Close 2 on 1 Winding

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Lisennet
Posts: 56
Joined: Tue Apr 28, 2020 3:21 am

Close 2 on 1 Winding

Post by Lisennet » Wed Aug 11, 2021 12:15 pm

Been fighting Reck and Penetrator around winding. We all ended up crit at some point and here I retreated to Commie after ticcing up to 28 hps.
I use WVD, wait another tic for HPs and SPs and go out to see if anything can be done.

Atop a Crumbling Watch Tower
[ obvious exits: D ]
Zone: Parched Ground
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A gray palfrey prances skittishly nearby.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

dism
* R HP:Critical SP:Good MV:Strong >
You stop riding him.

score
* HP:Critical SP:Good MV:Strong >
q
kill dark
You have 28(280) hit, 72(163) saidar and 123(149) movement points.
You have scored 108509068 experience points and 152 quest points.
You need 1727310295 exp to level and -2 qp to rank.
You have amassed 8 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Lisennet the Tower Accepted [White Tower 4] (Level 51).
You are standing.

q
kill dark
* HP:Critical SP:Good MV:Strong >
They aren't here.

* HP:Critical SP:Good MV:Strong > They aren't here.

wvdme
* HP:Critical SP:Good MV:Strong > They aren't here.

* HP:Critical SP:Good MV:Strong >
You feel the flows of saidar coursing through your body.

* HP:Critical SP:Good MV:Strong > [channel 'warding vs damage' lisennet]
You begin to weave the appropriate flows...


-=
+*
*+
=-
-
=+
*
*+
=-
-
=
+*
Ok.
A carefully woven flow of Earth, Air, and Water forms an aura about your body!

* HP:Critical SP:Fading MV:Strong >
rel
q
kill dark
q
kill dark
Ok.


q
kill dark
* HP:Critical SP:Fading MV:Strong > You have 38(280) hit and 123(149) movement points.
You have scored 108509068 experience points and 152 quest points.
You need 1727310295 exp to level and -2 qp to rank.
You have amassed 8 Turn points to date.
You have played 7 days and 23 hours (real time).
This ranks you as Lisennet the Tower Accepted [White Tower 4] (Level 51).
You are standing.

* HP:Critical SP:Fading MV:Strong > They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong > They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong > They aren't here.

* HP:Critical SP:Fading MV:Strong > They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong > They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong > They aren't here.

* HP:Critical SP:Fading MV:Strong >
They aren't here.

* HP:Critical SP:Fading MV:Strong >
cw 30
change wimpy 30
q
kill dark
q
kill dark
You will now flee if you go below 30 hit points.

* HP:Critical SP:Fading MV:Strong >
q
kill dark
They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong > They aren't here.


* HP:Critical SP:Fading MV:Strong >
wea
* HP:Critical SP:Fading MV:Strong >
q
kill dark
[weather ]
The temperature is about 45 degrees.
The sky is cloudy, and a mild wind comes from the south.
(could have used ice spikes instead of fireball... I see now)

q
kill dark
* HP:Critical SP:Fading MV:Strong >
l
They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong >
q
kill dark
They aren't here.

* HP:Critical SP:Fading MV:Strong > Atop a Crumbling Watch Tower
The remains of the ancient watch tower are closer to a pile of rubble than
a man-made structure now. Many parts of the floor and walls are missing and
the remaining parts of the walls are crumbling and all stained black, with
charred remains of furniture scattered about. A winding road can be seen
through the once solid northern section of the tower.
[ obvious exits: D ]
Zone: Parched Ground
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently.
A gray palfrey prances skittishly nearby.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

q
kill dark
* HP:Critical SP:Fading MV:Strong > They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong > They aren't here.

q
kill dark
* HP:Critical SP:Fading MV:Strong >
q
kill dark
q
kill dark

Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 62.1 seconds.

* HP:Beaten SP:Good MV:Full >
cw 40
change wimpy 40
embrace
You will now flee if you go below 40 hit points.

* HP:Beaten SP:Good MV:Full >
You feel the flows of saidar coursing through your body.
<< Let's do this >>

* HP:Beaten SP:Good MV:Full >
d
tt
channel 'fireball' h.Penetrator
In the Remains of a Crumbling Tower
[ obvious exits: N E S U ]
Zone: Parched Ground
*Reck* is standing here.
*Penetrator* is standing here.

* HP:Beaten SP:Good MV:Full >
You begin to weave the appropriate flows...
*Reck* tries to pierce you, but you parry successfully.


-=
+*

*Reck* tries to pierce you, but you parry successfully.
*Penetrator* leaves north. ^^

*
+=
-
-
*Reck* tries to pierce you, but you parry successfully.

=
Your target is no longer here!

* HP:Beaten SP:Good MV:Full - Reck: Battered >
*Penetrator* has arrived from the north.

rr <<-- This is usually set to fast weave, but seems I messed it up
* HP:Beaten SP:Good MV:Full - Reck: Battered >
[channel 'ice']
You begin to weave the appropriate flows...
*Reck* panics, and attempts to flee!


*Reck* leaves up. uu

-
=
*Reck* panics, and attempts to flee!
*Reck* leaves east. >>

+
*
*+
=
-
*Reck* tries to pierce you, but you parry successfully.

-
=
You dodge a bash from *Penetrator* who loses his balance and falls! <<-- Lucky break, though my weave does not connect
You wish that your wounds would stop BLEEDING so much!

Ok.
*Reck* panics, and attempts to flee!
Spikes of solid ice form in your hands, which you launch at *Reck*.

