisses 'and we will split'
12:18 Badfade3 hisses 'sir or maam'
12:19 Badfade3 hisses 'u r axe?'
12:19 You say 'about to be'
12:19 Badfade3 hisses 'I will give you this axe'
12:19 Toki narrates 'he just came to check corpse for axe'
12:19 You say 'were you in on draz pk?'
12:19 Badfade3 hisses 'this is not a request'
12:19 Badfade3 hisses 'give me the gear'
12:20 Badfade2 hisses 'did draz have a hilarious backpack?'
12:20 You say 'i dont think so'
12:20 Badfade2 hisses 'he usually has a hilarious backpack'
12:20 Badfade2 hisses 'full of randomass dung'
12:20 You say 'Badfade3 demanting draz loot from me'
12:20 You say 'classic'
12:20 Badfade2 hisses 'and it always makes me laugh'
12:20 Toki says 'face > trolloc'
12:20 Badfade3 hisses 'Badfade2 can explain to you'
12:20 Toki says 'err fade to!'
12:20 You say 'explain it to me Badfade2'
12:20 Badfade2 hisses 'face > trolloc'
12:21 Badfade2 hisses 'we have more face than you, because we dont have
eyes'
12:21 Badfade2 hisses 'therefore we are greater'
12:21 Badfade3 hisses 'I was literally in the room on him when he
died and you looted'
12:21 Badfade2 hisses 'toki's logic is the best'
12:21 Badfade3 hisses 'Fades get the gear to split up after deaths.'
12:21 Toki says 'i'm a savant!'
12:21 Badfade2 hisses 'but yes, fades split loot, this is the way!'
12:21 Badfade2 hisses 'my first day on ds i got murdered by a fade for
not handing over the loot fast enough'
12:22 Badfade3 hisses 'Most fades would have murdered him already'
12:22 Toki says 'unless the fade/face is troika . . .'
12:22 Badfade3 hisses 'But im not very good'
12:22 Badfade3 hisses 'ANd clearly Seroma is a human.'
12:22 Badfade2 hisses 'im confused tho'
12:22 Badfade3 hisses 'I can tell by the greed level.'
12:22 Badfade2 hisses 'is seroma hoarding the draz loot?'
12:22 Badfade3 hisses 'He really is'
12:22 Badfade3 hisses 'Refuses to give it up'
12:23 Badfade2 hisses 'you can always just go shaidar and shadow
warrant him'
12:23 You say 'would love to see the log of you fighting him'
12:23 You say 'put it in pdw under mine'
12:23 You say 'just dont get how you think you can walk in and
bogart the loot'
12:23 Badfade3 hisses '|W:40|T:8783|N| HP:Scratched DP:Fading
MV:Winded - Seroma: Critical - Draz: Beaten > '
12:24 Badfade3 hisses 'Are you new to DS?'
12:24 You say 'oh yeah i do see your scythe in there'
12:24 You say 'so what you are going to take the hatchet?'
12:24 Badfade3 hisses 'Yes'
12:24 Badfade3 hisses 'Because I am a fade'
12:24 Badfade3 hisses 'And you are a trolloc'
12:25 Badfade3 hisses 'ANd you will get this wicked axe.'
12:25 Badfade3 hisses 'I will also take the heron scabbard and Badfade2
will get the other.'
12:25 Badfade2 hisses 'no no'
12:25 Badfade3 hisses 'because he is a fade'
12:25 Badfade2 hisses 'i was not involved'
12:25 You say 'nah, firetruck that, you want it come take it from me'
12:25 Badfade2 hisses 'but if eq was involved and you're not handing
over loot'
12:25 Badfade2 hisses 'that is a problem'
12:27 Badfade2 narrates 'seroma going to split that loot with eq or no?'
12:27 Badfade3 narrates 'It is decided.'
12:27 Badfade3 narrates 'And its not just with me. Its with
everyone involved.'
12:28 Shaidar Haran tells you 'You have disobeyed me. The Generals
have acted. Beware my wrath.'
12:28 You narrate 'he wasnt interested in splitting just wanted
hatchet for himself'
12:28 Badfade3 narrates 'Thats how DS works bud.'
12:28 Badfade3 narrates 'Sorry if you think its unfair.'
12:29 Badfade2 narrates 'sigh. seroma warranted 30 days, or until loot
is split, whichever comes first'
12:29 Badfade3 narrates 'If hatcher is transfered to another ds
player, that charater will also be warranted.'
12:30 Badfade3 narrates 'Additinoally, I will peteition Dha'vol to
remove you from the clan. Have a great day sir!'


