Revenge!

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Ghast
Posts: 102
Joined: Tue Aug 01, 2017 10:19 pm

Revenge!

Post by Ghast » Wed Feb 16, 2022 2:28 pm

SUMMARY: Killed by Lorn in Caemlyn, grabbed a dagger and went back, stabbed him, finished him in palace!
Leader: Ghast
Opponents: Lorn
Team mates: None
WHERE: Caemlyn
Support: None




* S HP:Battered MV:Strong > A Wide Boulevard
This wide boulevard bisects Caemlyn and extends to both the east and west. The
road is set with a median of grass and trees. This is one of the busiest areas
in Caemlyn, and the street is usually crawling with people. A small winding
road threads some buildings, and leads off to the south.
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
East: A stout looking guard is here, walking the streets of Caemlyn.
South: A chicken wanders around here, pecking at the ground.
West: A man gambles away his purse.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A rat scurries around trying to get out of sight.
*Lorn* is standing here.

x
* S HP:Battered MV:Tiring > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Tiring >
[ba h.light]
You silently approach your victim...


*Lorn* sends you sprawling with a powerful bash!
Ouch! It appears someone saw your sneak attack.

* S HP:Battered MV:Tiring - Lorn: Battered >

The Caemlyn cityguard has arrived from the east.

* S HP:Battered MV:Tiring - Lorn: Battered >

The Caemlyn cityguard slashes your body very hard.
*Lorn* hacks your body into bloody fragments!
The Caemlyn cityguard has arrived from the east.
The Caemlyn cityguard has arrived from the east.
The Caemlyn cityguard has arrived from the east.
The Caemlyn cityguard has arrived from the east.
The Caemlyn cityguard has arrived from the east.
The Caemlyn cityguard has arrived from the east.

* S HP:Beaten MV:Tiring - Lorn: Battered >
f

The Caemlyn cityguard slashes your body very hard.
You are interrupted and stop what you are doing.
You panic and attempt to flee!
The Caemlyn cityguard joins the Caemlyn cityguard's fight!
The Caemlyn cityguard bellows 'wxdl?_@ TSTNfx @Hhhv dEv hmY[a TX i _P]T vNLRGag\hR'
The Caemlyn cityguard slashes your body very hard.
You wish that your wounds would stop BLEEDING so much!

The Caemlyn cityguard slashes your body extremely hard.
You wish that your wounds would stop BLEEDING so much!

The Caemlyn cityguard slashes your right leg hard.
You wish that your wounds would stop BLEEDING so much!

The Caemlyn cityguard slashes your body hard.
You wish that your wounds would stop BLEEDING so much!

*someone* hacks your body into bloody fragments!
You're stunned, but will probably regain consciousness...

You're in no shape to flee!
All you can do right now is think about the stars!

S HP:Critical MV:Tiring >

You are dead! Sorry...
Ouch! You lose a level.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
-
For complete beginners, please type HELP NEWBIE.
For new characters, please type LOOK NAMES.
Newcomers to this mud should LOOK NOTICE.
New characters should TELL GUARDIAN KIT.

If you're looking for something to do after dying, LOOK SLAIN.
[ obvious exits: N E S W U D ]
Zone: Circles of Light/Darkness/Ravens
North: A beastly, boar-headed trolloc growls maliciously.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A large trolloc dressed in bloodstained clothes grins maliciously.
Up: A massive and hairy trolloc is here sniffing the air.
Down: A trolloc is here commanding a fist of troops.
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.

o HP:Critical MV:Haggard >

If you'd like a basic kit to help you get going then say rekit.
The Great Lord of the Dark tells you 'Ghast, your death is a disappointment...'

o HP:Critical MV:Haggard >

The Great Lord of the Dark tells you 'I created you to kill, not to die...

o HP:Critical MV:Haggard >

The Great Lord of the Dark tells you 'Rest up and plan vengeance on those that would thwart my
plan,'

o HP:Critical MV:Haggard >

The Great Lord of the Dark tells you 'Let blood and limbs soothe the tension in your bones,'

o HP:Critical MV:Haggard >

The Great Lord of the Dark tells you '... and do not disappoint me again.'

o HP:Critical MV:Haggard >
te melkor lol. got bashed and 9 mobs entered. died.
You tell Melkor 'lol. got bashed and 9 mobs entered. died.'

o HP:Critical MV:Haggard >

Your heartbeat calms down more as you feel less panicked.

o HP:Critical MV:Weary >

Melkor tells you 'yea, today just nto a good day'

o HP:Critical MV:Weary >

Your heartbeat calms down more as you feel less panicked.

o HP:Critical MV:Winded >

Melkor tells you 'you didnt die, your just regrouping in HELL!'

o HP:Critical MV:Winded >

Disasterpus narrates 'oh legit. thanks melk!'

o HP:Critical MV:Winded >

Melkor narrates 'ghast got wtfpwns in caem to mobs'

o HP:Critical MV:Winded >

Melkor narrates 'his name was robert paulson'

o HP:Critical MV:Winded >

Ragnorake narrates 'ouch'

o HP:Critical MV:Winded >

Your heartbeat calms down more as you feel less panicked.

o HP:Beaten MV:Tiring >
st
You stand up.

o HP:Beaten MV:Tiring >
drink wel
You can't find it!

o HP:Beaten MV:Tiring >
drink well
i
You're not thirsty.

o HP:Beaten MV:Tiring > You are carrying:
[3] a large slab of meat

o HP:Beaten MV:Tiring >
eq
1
save
You are using:
Nothing.

o HP:Beaten MV:Tiring >
Saving Ghast.

o HP:Beaten MV:Tiring >
eat meat
You eat the meat.
You are full.

stat
o HP:Beaten MV:Tiring >
3
where
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 80, Dodging bonus: 88, Parrying bonus: 28
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Offensive.
Your armor absorbs about 0% on average.

You are subjected to the following effects:

o HP:Beaten MV:Tiring > You have no sense of location here.

o HP:Beaten MV:Tiring >
l
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
-
For complete beginners, please type HELP NEWBIE.
For new characters, please type LOOK NAMES.
Newcomers to this mud should LOOK NOTICE.
New characters should TELL GUARDIAN KIT.

If you're looking for something to do after dying, LOOK SLAIN.
[ obvious exits: N E S W U D ]
Zone: Circles of Light/Darkness/Ravens
North: A wolfish trolloc is here, howling for blood.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A large trolloc dressed in bloodstained clothes grins maliciously.
Down: A trolloc is here ruling a group of trollocs.
A stout wooden barrel stands nearby.
A revolting well bubbles with the blood of the sacrificed.

o HP:Beaten MV:Tiring >
pd
change posture defensive
Posture changed to: Defensive

o HP:Beaten MV:Tiring >
st
You are already standing.

d
o HP:Beaten MV:Tiring >
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
East: A trolloc is here commanding a fist of troops.
South: A red-eyed raven is here flying around.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here ruling a group of trollocs.

3
where
o HP:Beaten MV:Tiring >
Players in your Zone
--------------------
Ghast - In the Grand Hall
Melkor - The Well
Blyster - The Eastern Wing of the Great Hall
Snap - The Well
Mephistopheles - The Well
Curmudgeon - The Well

o HP:Beaten MV:Tiring >
w
w
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
North: A tall, ramshorned trolloc is here, commanding.
East: A trolloc is here ruling a group of trollocs.
South: A huge darkhound is here, drooling and snarling.
West: A trolloc is here commanding a fist of troops.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A trolloc is here commanding a fist of troops.

w
o HP:Beaten MV:Tiring > The Entrance to the Northern Twin Keep
This is the entrance to the northern keep. The door to the keep is still
intact but seems to be rusted open. Old runes have been carved into the
wall surrounding the opening giving a sense of the tranquility this place
once had. The vines hanging from the outer walls have all but covered the
opening. The Grand Hall lies to the east and the courtyard expands to the
west.
[ obvious exits: E W ]
Zone: The Ruined Keep
East: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
West: A wolfish trolloc is here, howling for blood.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.

* HP:Beaten MV:Tiring > The Courtyard
This part of the courtyard runs along the wall of the eastern keep. The
walls of the keep are showing signs of age but are apparently fareing better
than the rest of the castle. Large black vines with thorns almost encase
the entire keep, almost acting as a tomb. The entrance to the eastern keep
lies to the north and a destroyed catapult lies to the south.
[ obvious exits: E S ]
Zone: The Ruined Keep
East: A trolloc is here commanding a fist of troops.
South: A hooved trolloc anxiously stamps its feet.
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A trolloc is here commanding a fist of troops.
A hooved trolloc anxiously stamps its feet.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

s
s
* HP:Beaten MV:Tiring >
s
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
North: A wolfish trolloc is here, howling for blood.
South: A huge darkhound is here, drooling and snarling.
A hooved trolloc anxiously stamps its feet.

w
* HP:Beaten MV:Tiring > 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
North: A hooved trolloc anxiously stamps its feet.
South: A tall, ramshorned trolloc is here, commanding.
A huge darkhound is here, drooling and snarling.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A bearish trolloc towers here, its snout drawn into a snarl.

* HP:Beaten MV:Tiring > The Courtyard
One of the few parts of the courtyard not cluttered, the cobblestone can
actually be seen. A well lies to the west set in large granite stones. The twin
keeps that once stood menacingly to the east are now crumbling and falling
apart.
[ obvious exits: N E W ]
Zone: The Ruined Keep
North: A huge darkhound is here, drooling and snarling.
East: A young trolloc is here, growling with a deep bloodlust.
West: Melkor the Wretched Predator is resting here.
A tall, ramshorned trolloc is here, commanding.

* HP:Beaten MV:Tiring > 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
East: A tall, ramshorned trolloc is here, commanding.
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
West: A wolfish trolloc is here, howling for blood.
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.
Melkor the Wretched Predator is resting here.
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 hooved trolloc anxiously stamps its feet.
Snap the Wolfish Trolloc is resting here.
A mighty Ahf'frait trolloc serves the Chosen here.
Mephistopheles the Abominable Bruiser is resting here.
Curmudgeon the Ramshorned Trolloc is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o HP:Beaten MV:Tiring >
enter flame pass
Ok.

o HP:Beaten MV:Tiring >

You step into the flame.
Training Hall
Sweat and blood appear in droplets across the tile floor as young soldiers
train for battles yet to come. All sorts of wooden practice weapons adorn the
walls and several racks of battered weapons, that have seen their days of use,
rest in the corner. Several chairs line the walls for those who wish to watch a
sparring session or two. To one side of the room are numerous weights and
sparring dummies for the novices to train with. The walls also contain numerous
charts and diagrams, some depicting various vulnerable points of the human body
and others showing proper stances and forms. One rather startling chart points
out various areas of the anatomy of some kind of beast. A sign hangs above the
southern entrance and clanging can be heard from the east and west.
[ obvious exits: E S W ]
Zone: Deception Pass
Door east: oakdoor
Door west: irondoor
East: A trolloc is here, exhorting a group of trolloc raiders.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A black flame dances here in midair.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Tiring >

s
w
o HP:Beaten MV:Strong > A Wide Corridor
Large banners hang upon the grey stone walls stirring every so slightly as a
faint cool breeze passes throughout the corridor. The breeze brings with it the
aroma of sweat and mustyness brought on by poor ventilation. Echoing against
the fine stonework can be heard the shouts of men and the clang of steel on
steel coming from the north, and the sounds of laughter seem to be originating
from the east. The high arched ceiling seems large enough for even the stoutest
of ogier to pass through uninhibited while five burly men would be at ease to
pass through the hall side by side. Lantern light burns brightly throughout the
corridor granting excellent visibility to those who pass here.
[ obvious exits: N E S W ]
Zone: Deception Pass
North: A trolloc is here, exhorting a group of trolloc raiders.
East: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
An enormously fat, slobbering trolloc drags a large sack around.