* HP:Beaten SP:Good MV:Full - Reck: Beaten >

<< Should have gone for another on Penetrator, but was a bit confused by my own weaving here >>


f
You panic and attempt to flee!


*Reck* panics, and attempts to flee!


*Reck* tries to pierce you, but you deflect the blow.


You flee head over heels.
Amongst the Rubble
[ obvious exits: N S W ]
Zone: Parched Ground

* HP:Beaten SP:Good MV:Full >
q
kill dark
n
They aren't here.

* HP:Beaten SP:Good MV:Full >
tt
channel 'fireball' h.Penetrator
In the Remains of a Crumbling Tower
[ obvious exits: N E S U ]
Zone: Parched Ground

* HP:Beaten SP:Good MV:Strong >
Nobody here by that name.

* HP:Beaten SP:Good MV:Strong >
q
kill dark

*Reck* leaves south. vv

q
kill dark
* HP:Beaten SP:Good MV:Strong >
They aren't here.

q
kill dark
* HP:Beaten SP:Good MV:Strong >
They aren't here.

s
* HP:Beaten SP:Good MV:Strong >
They aren't here.

s
* HP:Beaten SP:Good MV:Strong > Amongst the Rubble
[ obvious exits: N S W ]
Zone: Parched Ground

* HP:Beaten SP:Good MV:Strong >
s
A Winding Road
[ obvious exits: N E W ]
Zone: Parched Ground

e
* HP:Beaten SP:Good MV:Strong >
Alas, you cannot go that way...

e
* HP:Beaten SP:Good MV:Strong >
A Winding Road
[ obvious exits: E W ]
Zone: Parched Ground

* HP:Beaten SP:Good MV:Strong >
q
kill dark
A Winding Road
[ obvious exits: N W ]
Zone: Parched Ground
A Shienaran scout blends into the surroundings here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* HP:Beaten SP:Good MV:Strong >
They aren't here.

n
n
* HP:Beaten SP:Good MV:Strong >
A Winding Road
[ obvious exits: N S ]
Zone: Parched Ground

w
w
* HP:Beaten SP:Good MV:Strong >
A Winding Road
[ obvious exits: N S W ]
Zone: Parched Ground

* HP:Beaten SP:Good MV:Strong > Amongst the Rubble
[ obvious exits: E W ]
Zone: Parched Ground

* HP:Beaten SP:Good MV:Strong >
In the Remains of a Crumbling Tower
[ obvious exits: N E S U ]
Zone: Parched Ground

u
* HP:Beaten SP:Good MV:Tiring >
rh
ride horse
d
Atop a Crumbling Watch Tower
[ obvious exits: D ]
Zone: Parched Ground
A weapon rack stands on the ground here, ready to store weapons.
A warhorse is here, stamping his feet impatiently.
A gray palfrey prances skittishly nearby.
A Shienaran sergeant watches for the enemy here.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
A grizzled Shienaran veteran looks on.
Grimly steadfast, a Shienaran commander prepares for battle.

n
* HP:Beaten SP:Good MV:Tiring >
You start riding him.

<< Not around here, let's check trees then >>


n
* R HP:Beaten SP:Good MV:Tiring > In the Remains of a Crumbling Tower
[ obvious exits: N E S U ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Good MV:Tiring > A Winding Road Beside a Watch Tower
[ obvious exits: N S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten SP:Good MV:Tiring > A Winding Road
[ obvious exits: N E S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Beaten SP:Good MV:Tiring >
A Winding Road
[ obvious exits: N E W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.

n
* R HP:Beaten SP:Good MV:Tiring >
q
kill dark
Shadowing a Road
[ obvious exits: S W ]
Zone: Parched Ground
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Penetrator* is standing here.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

* R HP:Beaten SP:Good MV:Tiring >
t
channel 'fireball' h.dark
*Penetrator* tries to crush you, but you parry successfully.
You do the best you can!

* R HP:Beaten SP:Good MV:Tiring - Penetrator: Beaten >
A shivering tree tries to hit you, but you parry successfully.
A shivering tree joins a shivering tree's fight!
A shivering tree tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!

A shivering tree tries to hit you, but you dodge the attack.
You tickle *Penetrator*'s body with your strike.
*Penetrator* tries to crush you, but you deflect the blow.
You begin to weave the appropriate flows...


-=
+*
*+
=-
-
A shivering tree tries to hit you, but you parry successfully.
A shivering tree tries to hit you, but you parry successfully.

=
Ok.
Fire coalesces into a ball at your hands, which you launch at *Penetrator*.
*Penetrator* is stunned, but will probably regain consciousness...

* R HP:Beaten SP:Fading MV:Tiring - Penetrator: Critical >
w

You strike *Penetrator*'s body.
*Penetrator* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Penetrator*'s death cry.
A shivering tree tries to hit you, but you dodge the attack.
A shivering tree tries to hit you, but you parry successfully.


Messed up my flamestrike alias there, not meaning to hit Reck instead of Penetrator, but it worked out in the end.
Was a fun fight guys, one or two bashes (or some zerking on your part) would have changed the outcome for sure.
Also I got lucky so many times...!

Penetrator
Posts: 82
Joined: Thu Sep 29, 2016 8:02 am

Re: Close 2 on 1 Winding

Post by Penetrator » Wed Aug 11, 2021 12:52 pm

I think i had 90 hps in 85deg weather.
Messed up bash timing but thought i could eat 1 weave.

Stupid most likely since you were wwd and reck was 10hps in winding

I was actually more irritated at projectiles yesterday than channeling. Could we have anti projectiles mobol at certain rooms too?

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