###Please continue to tell me how we should carry on this tradition of splitting via hierarchy and how it definitely doesn't put those who won't stand up for themselves under the boot of any remorts whim. Carry on

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: DS Splits

Post by Razhak » Sat Jul 09, 2022 10:05 am

Carry on.

Equitant
Posts: 174
Joined: Sat Mar 21, 2015 8:30 pm

Re: DS Splits

Post by Equitant » Sat Jul 09, 2022 12:27 pm

Where's the rest of the log after Draz dies? You fight that good fight to get someone to install dice in keep though.

Felurian
Posts: 6
Joined: Sat Apr 23, 2022 5:53 pm

Re: DS Splits

Post by Felurian » Sat Jul 09, 2022 4:05 pm

12:29 Badfade2 narrates 'sigh. seroma warranted 30 days, or until loot is split, whichever comes first'
12:29 Badfade3 narrates 'If hatcher is transfered to another ds player, that charater will also be warranted.'
12:30 Badfade3 narrates 'Additinoally, I will peteition Dha'vol to remove you from the clan. Have a great day sir!'
The attempt to ruin someone else's ability to enjoy their hobby and the benefits of the time they've invested is profoundly offensive.

If anyone spoke to me in that way, for any reason, I would leave and never come back.

What an absolute clusterfuck of utterly lacking any apparent consideration for another player as a person.

Shinji
Posts: 41
Joined: Thu Dec 02, 2021 12:50 am

Re: DS Splits

Post by Shinji » Sat Jul 09, 2022 5:57 pm

To be fair:

badfade2 was talking about the overall loot (not just hatchet). If other folks were in the pk and someone was refusing to split the overall set, a warrant would be justified.

badfade3: based on the log snippet, pretty bad faith actor since a single hit isn't exactly the greatest contribution / we need to acknowledge the dreadguard MVP here.

A better approach for all would probably be to hand over the rest of the set less hatchet first and then proceed from there.

Equitant
Posts: 174
Joined: Sat Mar 21, 2015 8:30 pm

Re: DS Splits

Post by Equitant » Sat Jul 09, 2022 6:04 pm

Yes. Based on the log snippet. Where is the rest of the log? Ends wirh Draz death and conversation log starts after pk ends. Dude would be dead if others didn’t show up. Not discounting that he did draw them in and props for that, but I wasn’t aware of that at the time until this log.

But I’m the bad faith actor?

Audre
Posts: 36
Joined: Thu Jul 23, 2020 3:34 pm

Re: DS Splits

Post by Audre » Sat Jul 09, 2022 7:22 pm

Equitant wrote:
Sat Jul 09, 2022 6:04 pm
Yes. Based on the log snippet. Where is the rest of the log? Ends wirh Draz death and conversation log starts after pk ends. Dude would be dead if others didn’t show up. Not discounting that he did draw them in and props for that, but I wasn’t aware of that at the time until this log.

But I’m the bad faith actor?
I think y’all both came at this issue with limited perspectives on the matter. From Seroma’s perspective you didn’t do anything in the kill and are transparently demanding the unique while asking for the loot. If that were the perspective I had on things, I probably wouldn’t hand things over to you either because I don’t think there’s any chance the split goes fairly. Once the threatening and browbeating starts there’s no way it resolves reasonably.

Do you think your contribution to the entirety of the pk warrants your claim, Eq?

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