o HP:Beaten MV:Strong > Stone Corridor
The entire hallway has been cut smooth from cold grey stone. Light flickers
from oil lanterns affixed to the walls with brass hooks and the aroma of
burning oil emanates from them. The smooth stone floor appears as flat as a
sheet of ice and the arched ceiling as curved as a chicken's egg. The long
corridor is a bit on the cool side but not that unpleasant as to be
inhospitable.
[ obvious exits: E W ]
Zone: Deception Pass
East: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

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

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

w
o HP:Beaten MV:Strong >
n
Stone Corridor
The hallway bends to the north and the east here. Smooth grey walls of stone
portray no sign of luxury save burning oil lanterns mounted from brass hooks in
the wall. The cold grey stone floor does little to muffle the echoes of those
that tread here. This entire hallway must have been the work of some master
craftsman for its angles and curves are superb, although one would seem to
expect more adornment rather than this spartan atmosphere.
[ obvious exits: N E ]
Zone: Deception Pass
North: A trolloc is here, exhorting a group of trolloc raiders.
East: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

n
o HP:Beaten MV:Strong >
s
w
w
s
Stone Corridor
Oil lanterns affixed to the walls of smooth grey stone burn brightly shedding
light throughout the hallway. The air is cool and carries with it the sounds
and smells of the rest of the fortress. The cold grey stone floor is well taken
care of and looks to have been recently mopped as evidenced by a light film of
water across much of it. The spartan like atmosphere of the hallway is devoid
of any adornment except for a small inscription in the ceiling.
[ obvious exits: N S W ]
Zone: Deception Pass
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Strong > Stone Corridor
Lanterns affixed by stanchions to the grey stone walls burn brightly bringing
illumination throughout the hallway. Above, the walls come together forming a
finely crafted arch while the polished granite floor almost glistens in the
pale firelight. The air is on the musty side and carries with it a slightly
foul stench. The hallway continues to the south while doors grant passage to
the north and east.
[ obvious exits: N E S ]
Zone: Deception Pass
Door north: pinedoor
Door east: irondoor
North: A trolloc is here, exhorting a group of trolloc raiders.
East: A trolloc is here, exhorting a group of trolloc raiders.
South: A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Strong > Stone Corridor
Oil lanterns affixed to the walls of smooth grey stone burn brightly shedding
light throughout the hallway. The air is cool and carries with it the sounds
and smells of the rest of the fortress. The cold grey stone floor is well taken
care of and looks to have been recently mopped as evidenced by a light film of
water across much of it. The spartan like atmosphere of the hallway is devoid
of any adornment except for a small inscription in the ceiling.
[ obvious exits: N S W ]
Zone: Deception Pass
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Strong > Narrow Hallway
Smooth stone walls line this narrow corridor while a small lantern burns dimly
casting enough light to aid in passage through this area. The corridor itself
measures just shy of a span in width and two in height. The polished granite
floor is impeccably clean and bears no signs of rigorous use. Upon the north
wall hangs a large banner suspended from hooks near the ceiling while the rest
of the hall maintains its spartan like decor.
[ obvious exits: E W ]
Zone: Deception Pass
East: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Strong > Narrow Hallway
The narrow hallway comes to a dead end here, heavy iron doors lead to the
west and south. The walls of smooth grey stone bear no markings or
decoration save for a single polished brass lantern. The oil lamp
illuminates the corridor as the smell of burning oil fills the cold stale
air carrying aloft with it wisps of slowly moving translucent smoke. Small
placards have been mounted upon the doors to the west and south. To the
north lies a rusty iron door, behind which you can hear the muffled cries
of a wounded animal.
[ obvious exits: N E S W ]
Zone: Deception Pass
Door north: irondoor
Door south: greatdoor
East: A trolloc is here, exhorting a group of trolloc raiders.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A dark-clad figure stands here holding a leash.

o HP:Beaten MV:Strong > Officers Quarters
Fine tapestries and maps scrawled upon loose animal hides hang freely covering
the four walls while a small oil lantern affixed to the wall nearest the door
sheds some light into the entry way. A large white wax candle burns brightly
upon a wooden table centered in the room. Centered against the three other
walls, three oak beds stand squarely while large cedar chests rest next to
each. The air is slightly musty and tinged with the odor of sweat while stale
smoke that has lingered too long in a confined space slowly wisps just beneath
the ceiling.
[ obvious exits: N ]
Zone: Deception Pass
Door north: greatdoor
North: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
An Elite Ko'bal guard stands here, protecting his master.
The Ko'bal Quartermaster is standing here.

*** GET A FEW PIECES ***

* HP:Beaten MV:Strong >
wear all
You wield a sharp, red stone dagger.

* HP:Beaten MV:Strong > You are using:
<worn on head> a camouflaged hood
<worn on body> a bearskin tunic
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<wielded> a sharp, red stone dagger
<worn about waist> a silver shield badge bearing the arms of Tanchico
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

stat
* HP:Beaten MV:Strong >
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 125, Parrying bonus: 66 <-- YAY 2H PRACS
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:

* HP:Beaten MV:Strong >
n
e
e
Narrow Hallway
The narrow hallway comes to a dead end here, heavy iron doors lead to the
west and south. The walls of smooth grey stone bear no markings or
decoration save for a single polished brass lantern. The oil lamp
illuminates the corridor as the smell of burning oil fills the cold stale
air carrying aloft with it wisps of slowly moving translucent smoke. Small
placards have been mounted upon the doors to the west and south. To the
north lies a rusty iron door, behind which you can hear the muffled cries
of a wounded animal.
[ obvious exits: N E S W ]
Zone: Deception Pass
Door north: irondoor
Door south: greatdoor
East: A trolloc is here, exhorting a group of trolloc raiders.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A dark-clad figure stands here holding a leash.

o HP:Beaten MV:Strong > Narrow Hallway
Smooth stone walls line this narrow corridor while a small lantern burns dimly
casting enough light to aid in passage through this area. The corridor itself
measures just shy of a span in width and two in height. The polished granite
floor is impeccably clean and bears no signs of rigorous use. Upon the north
wall hangs a large banner suspended from hooks near the ceiling while the rest
of the hall maintains its spartan like decor.
[ obvious exits: E W ]
Zone: Deception Pass
East: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Strong > Stone Corridor
Oil lanterns affixed to the walls of smooth grey stone burn brightly shedding
light throughout the hallway. The air is cool and carries with it the sounds
and smells of the rest of the fortress. The cold grey stone floor is well taken
care of and looks to have been recently mopped as evidenced by a light film of
water across much of it. The spartan like atmosphere of the hallway is devoid
of any adornment except for a small inscription in the ceiling.
[ obvious exits: N S W ]
Zone: Deception Pass
North: A trolloc is here, exhorting a group of trolloc raiders.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

stat
o HP:Beaten MV:Strong >
s
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 125, Parrying bonus: 66
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:

s
o HP:Beaten MV:Strong > Stone Corridor
The hallway bends to the north and the east here. Smooth grey walls of stone
portray no sign of luxury save burning oil lanterns mounted from brass hooks in
the wall. The cold grey stone floor does little to muffle the echoes of those
that tread here. This entire hallway must have been the work of some master
craftsman for its angles and curves are superb, although one would seem to
expect more adornment rather than this spartan atmosphere.
[ obvious exits: N E ]
Zone: Deception Pass
North: A trolloc is here, exhorting a group of trolloc raiders.
East: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Strong > A Ko'bal trolloc has arrived from the east.
Alas, you cannot go that way...

e
e
o HP:Beaten MV:Strong >
Stone Corridor
The entire hallway has been cut smooth from cold grey stone. Light flickers
from oil lanterns affixed to the walls with brass hooks and the aroma of
burning oil emanates from them. The smooth stone floor appears as flat as a
sheet of ice and the arched ceiling as curved as a chicken's egg. The long
corridor is a bit on the cool side but not that unpleasant as to be
inhospitable.
[ obvious exits: E W ]
Zone: Deception Pass
East: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.

n
o HP:Beaten MV:Strong > A Wide Corridor
Large banners hang upon the grey stone walls stirring every so slightly as a
faint cool breeze passes throughout the corridor. The breeze brings with it the
aroma of sweat and mustyness brought on by poor ventilation. Echoing against
the fine stonework can be heard the shouts of men and the clang of steel on
steel coming from the north, and the sounds of laughter seem to be originating
from the east. The high arched ceiling seems large enough for even the stoutest
of ogier to pass through uninhibited while five burly men would be at ease to
pass through the hall side by side. Lantern light burns brightly throughout the
corridor granting excellent visibility to those who pass here.
[ obvious exits: N E S W ]
Zone: Deception Pass
North: A trolloc is here, exhorting a group of trolloc raiders.
East: A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
An enormously fat, slobbering trolloc drags a large sack around.

o HP:Beaten MV:Strong > Training Hall
Sweat and blood appear in droplets across the tile floor as young soldiers
train for battles yet to come. All sorts of wooden practice weapons adorn the
walls and several racks of battered weapons, that have seen their days of use,
rest in the corner. Several chairs line the walls for those who wish to watch a
sparring session or two. To one side of the room are numerous weights and
sparring dummies for the novices to train with. The walls also contain numerous
charts and diagrams, some depicting various vulnerable points of the human body
and others showing proper stances and forms. One rather startling chart points
out various areas of the anatomy of some kind of beast. A sign hangs above the
southern entrance and clanging can be heard from the east and west.
[ obvious exits: E S W ]
Zone: Deception Pass
Door east: oakdoor
Door west: irondoor
East: A trolloc is here, exhorting a group of trolloc raiders.
South: A trolloc is here, exhorting a group of trolloc raiders.
West: A trolloc is here, exhorting a group of trolloc raiders.
A black flame dances here in midair.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.
A trolloc is here, exhorting a group of trolloc raiders.

o HP:Beaten MV:Strong >
enter flame
Ok.

o HP:Beaten MV:Strong >

The black flame surges as you step into it and arrive on the other side.
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
East: A young trolloc is here, growling with a deep bloodlust.
West: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
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.
Melkor the Wretched Predator is resting here.
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 hooved trolloc anxiously stamps its feet.
Snap the Wolfish Trolloc is resting here.
A mighty Ahf'frait trolloc serves the Chosen here.
Mephistopheles the Abominable Bruiser is resting here.
Curmudgeon the Ramshorned Trolloc is standing here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A gray haired weaponsmaster stands nearby.

o HP:Beaten MV:Strong >
s
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
North: Melkor the Wretched Predator is resting here.
East: A wolfish trolloc is here, howling for blood.
South: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
West: Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Beaten MV:Strong > 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
North: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
South: A hooved trolloc anxiously stamps its feet.
West: A wolfish trolloc is here, howling for blood.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A red-eyed raven is perched nearby, staring silently at you.

* 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
North: Falling silent, a muzzled trolloc tests the wind... and begins to growl.
West: A trolloc is here ruling a group of trollocs.
A massive battering ram adorned with shields and moving on wheels is here.
A hooved trolloc anxiously stamps its feet.
A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
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 >
exa ram
It is a battering ram.
When you look inside, you see:
ram (here) :
Nothing.

* 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
North: A Kno'mon trolloc tracks you with his reddened eyes, snorting with battle lust.
South: A hooved trolloc anxiously stamps its feet.
West: A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A red-eyed raven is perched nearby, staring silently at you.

* HP:Beaten MV:Tiring >
Disasterpus narrates 'I swear....when SM loads legit i stab him 3x one after another and bam, free
sai. but when he loads garbage and i'm trying to force pop i misss like 30000 stabs on him. lol'

w
* HP:Beaten MV:Tiring >
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
East: A bearish trolloc towers here, its snout drawn into a snarl.
A remnant of the Age of Legends juts from the soil.
A wolfish trolloc is here, howling for blood.
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.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

cal
* HP:Beaten MV:Tiring >
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 >
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
An iron lantern hangs from the wall above the gate.

* HP:Beaten MV:Tiring >
stat
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 125, Parrying bonus: 66
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:

* HP:Beaten MV:Tiring >
i
You are carrying:
[2] a large slab of meat

* HP:Beaten MV:Tiring >
eat meat
w
w
w
You are too full to eat more!

w
* HP:Beaten MV:Tiring > 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

w
o HP:Beaten MV:Tiring > 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
A soft leather pouch has been discarded here. [4]

o HP:Beaten MV:Tiring > 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

* HP:Beaten MV:Tiring > 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

* HP:Beaten MV:Tiring > 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

w
w
* HP:Beaten MV:Tiring >
w
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

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

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

s
s
* HP:Beaten MV:Tiring >
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

w
* HP:Beaten MV:Tiring > 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

n
* HP:Beaten MV:Tiring > 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
South: A red-eyed raven is perched nearby, staring silently at you.

n
n
* HP:Beaten MV:Tiring > Dying Plains in the Blight
These plains squish in a disgusting manner with even the slightest
pressure. A small and faint ooze leaks from the ground where too much
weight creates furrows in the ground. To the east the Blight appears lusher
and riper, although the death and decay that permeates the air here is
replaced there by a sickly sweet odor that is no more healthy.
[ obvious exits: N E W ]
Zone: The Blight
A red-eyed raven is perched nearby, staring silently at you.

n
o HP:Beaten MV:Tiring > Desolate Plains
These plains are forlorn and lost, and the few rocks and tufts of blackish
growth emphasize this rather than detract from the monotony. There is no water
in sight. This place is utterly bleak, and yet quite cheerful compared to the
surrounding plains. Some of the rocks here seems spattered with blood, stained
but never cleansed by the rain.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A small stick is lying on the ground here.
A black snake with red mottling slyly meanders around you.
A large, goat-faced trolloc glares at you hungrily.

e
* HP:Beaten MV:Tiring > Barren Plains
These plains are flat, with no features exept for windswept, grey sand and grey
rock, polished by time and the windblown sand. The grey sand feels unpleasant
to touch, itching and stinging. This sand is from tainted rock, and harmful to
all of the light. Somehow, you sense the taint in the sand here seeps from just
to the east. Nowhere around you can anything kindle any hope of rest,
sustenance, or peace.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A spider-legged beast is here, most of it teeth.
A small stick is lying on the ground here.
A span long blood-red worm crawls toward you.

* HP:Beaten MV:Tiring > The Twist in the Dark Road
The dark road turns north and west here, following the edge of the hill to the
northwest of here. The road is paved with sheets of dark stone, smooth as if
thoroughly polished. The road runs through a flat, gray landscape, with small
mounds of earth scattered about.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
West: The giant blight beetle is here flying around.

pl
pl
* HP:Beaten MV:Tiring > The Dark Road
The road passes between a hill to the west and a grove of tall pines to the
east. This area is covered in a short, ugly black grass that covers the spare
ground. The road is covered in black slates, polished quite smooth with the
passage of time and countless armies.
[ obvious exits: N E S ]
Zone: Shayol Ghul

pl
* HP:Beaten MV:Tiring > Blighted Grove
Large pine trees form a grove here, a dark and unwholesome place. The crowns
are so close as to suffocate all the undergrowth, making the place dark and
gloomy. The trees are specked with lurid red fungi and splotches of black
growth, covering the trees in clumps of red matter. The fungi pulse slightly,
and it has little to do with the wind blowing.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A faded tapestry of vines and leaves entwine around a slab of pale stone.
A titanic creature of the Shadow is here, wrapped in lightning.
A spider-legged beast is here, most of it teeth.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

o HP:Beaten MV:Tiring > The Shadowmauler hits your right foot hard.
A gaping maw tries to hit you, but you parry successfully.
[pull leaf]
Ok.

stat
o HP:Beaten MV:Tiring - the Shadowmauler: Scratched > [pull leaf]
No way! You're fighting for your life!

o HP:Beaten MV:Tiring - the Shadowmauler: Scratched > [pull leaf]
Ok.

o HP:Beaten MV:Tiring - the Shadowmauler: Scratched > You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 125, Parrying bonus: 66
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT

f
o HP:Beaten MV:Tiring - the Shadowmauler: Scratched > You swiftly dodge a
gaping maw's attempt to hit you.
You pierce the Shadowmauler's head very hard.
The Shadowmauler hits your body very hard.
You panic and attempt to flee!
You flee head over heels.
The Dark Road
The road passes between a hill to the west and a grove of tall pines to the
east. This area is covered in a short, ugly black grass that covers the spare
ground. The road is covered in black slates, polished quite smooth with the
passage of time and countless armies.
[ obvious exits: N E S ]
Zone: Shayol Ghul
The Twist in the Dark Road
The dark road turns north and west here, following the edge of the hill to the
northwest of here. The road is paved with sheets of dark stone, smooth as if
thoroughly polished. The road runs through a flat, gray landscape, with small
mounds of earth scattered about.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
West: The giant blight beetle is here flying around.

* HP:Beaten MV:Tiring >
e

There isn't room to get close enough!

* HP:Beaten MV:Tiring >
d
Gray Hills
The hills here are low, having suffered the entropy of ages. They are old,
worn, tired things, covered with a fine gray dust. At even the slightest breeze
the dust blows off the hills like gray shrouds blowing in the wind, reducing
their size even more. In some years these hills will probably be no more, after
having endured this place for ages.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A small stick is lying on the ground here.
A small stick is lying on the ground here.
A black snake with red mottling slyly meanders around you.
A bearlike lump of rotten flesh lumbers around in here.

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

* HP:Beaten MV:Tiring >
n
Blighted Grove
Large pine trees form a grove here, a dark and unwholesome place. The crowns
are so close as to suffocate all the undergrowth, making the place dark and
gloomy. The trees are specked with lurid red fungi and splotches of black
growth, covering the trees in clumps of red matter. The fungi pulse slightly,
and it has little to do with the wind blowing.
[ obvious exits: N E S W D ]
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
Zone: Shayol Ghul
A faded tapestry of vines and leaves entwine around a slab of pale stone.
A titanic creature of the Shadow is here, wrapped in lightning.
A spider-legged beast is here, most of it teeth.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.
Warped, menacing trees shiver, boughs slowly enclosing around you.

d
o HP:Beaten MV:Tiring >
At a Vine-Carved Door
Standing in the midst of a large, heavily pitted flagstone circle is what
appears to be a massive arch with intricate vines and leaves carved upon
its surface. Almost hidden from view is a thin crack running from the
topmost part of the arch to the bottom. This arch is in stark contrast to its
surroundings, the deepest of pitch darkness attempts to consume all light.
[ obvious exits: E U ]
(wotmudmapper): (error): Multiple matches found.
A faded tapestry of vines and leaves entwine around a slab of pale stone.

o HP:Beaten MV:Tiring >
e
Approaching a Vine-Carved Door
Upon this path one must be weary to stay away from the edges. The arch is
not level, sloping ever so slightly downwards on either side. This barely
perceivable slope is slight enough to make it hard to notice, yet dangerous
enough to cause the unwary to slip off the sides. A dark, multi-hued
flagstone span veers off of this path and approaches a vine-covered door.
[ obvious exits: E S W U D ]
(wotmudmapper): (error): Multiple matches found.

o HP:Beaten MV:Tiring >
d
Twisting Through the Ways
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: E S W U D ]
(wotmudmapper): (error): Caution. Direction s leads to an unknown room.
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
(wotmudmapper): (error): Caution. Direction south leads to an unknown room.
(wotmudmapper): (error): Caution. Direction down leads to an unknown room.
Zone: The Ways

o HP:Beaten MV:Tiring >
w

Your heartbeat calms down more as you feel less panicked.

d
o HP:Beaten MV:Strong > An Island in the Ways
Pitted flagstones have been laid in a circular formation, the outer edges
of which are hidden by the foreboding darkness. In the exact center of the
circle stands a tall monolith, engraved with strange markings that only the
most fastidious could interpret. Careful exploration shows the edge
partially guarded by a low half-wall with only infinite darkness beyond.
[ obvious exits: N E W U D ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
(wotmudmapper): (error): Caution. Direction west leads to an unknown room.
(wotmudmapper): (error): Caution. Direction north leads to an unknown room.
(wotmudmapper): (error): Caution. Direction up leads to an unknown room.
Zone: The Ways

o HP:Beaten MV:Tiring > Twisting Through the Ways
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: N E S W U D ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
(wotmudmapper): (error): Caution. Direction west leads to an unknown room.
(wotmudmapper): (error): Caution. Direction north leads to an unknown room.
(wotmudmapper): (error): Caution. Direction down leads to an unknown room.
Zone: The Ways

o HP:Beaten MV:Tiring >
s
e
s
An Island in Darkness
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: N E W D ]
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
(wotmudmapper): (error): Caution. Direction west leads to an unknown room.
(wotmudmapper): (error): Caution. Direction down leads to an unknown room.
Zone: The Ways

o HP:Beaten MV:Tiring > Twisting Through the Ways
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: N E S W U ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
(wotmudmapper): (error): Caution. Direction e leads to an unknown room.
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
(wotmudmapper): (error): Caution. Direction east leads to an unknown room.
(wotmudmapper): (error): Caution. Direction north leads to an unknown room.
(wotmudmapper): (error): Caution. Direction up leads to an unknown room.
Zone: The Ways

w
o HP:Beaten MV:Tiring > Approaching a Vine-Carved Door
Upon this path one must be wary to stay away from the edges. The arch is
not level, sloping ever so slightly downwards on either side. This barely
perceivable slope is slight enough to make it hard to notice, yet dangerous
enough to cause the unwary to slip off the sides. A dark, multi-hued
flagstone span veers off of this path and approaches a vine-covered door.
[ obvious exits: N W D ]
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
(wotmudmapper): (error): Caution. Direction down leads to an unknown room.
Zone: The Ways

o HP:Beaten MV:Tiring >
pl
At a Vine-Carved Door
Standing in the midst of a large, heavily pitted flagstone circle is what
appears to be a massive arch with intricate vines and leaves carved upon
its surface. Almost hidden from view is a thin crack running from the
topmost part of the arch to the bottom. This arch is in stark contrast to its
surroundings, the deepest of pitch darkness attempts to consume all light.
[ obvious exits: E ]
Zone: The Ways
A faded tapestry of vines and leaves entwine around a slab of pale stone.

o HP:Beaten MV:Tiring > [pull leaf]
Ok.

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

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

o HP:Beaten MV:Tiring >
stat
Ominous winds carry screams, howling songs, melodies to die for...

The vine-carved door mysteriously opens.
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 125, Parrying bonus: 66
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:

o HP:Beaten MV:Tiring >
u
Amongst the Ancient Headstones
Suddenly, you happen upon a secluded lea enshrouded with a warm, unmoving
mist. Headstones, illegible from age, protrude out from the uneven ground
and lean to odd angles. This eerie place seems purposefully placed so as
to escape notice.
[ obvious exits: E S D ]
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
Zone: Tar Valon Road South of Tar Valon
A faded tapestry of vines and leaves entwine around a slab of pale stone.
A robin is here flying around.
A large plains bear smells the air for prey.
A black stallion prances about.

* HP:Beaten MV:Tiring >
snea
Ok, you'll try to move silently for a while.

s
s
* S HP:Beaten MV:Tiring >
A Subtle, Overgrown Path
Nettles and other brambles mingle with the grass nearing the border to a
misty clearing where the forest and the grassland border meet. Dominating
your western field of vision is an boundless expanse of broad, grassy
savannas sometimes reaching a modicum of variation as it passes over slightly
dipping valleys and hill crests.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

3
where
* S HP:Beaten MV:Tiring > A Subtle, Overgrown Path
Strong winds really begin to pick up here, swaying the olive-colored grass
in irregular waves over its endless sea. The grass appears to gradually
become taller farther west of you to the height of a full grown man.
[ obvious exits: N E W ]
Zone: Tar Valon Road South of Tar Valon
A brazen young hare thumps his powerful hind legs nearby.

* S HP:Beaten MV:Tiring > Players in your Zone
--------------------
Ghast - A Subtle, Overgrown Path

* S HP:Beaten MV:Tiring >
e
s
A Subtle, Overgrown Path
Chest-high grass, thick and long-bladed, thrives all around except where
small clusters of chaparral stand isolated in random placement. This meager
crosscut you follow bends south and west. Some to the north and west, the
forest to your east reaches out and around the foot of several small hills.
[ obvious exits: S W ]
Zone: Tar Valon Road South of Tar Valon

s
* S HP:Beaten MV:Tiring > A Subtle, Overgrown Path
Almost escaping notice, this trail has hardly been worn-in. Perhaps it has
been years since anyone has crossed through it, or maybe its just a matter
of few trodding it, but now it is barely more than an indentation in the tall
and wild grass of the open plains.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

e
* S HP:Beaten MV:Tiring > Field of Honor
A large, cleared meadow presents itself before you. Hemmed in with
evergreens and low-lying nettles there is little that stands taller than
the wild grass. However, as you examine the place closer you find the
remnants of several seige engines left from some long ago war, perhaps even
as far back as the Fall of Artur Hawkwing's empire.
[ obvious exits: N E ]
Zone: Tar Valon Road South of Tar Valon
Door east: briars
A fierce merlin cries shrilly as it dives low for a kill.
A cute brown deer eyes you nervously.

* S HP:Beaten MV:Tiring >
The briars seems to be closed.

* S HP:Beaten MV:Tiring >
ode
open briars e
A brown deer panics, and attempts to flee!
Ok.

e
* S HP:Beaten MV:Tiring >
e
Snarl of Brambles
A multitude of briars and ivy sit on the shoulders of oak and leatherleaf
like some wicked mantle. The bristling layer of vines make towering
walls, impenetrable to both vision and passage.
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon
Door west: briars

* S HP:Beaten MV:Tiring > A Passel of Wildflowers
Along the roadside, it nearly seems as if someone had intentionaly tendered
a small flower garden. Various herbs and sweet-smelling wildflowers grow in
carefully contained clusters over the springy green turf. Further from the
great road a dense bundle of barbed vines and brambles seal off entry.
[ obvious exits: E W ]
Zone: Tar Valon Road South of Tar Valon
Lightly spread across the ground are a number of soft blue petals.
A short plant with fuzzy green leaves grows here.
Tiny yellow flowers are growing upon stalks here.
A fallen tree lies upon the ground, seemingly chopped down in haste.

s
* S HP:Beaten MV:Tiring >
s
Alas, you cannot go that way...

e
* S HP:Beaten MV:Tiring > Alas, you cannot go that way...

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
A strange transformation is occuring here. Trees and brush are being overrun
by ivy and brambles, throwing a leafy, webbed blanket over everything. The
constant travel upon the road is its only salvation from the creeping vines.
[ obvious exits: N S W ]
Zone: Tar Valon Road South of Tar Valon

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
Bulges and wide humps under the carpet of vines could only be oaks and
pine succumb to the invasion of brambles. In a few more years they will
be eroded away completely by suffocation under this leaching tide.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

s
s
* S HP:Beaten MV:Tiring > The Tar Valon Road
No farmers dare this terrain; the ivy and thorny underbrush muscle their
way into every exposed surface, save the road itself. Crops would be a
doomed undertaking almost immediately after their seeds had been sown.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
The swells of green vines and ruddy trumpet-blossoms are patchy, but still
quite dominant. Bird nests are common in the higher boughs of the ivy, and
jackrabbit tracks are as frequent as human ones on the road.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
The coverage of parasitic vines is far less than to the north. A few bushes
and trees have even managed to wholly escape the infestation.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

3
where
* S HP:Beaten MV:Tiring > Rounding the Bend
The flat expanse of the plains is slowly resolving into a more hilly
region. Gazing southward, the smooth peaks transform the horizon into
an interesting spectacle.
[ obvious exits: N W ]
Zone: Tar Valon Road South of Tar Valon
West: A young and strong buck is here, munching some grass.

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

* S HP:Beaten MV:Tiring > Players in your Zone
--------------------
Ghast - Rounding the Bend

s
* S HP:Beaten MV:Tiring >
w
Alas, you cannot go that way...

s
* S HP:Beaten MV:Tiring > Rounding the Bend
Rocky mounds surrounding you seem to be the precursors for expansive,
slowly rolling hills in the southern panorama. Trees and bushes are
placed at a fair span from one another, housing much activity from
woodland creatures.
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon
A young and strong buck is here, munching some grass.

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
You are at the base of a slight incline, the road climbs a hill to
the south which is far too broad in its base to be feasibly skirted.
Only a few small trees and scrubs live in the rocky soil.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
North: A young and strong buck is here, munching some grass.

s
s
* S HP:Beaten MV:Tiring >
s
The Tar Valon Road
At the hill's crest, all is silenced by the constant whisper of windblown
grass. The trees here grow at a slant, twisted and shaped to all angles
by the persistant wind.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
Leatherleaf and other deciduous trees are appearing more abundantly here
and to the south. One huge leatherleaf has even been allowed to grow
very close to the road; the shade it provides might be good for a few
hours of rest.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
South: A young and strong buck is here, munching some grass.

s
s
* S HP:Beaten MV:Tiring > The Tar Valon Road
Wildflowers and ferns are everywhere beneath the protective shade of so
many trees and hillocks. The shadowy copses blend much mystery with the
natural serenity of so ancient a wilderness.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
A young and strong buck is here, munching some grass.
A cute brown deer eyes you nervously.

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
The chaparral is dense and affords little easy travel off the beaten path
of the Tar Valon road. Its foliage and spiney limbs are prickly to the
touch and sets your exposed skin immediately to itching.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
North: A young and strong buck is here, munching some grass.

* S HP:Beaten MV:Tiring > The Tar Valon Road
Some deer and rabbit excrement are on the road here in various stages of
decay; it seems this section of road is part of a regular intersection of
wildlife activity.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
South: A cute brown deer eyes you nervously.

* S HP:Beaten MV:Tiring > The Tar Valon Road
Pebbles and boulders are piled by the roadside, a rudimentary means of
keeping erosion at bay. Runnels in the gravel have already deformed the road
as the result of recent rainstorms.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
South: A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.
A traveler journeys to another city.

3
where
* S HP:Beaten MV:Tiring > The Tar Valon Road
You are at the base of a low incline. The contour of the hillside slowly
elevates to a peak about three hundred spans due south. To the far north
are vistas of tall grass over flat plains.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
North: A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.

* S HP:Beaten MV:Tiring > The Tar Valon Road
A several mile radius from where you are standing is mainly just a patchwork
of stark green trees speckling the light-drab of hilly wasteland. Many timid
herbivores peek out from from groves of clumped trees.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
North: A cute brown deer eyes you nervously.

s
* S HP:Beaten MV:Tiring > Players in your Zone
--------------------
Ghast - The Tar Valon Road

s
* S HP:Beaten MV:Tiring > The Tar Valon Road
Hillside terrain quickly becomes a taxing mode of travel, though it does
provide for entertaining and lush scenery. The air is stronger upon these
rocky overlooks.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon

s
s
* S HP:Beaten MV:Winded > The Tar Valon Road
Working its way down a plateau in the south, the road stretches onward to the
north, eventually entering some low, rolling hills. The landscape seems to be
without any startling features here, mainly consisting of plains covered with
sparse vegetation and an occasional bush or two.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Winded > Road on a Plateau
Arriving at the top of this plateau, you glance at the surrounding areas. It is
no surprise that the road faithfully keeps its heading, going from the south to
north. With great difficulty, you can make out some small woods far in the
south, beyond the great expanse that starts directly below the plateau. North,
the road slowly descends and goes through a more varied scenery, consisting of
gentle hills dotted by trees and bushes.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

s
s
* S HP:Beaten MV:Winded > The Tar Valon Road
The road ascends an elevation in the landscape, straining to keep its heading
north. To the south, it pierces a vast, featureless plain, and though the road
zigzags for some distance, most of it seems to go in a straight line.
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Winded > The Tar Valon Road
The road starts to twist and turn here, meandering through the grasslands. The
purpose evades you, but you welcome the change in the road, if not in the
scenery. The road's general direction stays the same, however, going north and
south.
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

s
s
* S HP:Beaten MV:Winded > The Tar Valon Road
Even this far out in the wild, the road is in remarkably good condition.
Travel on it is endurable, though your mind wearies by its seemingly endless
north-south heading. A few bushes flank the road and dot the flatlands
surrounding you, but apart from this, vegetation is very sparse.
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded > The Tar Valon Road
On you go, trying not to think of the vast distance that still lies ahead of
you. The surrounding terrain yields no surprises - featureless plains cover
all directions.
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

3
where
* S HP:Beaten MV:Winded > The Tar Valon Road
The wilderness continues, with no sign of habitation anywhere. The terrain is
quite open, dominated by plains that seem to reach to the very end of the
world, with only a few, smooth hills to disrupt the otherwise featureless
landscape. Maintaining its monotonous north-south heading, the road goes on.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded > The Tar Valon Road
The road seems endless, your journey without an end. Vast plains stretch in all
directions, the road crawling its way through them. However, as you strain your
eyes, you see the vague form of what must be a small forest further to the
south, though much in that direction is obscured by the gentle rolls of the
landscape.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded >
Bend in the Road
The road makes a turn here before heading straight north towards the legendary
city of Tar Valon. You pause for a moment, estimating your position with the
city of the Aes Sedai and the Queen's haven of Caemlyn as points of reference.
Distances can be deceiving here in the wilderness, but you find it likely that
Caemlyn is the closest city, though it would still prove to be a long journey.
[ obvious exits: N W ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Ghast - Bend in the Road

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

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

s
* S HP:Beaten MV:Winded >
s
Bend in the Road
The road bends in a south-east direction here. East, the road makes yet another
turn, resuming its course north, while south of here an old bridge can be seen,
crossing a stream.
[ obvious exits: E S ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Winded > At the Small Bridge
A small bridge, built in granite, spans over a lively stream. The bridge is
old, its stones have taken on a dark hue from years of exposure, but it seems
to be well-kept and looks sturdy. You spot a small trail leading down to the
shallow waters below.
[ obvious exits: N S D ]
Zone: Tar Valon Road North of Caemlyn

s
s
* S HP:Beaten MV:Winded > Road through the Edge of the Woods
Some small clusters of trees herald the presence of a light forest further
to the south. The road heads north towards Tar Valon, and southwards
towards Andor and the crown city of Caemlyn.
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Winded > Turn in the Road
The road resumes its heading north by making a gentle turn. Looking in that
direction, you see the edge of the woods, while the forest is getting slightly
more dense in the south-west.
[ obvious exits: N W ]
Zone: Tar Valon Road North of Caemlyn

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

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

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

s
s
* S HP:Beaten MV:Winded >
s
s
Bend in the Road
The road makes yet another turn here, this time in a south-east direction. The
woods seem to get somewhat more thick to the south, while the edge of the
forest seems to be further to the north-east.
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Winded > Road through the Light Woods
The air is filled with the fresh, revitalizing scent of this green forest.
Although the forest is fairly light, it is filled with small bushes and under-
growth, making travel beyond the road most difficult. The road continues its
long journey, heading on north and south.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded > Road through the Light Woods
The singing of birds fill the air as you follow the road through this sparse
forest. Birch flank the road, some reaching an astounding height. Some of the
weeds and smaller trees have been cut down, denying rovers the proper foliage
to set up an ambush.
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded > Road at the Edge of the Woods
The landscape is becoming more gentle and smooth, with only some small, sloping
hills as an indication of the more wild terrain south of you. The forest is
quite thin here, but seems to thicken further to the north.
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

e
s
* S HP:Beaten MV:Winded > Road through the Hills
Low, sloping hills form the landscape, covered with bushes and an occasional
tree. South of here, the hills become more dominating, hiding the road
completely from the eye. The road goes on north, eventually entering a light
forest.
[ obvious exits: N E S W ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Winded > Bend in the Road
Turning and twisting between several hills, the road eventually bends, now
going east and north. The city of Tar Valon lies very far to the north, while
considerably nearer, to the south, proud Caemlyn awaits weary travelers.
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn

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

3
where
* S HP:Beaten MV:Winded > Twist in the Road
Some particularly rough-looking hills forced those who made this road to make a
turn to the west, going between a number of foreboding ridges. The terrain
right to the north is extremely unsavoury-looking, giving the impression that
one should avoid entering that wild domain, lest one would get lost and be
forced to wander aimlessly until starvation and dehydration would eventually
claim the life of the hapless traveler.
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded > Road through the Hills
As you reach the summit of yet another hill, you peer out at the surrounding
area. Caemlyn is not visible to the eye, but you estimate the city's location
to be roughly to the south of you. North of you, the road is forced to make a
sharp turn, in order to get by a cluster of wild hills. Even further north, the
terrain seems to change into light woods.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded > Road through the Hills
Small hills cover the area, but due to the excellent condition of the road, you
are able to travel through this wild land without too much effort. The road
continues onward in a roughly north-south direction.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn

* S HP:Beaten MV:Winded > The Tar Valon Road
Continuing your journey, you see that the terrain is gradually changing. Low,
rolling hills bespeak the presence of a wild landscape to the north, where the
road is forced to make an occasional turn in order to avoid some of the more
troublesome hills. Southwards, plains stretch as far as you can see.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
South: A crow is visible flying high in the sky.
A squat border stone juts from the soil.

* S HP:Beaten MV:Winded > Players in your Zone
--------------------
Ghast - The Tar Valon Road

s
* S HP:Beaten MV:Winded >
e
s
Bend in the Road
Rather abruptly, the road turns in a north-east direction. To the east you spot
a small hill. Heading north would take you, after a tiring journey, all the way
to Tar Valon.
[ obvious exits: N E ]
Zone: Tar Valon Road North of Caemlyn
East: A crow is visible flying high in the sky.

s
* S HP:Beaten MV:Weary > Bend in the Road
The road turns here, going south and west, thus evading a small hill to the
north. At the base of the hill, the remains of a camp can be discerned,
probably raised by some small merchant caravan heading south towards Caemlyn.
[ obvious exits: N S W ]
Zone: Tar Valon Road North of Caemlyn
West: A crow is visible flying high in the sky.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

s
* S HP:Beaten MV:Weary > The Tar Valon Road
The road continues in a north-south heading, the surroundings showing little of
interest. However, peering around you notice a bend in the road to the north,
going around a small hill.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
North: South: A black crow is here, watching.

s
* S HP:Beaten MV:Weary > The Tar Valon Road
As you continue your journey, bushes start to flank the road. You strain your
eyes to discover what lies further ahead, but all you can see is the road
stretching through the plains.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
Door west: bushes
South: A crow is visible flying high in the sky.
A black crow is here, watching.

3
where
* S HP:Beaten MV:Weary > The Tar Valon Road
The settlements gradually, almost reluctantly, give way to the wilderness.
The road is in excellent condition, however, free from vegetation and
apparently well-kept in general. Looking to the south, you can see the
silhouette of Caemlyn in the distance, while the road north leads on towards
the city of Tar Valon.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
North: A black crow is here, watching.
A crow is visible flying high in the sky.
A black stallion prances about.

* S HP:Beaten MV:Weary > The Tar Valon Road
Just outside of Caemlyn, the smooth, wide road is in excellent condition,
perfect for fast travel. Interlocking, granite paving stones are laid in a
simple pattern, and not a blade of grass can be seen growing between the
stones. To the south, the road continues through the outskirts of Caemlyn and
going north starts the long journey to Tar Valon.
[ obvious exits: N S ]
Zone: Tar Valon Road North of Caemlyn
North: A crow is visible flying high in the sky.

* S HP:Beaten MV:Weary > Players in your Zone
--------------------
Ghast - The Tar Valon Road

* S HP:Beaten MV:Weary >
s
Road through Outer Caemlyn
In the outermost part of Caemlyn the number of dwellings decreases, compared
to other parts of the city. The buildings look slightly run down, and anything
taller than two stories is a rarity. Hazarding a guess, one would say that
poorer folk live here. The road itself is still wide and smooth, but in some
places weeds grow between the paving stones. To the north, the road continues
toward Tar Valon, while taller buildings can be seen flanking the road not far
to the south.
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn

s
* S HP:Beaten MV:Weary >
Road through Outer Caemlyn
Along the wide, paved road through outer Caemlyn, travel is fast and comfort-
able. Dwellings and warehouses line the sides of the road, some as many as
three stories tall. Washing hangs to dry in some of the upper stories, pointing
to the fact that the dwellings are well occupied. The road continues north
through outer Caemlyn and leads to a tall gate set in the huge wall guarding
Caemlyn proper to the south. The Braem wood grows thick to the east, and you
seem to be able to force your way through the undergrowth here.
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
South: A black crow is here, watching.

s
* S HP:Beaten MV:Weary >
e
Outside the Northern Gate of Caemlyn
The fifty foot high wall surrounding Caemlyn is broken by two huge metal
doors. This is the great northern gate of Caemlyn, city of the Queen of Andor.
The gate looks like it could withstand the battering of an army indefinitely.
To the east and west, buildings cluster along the great wall, the upper stories
of inns towering above the tile roofs of houses, and squat warehouses. The road
itself continues south into inner Caemlyn, or north along the great road
through outer Caemlyn.
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A black crow is here, watching.

3
where
* S HP:Beaten MV:Weary >
r
Caemlyn Coach Stop
This small paved waiting area lies just outside the north gate of Caemlyn,
which can be seen just to the southwest. The city walls loom to the south,
and the road to Tar Valon begins just to the west. A small sign is here,
listing the alleged schedule of the coach.
[ obvious exits: W ]
Zone: Outer Caemlyn

* S HP:Beaten MV:Weary > Players in your Zone
--------------------
Ghast - Caemlyn Coach Stop

* S HP:Beaten MV:Weary > You sit down and rest your tired bones.
You sheath a sharp, red stone dagger into a camouflaged hood.

* S HP:Beaten MV:Weary >
stat
3
where
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 74, Dodging bonus: 31, Parrying bonus: 41
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

* S HP:Beaten MV:Weary > Players in your Zone
--------------------
Ghast - Caemlyn Coach Stop

* S HP:Beaten MV:Weary >
draw
eq
You try to quietly draw a sharp, red stone dagger from a camouflaged hood.

* S HP:Beaten MV:Weary > You are using:
<worn on head> a camouflaged hood
<worn on body> a bearskin tunic
<worn about body> a long, enveloping cloak of midnight black
<worn on arms> a set of cloth sleeves
<worn on hands> a pair of dark gloves
<wielded> a sharp, red stone dagger
<worn about waist> a silver shield badge bearing the arms of Tanchico
<worn on legs> a pair of earthen colored breeches
<worn on feet> a black pair of silver-tooled boots

* S HP:Beaten MV:Weary >
i
You are carrying:
[2] a large slab of meat

* S HP:Beaten MV:Weary >
stat
1
save
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 31, Parrying bonus: 50
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

3
where
* S HP:Beaten MV:Weary > Saving Ghast.

* S HP:Beaten MV:Weary > Players in your Zone
--------------------
Ghast - Caemlyn Coach Stop

* S HP:Beaten MV:Weary >
l
Caemlyn Coach Stop
This small paved waiting area lies just outside the north gate of Caemlyn,
which can be seen just to the southwest. The city walls loom to the south,
and the road to Tar Valon begins just to the west. A small sign is here,
listing the alleged schedule of the coach.
[ obvious exits: W ]
Zone: Outer Caemlyn

* S HP:Beaten MV:Weary >
lsc
Arglebargle, glop-glyf!?!

* S HP:Battered MV:Winded >
stat
1
save
* S HP:Battered MV:Winded > You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 31, Parrying bonus: 50
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

3
where
* S HP:Battered MV:Winded >
Saving Ghast.

* S HP:Battered MV:Winded > Players in your Zone
--------------------
Ghast - Caemlyn Coach Stop

* S HP:Battered MV:Winded >
st
You stop resting, and stand up.

* S HP:Battered MV:Winded >
pg
Outside the Northern Gate of Caemlyn
The fifty foot high wall surrounding Caemlyn is broken by two huge metal
doors. This is the great northern gate of Caemlyn, city of the Queen of Andor.
The gate looks like it could withstand the battering of an army indefinitely.
To the east and west, buildings cluster along the great wall, the upper stories
of inns towering above the tile roofs of houses, and squat warehouses. The road
itself continues south into inner Caemlyn, or north along the great road
through outer Caemlyn.
[ obvious exits: N E S ]
Zone: Tar Valon Road North of Caemlyn
Door south: Northgate
An iron lantern hangs from the wall above the gate.
A black crow is here, watching.

g
* S HP:Battered MV:Winded > [pick gate]
You realize that the door is already open.

* S HP:Battered MV:Winded > [open gate]
It's already open!

* S HP:Battered MV:Winded >
s
e
Inside the Northern Gate of Caemlyn
You are just inside the Northern Gate of Caemlyn. You stop for a moment to
appreciate the vast and beautiful sprawl of Caemlyn. The city is swarming
with people, there can't possibly be room here for all of them. Caemlyn is
built on a series of hills, and you can see the spires of the inner city and
the palace rising above the heights of the outer city. A northern road
follows the perimeter of the city both east and west here.
[ obvious exits: N E W ]
Zone: Outer Caemlyn
Door north: Northgate
North: A black crow is here, watching.
East: A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A young woman walks by.
A stout looking Caemlyn guard is posted here.
A stout looking Caemlyn guard is posted here.

u
* S HP:Battered MV:Winded > The Northern Road
You are on the northern side of the road which circles the outer city.
The North Gate lies off the your west and the entrance to a skywalk
running over the inner city begins here.
[ obvious exits: E W U ]
Zone: Outer Caemlyn
East: A small dog is here, barking furiously.
West: A stout looking guard is here, walking the streets of Caemlyn.
Up: A shifty looking fellow patrols the streets picking up discarded belongings.
A stout looking guard is here, walking the streets of Caemlyn.
A hunter from Illian searches for the fabled Horn of Valere.
A black dog is here, wagging its tail.

* S HP:Battered MV:Winded > Skywalk over the Inner City
You are at the northern end of a marble skywalk which rises high over the Inner
City. From your lofty perch you can see all the marvel and splendor of Caemlyn.
You can see the North Gate not far away, and if you squint you can make out the
South Gate in the distance as well. Below you you can see the breath-taking
beauty of the inner city, and you marvel at the wonders of Ogier architecture.
[ obvious exits: S D ]
Zone: Outer Caemlyn
South: A young woman walks by.
Down: A stout looking guard is here, walking the streets of Caemlyn.
A shifty looking fellow patrols the streets picking up discarded belongings.
A shifty looking fellow patrols the streets picking up discarded belongings.

3
where
* S HP:Battered MV:Winded >
s
Players in your Zone
--------------------
Ghast - Skywalk over the Inner City

s
* S HP:Battered MV:Winded > Skywalk over the Inner City
You are on the middle of a marble skywalk which runs the breadth of the Inner
City. You are afforded a marvelous view of the entirety of Caemlyn from here.
The throngs of people below you are staggering in their sheer noise and volume.
The walkway continues to the north and south.
[ obvious exits: N S ]
Zone: Outer Caemlyn
North: A shifty looking fellow patrols the streets picking up discarded belongings.
South: A man is here.
A young woman walks by.
An old man hobbles slowly on his way.
A ragged looking man asks for spare coins.

h
* S HP:Battered MV:Winded >
Skywalk over the Inner City
You are at the southern end of a long marble skywalk that runs over the
Inner City of Caemlyn. A spiraling stairwell leads down into the heart of
the Outer City. You can see a great deal of Caemlyn from this vantage
point, and the view is simply spectacular. The number of people that
populate this huge city is beyond all belief. The walkway continues to the
north.
[ obvious exits: N D ]
Zone: Outer Caemlyn
North: A young woman walks by.
Down: A small dog is here, barking furiously.
A man is here.

* S HP:Battered MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
d
w
h
A Wide Boulevard
You are on a wide boulevard that stretches all the way across Caemlyn. The
extremely wide road is cut in the middle by a strip of grass with trees evenly
placed along the street. You see people scurrying about in a mad rush. A
stairway leads up here onto a skywalk that runs over the entire Inner City.
[ obvious exits: E W U ]
Zone: Outer Caemlyn
Up: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A small dog is here, barking furiously.
A figure stands here, ready to collect unwanted things.

* S HP:Battered MV:Winded > Middle of a Wide Boulevard
This is the middle of a wide boulevard that runs east and west across Caemlyn.
The boulevard is bisected by a strip of grass and a row of trees which run its
length. The sheer noise of crowded Caemlyn is overwhelming, almost a dull
roar. To the north is a paved road which leads into the Inner City. To the
south is an open square and a cluster of shops.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
North: A stout looking guard is here, walking the streets of Caemlyn.
East: A small dog is here, barking furiously.
South: A stout looking guard is here, walking the streets of Caemlyn.
West: A stout looking guard is here, walking the streets of Caemlyn.
The corpse of Syne is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Battered MV:Winded > [hide ]
You attempt to hide yourself.

scan w
* S HP:Battered MV:Winded >
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* S HP:Battered MV:Winded >
exa corpse
It is the corpse of Syne.
When you look inside, you see:
corpse (here) :
Nothing.

* S HP:Battered MV:Winded >
w
w
h
A Wide Boulevard
This wide boulevard bisects Caemlyn and extends to both the east and west. The
road is set with a median of grass and trees. This is one of the busiest areas
in Caemlyn, and the street is usually crawling with people. A small winding
road threads some buildings, and leads off to the south.
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
South: A villager woman performs her daily routine.
West: An old man hobbles slowly on his way.
The corpse of Ghast is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* S HP:Battered MV:Winded > A Wide Boulevard
You are on a wide boulevard that stretches all the way across Caemlyn. The
extremely wide road is cut in the middle by a strip of grass with trees placed
evenly all along the boulevard. Off to the west you can make out one of
Caemlyn's four gates. To the south you see a small brick inn. A sign is posted
above the door.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
North: A man is here.
East: A stout looking guard is here, walking the streets of Caemlyn.
South: An old man hobbles slowly on his way.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old man hobbles slowly on his way.

* S HP:Battered MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
e;exa corpse
w
A Wide Boulevard
This wide boulevard bisects Caemlyn and extends to both the east and west. The
road is set with a median of grass and trees. This is one of the busiest areas
in Caemlyn, and the street is usually crawling with people. A small winding
road threads some buildings, and leads off to the south.
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
South: A villager woman performs her daily routine.
West: An old man hobbles slowly on his way.
The corpse of Ghast is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

h
* S HP:Battered MV:Winded > It is the corpse of Ghast.
When you look inside, you see:
corpse (here) :
Nothing.

* S HP:Battered MV:Winded > A Wide Boulevard
You are on a wide boulevard that stretches all the way across Caemlyn. The
extremely wide road is cut in the middle by a strip of grass with trees placed
evenly all along the boulevard. Off to the west you can make out one of
Caemlyn's four gates. To the south you see a small brick inn. A sign is posted
above the door.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
North: A man is here.
East: A stout looking guard is here, walking the streets of Caemlyn.
South: An old man hobbles slowly on his way.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old man hobbles slowly on his way.

* S HP:Battered MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
3
where
Players in your Zone
--------------------
Ghast - A Wide Boulevard

* S HP:Battered MV:Winded >
e
e
h
A Wide Boulevard
This wide boulevard bisects Caemlyn and extends to both the east and west. The
road is set with a median of grass and trees. This is one of the busiest areas
in Caemlyn, and the street is usually crawling with people. A small winding
road threads some buildings, and leads off to the south.
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
South: A villager woman performs her daily routine.
West: An old man hobbles slowly on his way.
The corpse of Ghast is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

* S HP:Battered MV:Winded > Middle of a Wide Boulevard
This is the middle of a wide boulevard that runs east and west across Caemlyn.
The boulevard is bisected by a strip of grass and a row of trees which run its
length. The sheer noise of crowded Caemlyn is overwhelming, almost a dull
roar. To the north is a paved road which leads into the Inner City. To the
south is an open square and a cluster of shops.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
North: A stout looking guard is here, walking the streets of Caemlyn.
East: A figure stands here, ready to collect unwanted things.
South: A stout looking guard is here, walking the streets of Caemlyn.
West: A stout looking guard is here, walking the streets of Caemlyn.
The corpse of Syne is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Battered MV:Winded > [hide ]
You attempt to hide yourself.

scan s
* S HP:Battered MV:Winded >
A stout looking guard is here, walking the streets of Caemlyn.
A warhorse is here, stamping his feet impatiently.
The Caemlyn town crier stands here, spreading the news.
A gleeman is here, playing a lute.

* S HP:Battered MV:Winded >
3
where
Players in your Zone
--------------------
Ghast - Middle of a Wide Boulevard

* S HP:Battered MV:Winded >
s
n
Caemlyn Central Square
You are in a large stone square, right in the middle of Caemlyn's outer
city. You see a wide boulevard to the north, and the path to the inner
city. There are a number of shops around you. The density of the population
is really quite incredible. It's almost impossible to relax as you are
being constantly bumped and jostled. From here you can really get a good
view of the outer city, and this just makes you appreciate the older inner
city all the more. A large banner hangs nearby, depicting a map of
Caemlyn's outer city.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
Door down: fountaindoor
East: A shifty looking fellow patrols the streets picking up discarded belongings.
South: A worker busily earns a day's pay.
West: A merchant guard eyes you warily, intent on keeping order.
A fountain is here, offering clear blue water to all.
A marble bench, flecked with gold and bronze, adorns the floor.
A stout wooden barrel stands nearby.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A warhorse is here, stamping his feet impatiently.
The Caemlyn town crier stands here, spreading the news.
A gleeman is here, playing a lute.

* S HP:Battered MV:Winded > Middle of a Wide Boulevard
This is the middle of a wide boulevard that runs east and west across Caemlyn.
The boulevard is bisected by a strip of grass and a row of trees which run its
length. The sheer noise of crowded Caemlyn is overwhelming, almost a dull
roar. To the north is a paved road which leads into the Inner City. To the
south is an open square and a cluster of shops.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
North: A stout looking guard is here, walking the streets of Caemlyn.
East: A figure stands here, ready to collect unwanted things.
South: A stout looking guard is here, walking the streets of Caemlyn.
West: A stout looking guard is here, walking the streets of Caemlyn.
The corpse of Syne is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Battered MV:Winded >
stat
You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 125, Parrying bonus: 66
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- SNEAK

3
where
* S HP:Battered MV:Winded >
h
Players in your Zone
--------------------
Ghast - Middle of a Wide Boulevard

* S HP:Battered MV:Winded >
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
n
n

Melkor narrates 'Git Gud '

n
* S HP:Battered MV:Winded > Road to the Inner City
This paved road extends north from Caemlyn's main boulevard. The road extends
through the wide marble arch of the Origan Gate and into the Inner City. You
stand on the outskirts of the Inner City, and from here you can see the
difference between the amazing feats of Ogier craftsmanship and the sprawling
mess and chaos of the Outer City.
[ obvious exits: N S ]
Zone: Outer Caemlyn
Door north: OriganGate
North: An elite Queen's Guard stands at his post.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Lorn* is standing here.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A man is here.
A city lamplighter stands nearby, attending his duties.

h
* S HP:Battered MV:Weary > Inside the Origan Gate
The paved road runs to the north into the center of the Inner City. To the
south the road runs through the wide marble arch of the Origan Gate and into
the Outer City. There are a number of shops around, and you can make out the
entrances to what appears to be the local armory and the Inner City smithy.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door south: OriganGate
East: An armorsmith's assistant stands here, ready to trade.
South: *Lorn* is standing here.
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

3
where
* S HP:Battered MV:Weary > Road to the Palace
This paved road leads north towards the royal palace of Andor, set in the
center of the Inner City. To the south the road runs through a gate into the
Outer City. There is a cluster of shops here, you can see entrances to an inn
and a tavern on either side of you. A little further to the south you can make
out some signs for what appears to be the local armory and the inner city
smithy.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: A stout looking guard is here, walking the streets of Caemlyn.
East: Weary and coated in dust, a merchant stands here.
South: An elite Queen's Guard stands at his post.
West: A stout looking guard is here, walking the streets of Caemlyn.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Battered MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Weary > Players in your Zone
--------------------
Ghast - Road to the Palace

s
s
* S HP:Battered MV:Weary >
h
Inside the Origan Gate
The paved road runs to the north into the center of the Inner City. To the
south the road runs through the wide marble arch of the Origan Gate and into
the Outer City. There are a number of shops around, and you can make out the
entrances to what appears to be the local armory and the Inner City smithy.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door south: OriganGate
East: An armorsmith's assistant stands here, ready to trade.
South: A stout looking guard is here, walking the streets of Caemlyn.
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

x
* S HP:Battered MV:Weary > Road to the Inner City
This paved road extends north from Caemlyn's main boulevard. The road extends
through the wide marble arch of the Origan Gate and into the Inner City. You
stand on the outskirts of the Inner City, and from here you can see the
difference between the amazing feats of Ogier craftsmanship and the sprawling
mess and chaos of the Outer City.
[ obvious exits: N S ]
Zone: Outer Caemlyn
Door north: OriganGate
North: An elite Queen's Guard stands at his post.
South: *Lorn* is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A man is here.
A city lamplighter stands nearby, attending his duties.

* S HP:Battered MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Weary > [ba h.light]
Backstab who?

s
* S HP:Battered MV:Weary >
h
x
Middle of a Wide Boulevard
This is the middle of a wide boulevard that runs east and west across Caemlyn.
The boulevard is bisected by a strip of grass and a row of trees which run its
length. The sheer noise of crowded Caemlyn is overwhelming, almost a dull
roar. To the north is a paved road which leads into the Inner City. To the
south is an open square and a cluster of shops.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
North: A stout looking guard is here, walking the streets of Caemlyn.
East: A figure stands here, ready to collect unwanted things.
South: A stout looking guard is here, walking the streets of Caemlyn.
West: *Lorn* is standing here.
The corpse of Syne is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Battered MV:Weary > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Weary >
w
[ba h.light]
Backstab who?

h
* S HP:Battered MV:Winded > A Wide Boulevard
This wide boulevard bisects Caemlyn and extends to both the east and west. The
road is set with a median of grass and trees. This is one of the busiest areas
in Caemlyn, and the street is usually crawling with people. A small winding
road threads some buildings, and leads off to the south.
[ obvious exits: E S W ]
Zone: Outer Caemlyn
Door north: celldoor
South: A villager woman performs her daily routine.
The corpse of Ghast is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Lorn* is standing here.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

x
* S HP:Battered MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
[ba h.light]
You silently approach your victim...


-=
+*
*+
=-
-
=+
*
*Lorn* makes a strange sound as you place a sharp, red stone dagger in his back!
*Lorn* panics, and attempts to flee!
Batrastard narrates 'which room is the landing room when you jump from Keep? 1w GK, 2n 1e? or
somewhere else?'

* S HP:Battered MV:Winded - Lorn: Beaten >
*Lorn* leaves east.

* S HP:Battered MV:Winded >
e
`
`
Middle of a Wide Boulevard
This is the middle of a wide boulevard that runs east and west across Caemlyn.
The boulevard is bisected by a strip of grass and a row of trees which run its
length. The sheer noise of crowded Caemlyn is overwhelming, almost a dull
roar. To the north is a paved road which leads into the Inner City. To the
south is an open square and a cluster of shops.
[ obvious exits: N E S W ]
Zone: Outer Caemlyn
North: A stout looking guard is here, walking the streets of Caemlyn.
East: A figure stands here, ready to collect unwanted things.
South: A stout looking guard is here, walking the streets of Caemlyn.
West: A stout looking guard is here, walking the streets of Caemlyn.
The corpse of Syne is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Lorn* is standing here.

* S HP:Battered MV:Winded > *Lorn* leaves east.
[k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded >
`
`
`
`
[k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

stat
* S HP:Battered MV:Winded > *Lorn* has arrived from the east.
[k light]
You pierce *Lorn*'s body.
*Lorn* panics, and attempts to flee!

3
where
* S HP:Battered MV:Winded - Lorn: Beaten > You are a 328 year old male trolloc rogue.
Your height is 6 feet, 10 inches, and you weigh 253.0 lbs.
You are carrying 4.0 lbs and wearing 7.2 lbs, peanuts.
Your base abilities are: Str:17 Int:10 Wil:10 Dex:19 Con:19.
Offensive bonus: 145, Dodging bonus: 125, Parrying bonus: 66
Your mood is: Wimpy. You will flee below: 90 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- SNEAK

`
* S HP:Battered MV:Winded - Lorn: Beaten >
`
Players in your Zone
--------------------
Ghast - Middle of a Wide Boulevard

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > You swiftly dodge *Lorn*'s attempt to pierce you.
You barely pierce *Lorn*'s head.
*Lorn* panics, and attempts to flee!
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Beaten > *Lorn* leaves east.
[k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > Melkor narrates 'never tried'
[k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

not
* S HP:Battered MV:Winded > *Lorn* has arrived from the east.
[k light]
You pierce *Lorn*'s right hand.
*Lorn* panics, and attempts to flee!

3
where
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Beaten > You start paying increased attention to your
surroundings.

* S HP:Battered MV:Winded - Lorn: Beaten > Players in your Zone
--------------------
Ghast - Middle of a Wide Boulevard

* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

not
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Beaten >
*Lorn* tries to pierce you, but you dodge the attack.
You pierce *Lorn*'s right leg.
*Lorn* panics, and attempts to flee!
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > You stop paying increased attention to your surroundings.

* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > *Lorn* leaves east.
[k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > *Lorn* has arrived from the east.
[k light]
You pierce *Lorn*'s left arm.
*Lorn* panics, and attempts to flee!

* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

3
where
`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Beaten > You swiftly dodge *Lorn*'s attempt to pierce you.
You pierce *Lorn*'s left arm.
*Lorn* panics, and attempts to flee!
Players in your Zone
--------------------
Ghast - Middle of a Wide Boulevard

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Beaten > *Lorn* leaves south.
*Lorn* has arrived from the south.
[k light]
You pierce *Lorn*'s body.
*Lorn* panics, and attempts to flee!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > You pierce *Lorn*'s left leg.
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > *Lorn* leaves south.
*Lorn* has arrived from the south.
[k light]
You pierce *Lorn*'s left leg.
*Lorn* panics, and attempts to flee!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Critical >
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical >
`
You pierce *Lorn*'s left hand.
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

n
* S HP:Battered MV:Winded - Lorn: Critical > *Lorn* leaves east.
*Lorn* has arrived from the east.
[k light]
You pierce *Lorn*'s body.
*Lorn* panics, and attempts to flee!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

n
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > Melkor narrates 'rag was it you that wanted boulders
the other day?'
No way! You're fighting for your life!

`
* S HP:Battered MV:Winded - Lorn: Critical >
`
`
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > No way! You're fighting for your life!

`
* S HP:Battered MV:Winded - Lorn: Critical > You pierce *Lorn*'s body.
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > *Lorn* leaves south.
*Lorn* has arrived from the south.
[k light]
You pierce *Lorn*'s left hand.
*Lorn* panics, and attempts to flee!

`
`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > You pierce *Lorn*'s right arm.
[k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Winded - Lorn: Critical > [k light]
You do the best you can!

n
* S HP:Battered MV:Winded - Lorn: Critical > *Lorn* leaves north.
[k light]
They aren't here.

* S HP:Battered MV:Winded > Ragnorake narrates 'Yeah'
[k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

n
* S HP:Battered MV:Winded > Road to the Inner City
This paved road extends north from Caemlyn's main boulevard. The road extends
through the wide marble arch of the Origan Gate and into the Inner City. You
stand on the outskirts of the Inner City, and from here you can see the
difference between the amazing feats of Ogier craftsmanship and the sprawling
mess and chaos of the Outer City.
[ obvious exits: N S ]
Zone: Outer Caemlyn
Door north: OriganGate
North: An elite Queen's Guard stands at his post.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.
A man is here.
A city lamplighter stands nearby, attending his duties.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

n
* S HP:Battered MV:Winded > Inside the Origan Gate
The paved road runs to the north into the center of the Inner City. To the
south the road runs through the wide marble arch of the Origan Gate and into
the Outer City. There are a number of shops around, and you can make out the
entrances to what appears to be the local armory and the Inner City smithy.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door south: OriganGate
East: An armorsmith's assistant stands here, ready to trade.
South: A stout looking guard is here, walking the streets of Caemlyn.
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

n
* S HP:Battered MV:Winded > Road to the Palace
This paved road leads north towards the royal palace of Andor, set in the
center of the Inner City. To the south the road runs through a gate into the
Outer City. There is a cluster of shops here, you can see entrances to an inn
and a tavern on either side of you. A little further to the south you can make
out some signs for what appears to be the local armory and the inner city
smithy.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: A stout looking guard is here, walking the streets of Caemlyn.
East: Weary and coated in dust, a merchant stands here.
South: An elite Queen's Guard stands at his post.
West: A stout looking guard is here, walking the streets of Caemlyn.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

n
n
* S HP:Battered MV:Winded > [k light]
They aren't here.

n
n
* S HP:Battered MV:Winded > Road to the Palace
You are on a paved road in the center of the inner city. You can see the palace
gates a little ways down the road to the north. To the south the road leads
down towards the outer city. Side streets take you east or west deeper into
the inner city.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
East: A shaggy brown mare stands here.
West: A drunken fool staggers in no particular direction.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout looking guard is here, walking the streets of Caemlyn.
A well-dressed boy stands nearby.
A little girl watches you, mischief in her eyes.
A governess stands here, keeping watch over her charges.
A man is here.
A stout looking guard is here, walking the streets of Caemlyn.
A stout looking guard is here, walking the streets of Caemlyn.

n
* S HP:Battered MV:Winded > The Caemlyn cityguard says 'XAX ktK x]dz iqG]JqV'
A well-dressed boy panics, and attempts to flee!
A well-dressed boy leaves east.
A governess leaves east.
A little girl leaves east.
The Caemlyn cityguard joins the Caemlyn cityguard's fight!
The Caemlyn cityguard joins the Caemlyn cityguard's fight!
The Caemlyn city alarm sounds loudly in the distance.
Melkor narrates 'theres a load on the ground in new blight, forgot about that'
Oval Plaza Outside the Royal Palace
This large oval plaza lies just south of the gates of the Royal Palace of
Andor. The workmanship here is truly magnificent, and is perhaps the most
stunning part of all Caemlyn. Built on a little hill in the Inner City's
center, you have an amazing view that goes deep into the Outer City. Gazing
up at the palace you marvel once again at the wonders of Ogier architecture.
A large banner hangs nearby, depicting a map of Caemlyn's inner city.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: portcullis
North: *Lorn* is standing here.
South: A stout looking guard is here, walking the streets of Caemlyn.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

w
* S HP:Battered MV:Winded > Inside the Palace Gate
You are just inside the main portcullis of the royal palace of Andor.
People are usually streaming in and out under the watchful gaze of
the palace guards. There are small alcoves both to the east and west.
[ obvious exits: E S W ]
Zone: Inner Caemlyn
Door south: portcullis
East: A palace servant is here, about his duties.
*Lorn* is standing here.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.
The palace guard is here, eyeing the corridors watchfully.

n
* S HP:Battered MV:Winded > Alas, you cannot go that way...

n
n
* S HP:Battered MV:Winded > Alas, you cannot go that way...

`
* S HP:Battered MV:Winded > Alas, you cannot go that way...

`
* S HP:Battered MV:Winded > Entrance to the Courtyard
You are in a small alcove just off the main gate. To the north a stone
archway leads into the palace courtyard. Just to the west you can see a
guard tower.
[ obvious exits: N E W ]
Zone: Inner Caemlyn
East: *Lorn* is standing here.
West: The palace guard is here, eyeing the corridors watchfully.

`
* S HP:Battered MV:Winded > South-West Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of
the White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. There are five stone archways
around the courtyard, two of them in the southern wall. Above you, high on
the southern wall, there is a small balcony.
[ obvious exits: N E S ]
Zone: Inner Caemlyn
North: A palace servant is here, about his duties.
The waters of a blue-veined marble fountain pour forth here.

`
* S HP:Battered MV:Winded > North-West Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of the
White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. You can see five stone archways
around the courtyard, two of them in the southern wall.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: An elite Queen's Guard stands at his post.
West: A palace servant is here, about his duties.
The waters of a blue-veined marble fountain pour forth here.
A palace servant is here, about his duties.

`
`
* S HP:Battered MV:Winded > The Entrance Hall
This large hall has doorways in each of the four walls, all impressive in
height. A red carpet covers the marble floor. Portraits line the walls,
mostly of the Royal Family with some exceptional retainers honored as well.
The door to the north leads to Queen Morgase's throne room, while an
archway in the southern wall opens onto the palace courtyard. Doorways to
the east and west open into corridors.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: greatdoor
North: A draft horse is here.
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A long stem of crimson-colored rose blooms here.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded >
[k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded >
[k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

close greatdoor
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > Ok.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > Disasterpus narrates 'i think it's 2n1e. thats the room i hear called at
least. i never done it personally'
[k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

s
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > Ragnorake narrates 'WHAT!!!'
[k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

s
`
* S HP:Battered MV:Winded > North-West Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of the
White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. You can see five stone archways
around the courtyard, two of them in the southern wall.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: An elite Queen's Guard stands at his post.
East: *Lorn* is standing here.
West: A palace servant is here, about his duties.
The waters of a blue-veined marble fountain pour forth here.
A palace servant is here, about his duties.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > South-West Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of
the White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. There are five stone archways
around the courtyard, two of them in the southern wall. Above you, high on
the southern wall, there is a small balcony.
[ obvious exits: N E S ]
Zone: Inner Caemlyn
North: A palace servant is here, about his duties.
The waters of a blue-veined marble fountain pour forth here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

n
* S HP:Battered MV:Winded > [k light]
They aren't here.

n
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > North-West Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of the
White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. You can see five stone archways
around the courtyard, two of them in the southern wall.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: An elite Queen's Guard stands at his post.
East: *Lorn* is standing here.
West: A palace servant is here, about his duties.
The waters of a blue-veined marble fountain pour forth here.
A palace servant is here, about his duties.

`
`
* S HP:Battered MV:Winded > The Entrance Hall
This large hall has doorways in each of the four walls, all impressive in
height. A red carpet covers the marble floor. Portraits line the walls,
mostly of the Royal Family with some exceptional retainers honored as well.
The door to the north leads to Queen Morgase's throne room, while an
archway in the southern wall opens onto the palace courtyard. Doorways to
the east and west open into corridors.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: greatdoor
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A long stem of crimson-colored rose blooms here.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

s
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > North-West Corner of the Courtyard
You are in the corner of the Palace Courtyard. The floor is made up of
large granite blocks. There is an enormous fountain set in the middle of
the courtyard, so that you are walking around its perimeter. A statue of the
White Lion of Andor is raised in the middle of the fountain, spraying
water from its mouth high into the air. You can see five stone archways
around the courtyard, two of them in the southern wall.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: An elite Queen's Guard stands at his post.
West: A palace servant is here, about his duties.
The waters of a blue-veined marble fountain pour forth here.
A palace servant is here, about his duties.

w
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded >
`
Entrance to the Courtyard
The hallway bends here to the north and west. An archway is set into the
eastern wall through which you can see the palace courtyard. A large
painting is here, hung on the southern wall.
[ obvious exits: N E W ]
Zone: Inner Caemlyn
North: A palace servant is here, about his duties.
East: A palace servant is here, about his duties.
A palace servant is here, about his duties.

* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

n
* S HP:Battered MV:Winded >
`
Junction in a Hallway
A broad hallway which opens onto a large hall to the east. The hallway runs
north and south, but seems to dead end off to the north. An archway leads west
into the palace library. A bust of Queen Morgase is here on a carved stand.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: The jailer for the Queen's Guard stands sentry here.
East: An elite Queen's Guard stands at his post.
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A palace servant is here, about his duties.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.
Batrastard narrates 'nod'

e
`
* S HP:Battered MV:Winded >
`
The Entrance Hall
This large hall has doorways in each of the four walls, all impressive in
height. A red carpet covers the marble floor. Portraits line the walls,
mostly of the Royal Family with some exceptional retainers honored as well.
The door to the north leads to Queen Morgase's throne room, while an
archway in the southern wall opens onto the palace courtyard. Doorways to
the east and west open into corridors.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: greatdoor
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A long stem of crimson-colored rose blooms here.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

scan n
* S HP:Battered MV:Winded >
3
where
`
* S HP:Battered MV:Winded >
`
Players in your Zone
--------------------
Ghast - The Entrance Hall

`
* S HP:Battered MV:Winded > [k light]
They aren't here.

`
* S HP:Battered MV:Winded > Melkor narrates 'yea 1n of the flatwort, bolder on the ground'
[k light]
They aren't here.

h
* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [k light]
They aren't here.

* S HP:Battered MV:Winded > [hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
l
The Entrance Hall
This large hall has doorways in each of the four walls, all impressive in
height. A red carpet covers the marble floor. Portraits line the walls,
mostly of the Royal Family with some exceptional retainers honored as well.
The door to the north leads to Queen Morgase's throne room, while an
archway in the southern wall opens onto the palace courtyard. Doorways to
the east and west open into corridors.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: greatdoor
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A long stem of crimson-colored rose blooms here.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

* S HP:Battered MV:Winded >

An elite Queen's Guard tries to slash you, but you parry successfully.
An elite Queen's Guard joins an elite Queen's Guard's fight!
An elite Queen's Guard slashes your body hard.
You try to pierce an elite Queen's Guard, but he deflects the blow.
An elite Queen's Guard slashes your body very hard.

w
* S HP:Battered MV:Tiring - an elite Queen's Guard: Healthy >
No way! You're fighting for your life!

f
* S HP:Battered MV:Tiring - an elite Queen's Guard: Healthy >
s
You panic and attempt to flee!

You flee head over heels.
Bend in the Corridor
The hallway turns sharply here to the north and west. To the west you
can see what appears to be a large entry hall. Two portraits hang here,
one of Princess Elayne and one of Prince Gawyn.
[ obvious exits: N W ]
Zone: Inner Caemlyn
North: An elite Queen's Guard stands at his post.
West: An elite Queen's Guard stands at his post.
Alas, you cannot go that way...

* S HP:Battered MV:Tiring >
w
w
An elite Queen's Guard has arrived from the west.
An elite Queen's Guard has arrived from the west.
The Entrance Hall
This large hall has doorways in each of the four walls, all impressive in
height. A red carpet covers the marble floor. Portraits line the walls,
mostly of the Royal Family with some exceptional retainers honored as well.
The door to the north leads to Queen Morgase's throne room, while an
archway in the southern wall opens onto the palace courtyard. Doorways to
the east and west open into corridors.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: greatdoor
East: An elite Queen's Guard stands at his post.
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A long stem of crimson-colored rose blooms here.
*Lorn* is standing here.

`
* S HP:Battered MV:Tiring > *Lorn* leaves west.
Junction in a Hallway
A broad hallway which opens onto a large hall to the east. The hallway runs
north and south, but seems to dead end off to the north. An archway leads west
into the palace library. A bust of Queen Morgase is here on a carved stand.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: The jailer for the Queen's Guard stands sentry here.
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
*Lorn* is standing here.
A palace servant is here, about his duties.

* S HP:Battered MV:Tiring > *Lorn* leaves north.
Ragnorake narrates 'Just one?'
[k light]
They aren't here.

e
* S HP:Battered MV:Tiring >
`
The Entrance Hall
This large hall has doorways in each of the four walls, all impressive in
height. A red carpet covers the marble floor. Portraits line the walls,
mostly of the Royal Family with some exceptional retainers honored as well.
The door to the north leads to Queen Morgase's throne room, while an
archway in the southern wall opens onto the palace courtyard. Doorways to
the east and west open into corridors.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
Door north: greatdoor
East: An elite Queen's Guard stands at his post.
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A long stem of crimson-colored rose blooms here.

* S HP:Battered MV:Tiring > [k light]
They aren't here.

w
* S HP:Battered MV:Tiring >
`
n
Junction in a Hallway
A broad hallway which opens onto a large hall to the east. The hallway runs
north and south, but seems to dead end off to the north. An archway leads west
into the palace library. A bust of Queen Morgase is here on a carved stand.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: *Lorn* is standing here.
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A palace servant is here, about his duties.

`
`
* S HP:Battered MV:Tiring > Disasterpus narrates 'flatwort loads in blight? '
[k light]
They aren't here.

* S HP:Battered MV:Tiring > A Dead End
The Hallway abruptly dead ends. There is no artwork here, unlike most of
the palace halls. The only apparent exit is back to the south.
A wanted poster is here, listing the names of various outlaws.
[ obvious exits: S ]
Zone: Inner Caemlyn
Door down: slab
South: A palace servant is here, about his duties.
*Lorn* is standing here.
The jailer for the Queen's Guard stands sentry here.
The jailer for the Queen's Guard stands sentry here.

* S HP:Battered MV:Tiring > [k light]
You barely pierce *Lorn*'s body.
*Lorn* panics, and attempts to flee!

* S HP:Battered MV:Tiring - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Critical >
s
`
*Lorn* leaves south.
*Lorn* has arrived from the south.
Melkor narrates 'yea'
Junction in a Hallway
A broad hallway which opens onto a large hall to the east. The hallway runs
north and south, but seems to dead end off to the north. An archway leads west
into the palace library. A bust of Queen Morgase is here on a carved stand.
[ obvious exits: N E S W ]
Zone: Inner Caemlyn
North: *Lorn* is standing here.
South: A palace servant is here, about his duties.
West: A palace servant is here, about his duties.
A palace servant is here, about his duties.

* S HP:Battered MV:Tiring > [k light]
They aren't here.

* S HP:Battered MV:Tiring >
`
`
`
[k light]
They aren't here.

`
`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
`
* S HP:Battered MV:Tiring >
`
`
[k light]
They aren't here.

`
`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
* S HP:Battered MV:Tiring > [k light]
They aren't here.

`
* S HP:Battered MV:Tiring >
*Lorn* has arrived from the north.
[k light]
You barely pierce *Lorn*'s right leg.
*Lorn* panics, and attempts to flee!

`
`
* S HP:Battered MV:Tiring - Lorn: Critical > [k light]
You do the best you can!

`
* S HP:Battered MV:Tiring - Lorn: Critical > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Critical > You pierce *Lorn*'s right leg.
*Lorn* is mortally wounded, and will die soon, if not aided.
The palace servant gesticulates strangely.
The palace servant panics, and attempts to flee!
The palace servant leaves south.
[k light]
You do the best you can!

`
* S HP:Battered MV:Tiring - Lorn: Incapacitated >
[k light]
You do the best you can!

`
`
* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

`
* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

`
* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!
Batrastard narrates 'where does flatwort load in blight now?'

* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Incapacitated > [k light]
You do the best you can!

* S HP:Battered MV:Tiring - Lorn: Incapacitated > You pierce *Lorn*'s body hard.
*Lorn* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Lorn*'s death cry.
[k light]
They aren't here.

* S HP:Battered MV:Tiring > [k light]
They aren't here.

* S HP:Battered MV:Tiring > [k light]
They aren't here.

nar lorn rip
* S HP:Battered MV:Tiring >
You narrate 'lorn rip'

v
scalp corpse
* S HP:Battered MV:Tiring >
You lean over and sever the bloody head from the corpse of Lorn.

* S HP:Battered MV:Tiring >
put all pouch
You don't see a pouch here.

* S HP:Battered MV:Tiring >

Disasterpus narrates 'set a trigger, go afk! =P'
Ragnorake narrates 'man...that zone doesn't pop all that often'

get all corpse
* S HP:Battered MV:Tiring >
You get the severed head of Ghast the Trolloc slain in Andor from the corpse of Lorn.
You get a pair of moonstone hilted dirks from the corpse of Lorn.
You get a pair of thick metal boots from the corpse of Lorn.
You get a pair of ebony-steel plate greaves from the corpse of Lorn.
You get a sword sheath from the corpse of Lorn.
You get a bronze belt of odd design from the corpse of Lorn.
You get an ebony shortblade from the corpse of Lorn.
You get a sungwood bracelet from the corpse of Lorn.
You get a sungwood bracelet from the corpse of Lorn.
You get a pair of heavy metal gauntlets from the corpse of Lorn.
You get a pair of steel-plated vambraces from the corpse of Lorn.
a backpack: You can't carry that much weight. <--- ALL MY CRAP
You get a dark, hooded cloak from the corpse of Lorn.
You get a shining steel breastplate from the corpse of Lorn.
You get a torc of gleaming steel from the corpse of Lorn.
You get a torc of gleaming steel from the corpse of Lorn.
a full metal helmet and visor: You can't carry that much weight.
You get a gold ring delicately carved with ivy from the corpse of Lorn.
You get a jade signet ring from the corpse of Lorn.
You get a lantern from the corpse of Lorn.

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